rathena/doc/status_change.txt
aleos89 f4f4367c52 Corrected Eleanor's Eternal Quick Combo behavior (fixes #1568)
* Adjusted skill type to misc.
* Added missing damage calculation.
* Corrected the Equipment ATK reduction.
* Moved the Stun addition and Tinder Breaker removal to skill_additional_effect.
2016-09-28 13:59:40 -04:00

2583 lines
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//===== rAthena Documentation ================================
//= Status Change Documentation
//===== By: ==================================================
//= rAthena Dev Team
//===== Last Updated: ========================================
//= 20151030
//===== Description: =========================================
//= List of all Status Changes and theirs val1, val2, val3, and
//= val4 usage in source. Providing easier guide to use
//= sc_start, sc_start2, and sc_start4 in scripting.
//= NOTE:
//= - If sc_start/2/4 values based on val1~val4 information,
//= it's a wise decision to use flag SCSTART_LOADED(4). But,
//= some SCs with iteration check maybe will fail to give
//= iteration check if flag SCSTART_LOADED is given.
//===== Format: =========================================
//= <SC_Name> (<Default_SI>)
//= desc: <any description or info related this status>
//= val1: <usage for>
//= val2: <usage for>
//= val3: <usage for>
//= val4: <usage for>
//============================================================
SC_STONE ()
desc: DEF -50%; if HP>25% lose 1% HP/5 sec; MDEF +25%; change element to Earth Lv 1; ignore Steal & Lex Aeterna; can't move/attack/pick item/use item/use skill/sit/logout
val1:
val2: Caster's object ID
val3: Incubation time
val4: Remaining tick
SC_FREEZE ()
desc: DEF -50%; FLEE = 0; MDEF +25%; ignore Steal, Lex Aeterna, Storm Gust, Falling Ice Pillar; change element to Water Lv 1; can't move/attack/pick item/use item/sit/logout
val1:
SC_STUN ()
desc: FLEE = 0; can't move/attack/pick item/use item/use skill/sit/logout
val1:
SC_SLEEP ()
desc: FLEE = 0; enemy CRIT x2; can't move/attack/pick item/use item/use skill/sit/logout
val1:
SC_POISON ()
desc: DEF -25%; if HP>25% lose 1.5% + 2 HP/sec; SP Regeneration is disabled
val1: Skill Level
val2: Caster's object ID
val3:
val4: Remaining tick
SC_CURSE ()
desc: ATK-25%; LUK = 0; Movement speed -300
val1:
SC_SILENCE ()
desc: Can't use active skills
val1:
SC_CONFUSION ()
desc: Move randomly; Set DEF to (STR+(INT*50))
val1:
SC_BLIND ()
desc: HIT -25%; FLEE -25%; Black out the outter part of the screen
val1:
SC_BLEEDING (SI_BLEEDING)
desc: HP Regeneration is disabled; SP Regeneration is disabled; Lose HP overtime
val1: Skill Level
val2: Caster's object ID (for mob_log_damage)
val3:
val4: Remaining tick
SC_DPOISON ()
desc: DEF -25%; if HP>25% lose 10/15% HP/sec
val1: Skill Level
val2: Caster's object ID (for mob_log_damage)
val3:
val4: Remaining tick
SC_PROVOKE (SI_PROVOKE)
desc: Decrease DEF by (5+(5*Skill Lv))%; Increase ATK by (2+(3*Skill lv))%
val1:
SC_ENDURE (SI_ENDURE)
desc: Increase MDEF by (Skill Lv); Doesn't get flinched when attacked
val1:
SC_TWOHANDQUICKEN (SI_TWOHANDQUICKEN)
desc: ASPD +30%
val1:
SC_CONCENTRATE (SI_CONCENTRATE)
desc: Increase AGI by (2+Skill Lv)%; Increase DEX by (2+Skill Lv)%; Reveal hidden enemies in 3x3 area around caster
val1:
SC_HIDING (SI_HIDING)
desc: Set OPTION_HIDE
val1:
SC_CLOAKING (SI_CLOAKING)
desc: Set OPTION_CLOAK
val1:
SC_ENCPOISON (SI_ENCPOISON)
desc: Change weapon element to ELE_POISON; Poisoning chance is (2.5+0.5%)
val1:
SC_POISONREACT (SI_POISONREACT)
desc: Increase ATK by (100+30*Skill Lv))%; Counter physical attack with Envenoms skill
val1:
SC_QUAGMIRE (SI_QUAGMIRE)
desc: Removes Increase AGI, Twhohand Quicken, Wind Walk, Adrenaline Rush, Attention Concentrate, Cart Boost, True Sight, Magnetic Field & Onehand Quicken skill effect; Movement Speed -50; Decrease AGI & DEX by (10*Skill Lv) but can't below 75% for players and 50% for mobs
val1:
SC_ANGELUS (SI_ANGELUS)
desc: Increase DEF by (5*Skill Lv)%
val1:
SC_BLESSING (SI_BLESSING)
desc: Increase STR, DEX & INT by (Skill Lv); Removes Stone and Curse status. If used on mobs will reduce their DEX and INT by 50%
val1:
SC_SIGNUMCRUCIS (SI_SIGNUMCRUCIS)
desc: Decrease DEF of Undead and Demon mobs by (10+(4*Skill Lv))% on screen
val1:
SC_INCREASEAGI (SI_INCREASEAGI)
desc: Increase AGI and walkspeed, AL_INCAGI effect
val1: (hardcoded)
SC_DECREASEAGI (SI_DECREASEAGI)
desc: Decrease AGI and walkspeed, AL_DECAGI effect
val1: (hardcoded)
SC_SLOWPOISON (SI_SLOWPOISON)
desc: Stop the HP reduction of SC_POISON
val1:
SC_IMPOSITIO (SI_IMPOSITIO)
desc: Increase ATK by (5*Skill Lv)
val1:
SC_SUFFRAGIUM (SI_SUFFRAGIUM)
desc: Cast time decreased by (15*Skill Lv)%
val1:
SC_ASPERSIO (SI_ASPERSIO)
desc: Change weapon element to ELE_HOLY
val1:
SC_BENEDICTIO (SI_BENEDICTIO)
desc: Change armor element to ELE_HOLY
val1:
SC_KYRIE (SI_KYRIE)
desc: Remove SC_ASSUMPTIO skill effect; Block damage with a total of (MaxHP*(Skill Lv*2+10)/100) or ((Skill Lv/2)+5) times
val1:
SC_MAGNIFICAT (SI_MAGNIFICAT)
desc: SP Regeneration speed x2
val1:
SC_GLORIA (SI_GLORIA)
desc: LUK +30
val1:
SC_AETERNA (SI_AETERNA)
desc: Damaged received x2
val1:
SC_ADRENALINE (SI_ADRENALINE)
desc: ASPD of Axe & Mace weapons x2
val1:
SC_WEAPONPERFECTION (SI_WEAPONPERFECTION)
desc: Ignore damage reduction to any monster size
val1:
SC_OVERTHRUST (SI_OVERTHRUST)
desc: Increase ATK by (5*Skill Lv)%; Add a 0.1% of breaking the equipped weapon [except Axes, Maces & Unbreakable weapons]
val1:
SC_MAXIMIZEPOWER (SI_MAXIMIZEPOWER)
desc: SP Regeneration is disabled; Damage dealt is always the max damage
val1:
SC_TRICKDEAD (SI_TRICKDEAD)
desc: HP & SP Regeneration is disabled; Remove SC_DANCING
val1:
SC_LOUD (SI_LOUD)
desc: STR +4
val1:
SC_ENERGYCOAT (SI_ENERGYCOAT)
desc: Reduce damage received according to current MaxSP %
val1:
SC_BROKENARMOR (SI_BROKENARMOR)
desc: Shows SI_BROKENARMOR status if the armor is broken
val1:
SC_BROKENWEAPON (SC_BROKENWEAPON)
desc: Shows SC_BROKENWEAPON status if the armor is broken
val1:
SC_HALLUCINATION (SI_HALLUCINATION)
desc: The screen goes wavy and you see crazy numbers for all damage that is processed around you, but they are all fake. Even other players see those numbers at you.
val1:
SC_WEIGHT50 (SI_WEIGHT50)
desc: Shows SI_WEIGHT50 status icon if Weight >= 50%
val1:
SC_WEIGHT90 (SI_WEIGHT90)
desc: Shows SI_WEIGHT90 status icon if Weight >= 90%
val1:
SC_ASPDPOTION0 (SI_ASPDPOTION0)
desc: Increase ASPD, won't be stacked with SC_ASPDPOTION1, SC_ASPDPOTION2, SC_ASPDPOTION3
val1: +ASPD (Renewal)
val2: +% ASPD (Pre-Renewal)
SC_ASPDPOTION1 (SI_ASPDPOTION1)
desc: Increase ASPD, won't be stacked with SC_ASPDPOTION0, SC_ASPDPOTION2, SC_ASPDPOTION3
val1: +ASPD (Renewal)
val2: +% ASPD (Pre-Renewal)
SC_ASPDPOTION2 (SI_ASPDPOTION2)
desc: Increase ASPD, won't be stacked with SC_ASPDPOTION0, SC_ASPDPOTION1, SC_ASPDPOTION3
val1: +ASPD (Renewal)
val2: +% ASPD (Pre-Renewal)
SC_ASPDPOTION3 (SI_ASPDPOTION3)
desc: Increase ASPD, won't be stacked with SC_ASPDPOTION0, SC_ASPDPOTION1, SC_ASPDPOTION2
val1: + ASPD (Renewal)
val2: +% ASPD (Pre-Renewal)
SC_SPEEDUP0 (SI_MOVHASTE_HORSE)
desc: Increase/change walkspeed rate. This effect won't be stacked with bonus bSpeedRate
val1: +% Walkspeed
SC_SPEEDUP1 (SI_SPEEDPOTION1)
desc: Increase/change walkspeed rate. This effect won't be stacked with bonus bSpeedRate
val1: +% Walkspeed
SC_ATKPOTION (SI_PLUSATTACKPOWER)
desc: Increase Atk
val1: +Atk
SC_MATKPOTION (SI_PLUSMAGICPOWER)
desc: Increase MAtk
val1: +MAtk
SC_WEDDING ()
desc: Set Movement Speed to 100; Call clif_changelook; Set OPTION_WEDDING
val1:
SC_SLOWDOWN ()
desc: Reduce walkspeed rate
val1: -% Walkspeed
SC_ANKLE (SI_ANKLESNARE)
desc: Set DEF to (AGI*50); Can't move
val1:
SC_KEEPING ()
desc: Set DEF to 90
val1:
SC_BARRIER (SI_BARRIER)
desc: Set DEF to 100
val1:
SC_STRIPWEAPON (SI_STRIPWEAPON)
desc: Unequip weapon; On mob ATK -25%
val1:
SC_STRIPSHIELD (SI_STRIPSHIELD)
desc: Unequip shield; On mob DEF -15%
val1:
SC_STRIPARMOR (SI_STRIPARMOR)
desc: Unequip armor; On mob VIT -40%
val1:
SC_STRIPHELM (SI_STRIPHELM)
desc: Unequip helm; On mob INT -40%
val1:
SC_CP_WEAPON (SI_CP_WEAPON)
desc: Protects equipped weapon from damage and strip skill
val1:
SC_CP_SHIELD (SI_CP_SHIELD)
desc: Protects equipped shield from damage and strip skill
val1:
SC_CP_ARMOR (SI_CP_ARMOR)
desc: Protects equipped armor from damage and strip skill
val1:
SC_CP_HELM (SI_CP_HELM)
desc: Protects equipped helm from damage and strip skill
val1:
SC_AUTOGUARD (SI_AUTOGUARD)
desc: Blocks short and long range physical attacks at a certain chance, and stops the caster for 0.3 seconds if it's activated
val1:
SC_REFLECTSHIELD (SI_REFLECTSHIELD)
desc: Reflects (10+(3*Skill Lv))% of short ranged physical attack back to the attacker
val1:
SC_SPLASHER (SI_SPLASHER)
desc: This skill will only work once the target's HP is 1/3 or less of its Max HP. When struck by this skill, the target will explode and damage other enemies in it's vicinity
val1:
SC_PROVIDENCE (SI_PROVIDENCE)
desc: Increase party members' resistance to RC_Demon and Ele_Holy monsters
val1:
SC_DEFENDER (SI_DEFENDER)
desc: Decrease (5+(15*Skill Lv))% damage taken from long range attack; Decrease (25+(5*Skill Lv)) ASPD
val1:
SC_MAGICROD (SI_MAGICROD)
desc: Gain (Skill Lv*20)% of SP consumed by the skill used from enemy; Damage received becomes 0; Drain 20% of enemy's Max SP
val1:
SC_SPELLBREAKER ()
desc: Gain SP used by enemy to cast the spell, and interrupt the magic cast. At lv 5, gain 1% from enemy max hp.
val1:
SC_AUTOSPELL (SI_AUTOSPELL)
desc: Auto cast several learned magic spells by using 2/3 of SP cost of the skill, but only when attacking with physical attacks.
val1:
SC_SIGHTTRASHER ()
desc: (not exist)
val1:
SC_AUTOBERSERK (SI_AUTOBERSERK)
desc: If HP<25%, set SC_PROVOKE lv 10 on self
val1:
SC_SPEARQUICKEN (SI_SPEARQUICKEN)
desc: When using spear, +ASPD (20+(1*Skill Lv))%, +CRIT (3+(10*Skill Lv)), +FLEE (2*Skill Lv)
val1:
SC_AUTOCOUNTER (SI_AUTOCOUNTER)
desc: Hitrate +20%; If attacked by close range, automatically retaliate with crit*2
val1:
SC_SIGHT ()
desc: Reveal hidden enemy on 3*3 range; Set OPTION_SIGHT
val1:
SC_SAFETYWALL ()
desc: Block short ranged attack; Set OPTION_RUWACH
val1:
SC_RUWACH ()
desc: Reveal hidden target and deal little damages if enemy is under SC_HIDING/SC_CLOAKING/SC_CAMOUFLAGE/SC_CLOAKINGEXCEED; Set OPTION_RUWACH
val1:
SC_EXTREMITYFIST (SI_EXTREMITYFIST)
desc: Stop SP Regeneration by setting RGN_SP
val1:
SC_EXPLOSIONSPIRITS (SI_EXPLOSIONSPIRITS)
desc: Stop SP Regeneration by setting RGN_SP; +Crit
val1:
SC_COMBO ()
desc:
val1:
SC_BLADESTOP_WAIT ()
desc:
val1:
SC_BLADESTOP (SI_BLADESTOP)
desc: Stops player and target; Set OPT3_BLADESTOP
val1:
SC_FIREWEAPON (SI_FIREWEAPON)
desc: Change weapon element to Fire element
val1:
SC_WATERWEAPON (SI_WATERWEAPON)
desc: Change weapon element to Water element
val1:
SC_WINDWEAPON (SI_WINDWEAPON)
desc: Change weapon element to Wind element
val1:
SC_EARTHWEAPON (SI_EARTHWEAPON)
desc: Change weapon element to Earth element
val1:
SC_VOLCANO (SI_LANDENDOW)
desc: +watk of ELE_FIRE user
val1:
SC_DELUGE (SI_LANDENDOW)
desc: +Max HP of ELE_WATER user
val1:
SC_VIOLENTGALE (SI_LANDENDOW)
desc: +FLEE of ELE_WIND user
val1:
SC_WATK_ELEMENT ()
desc: Adds a percent of damage as an element
val1:
SC_ARMOR ()
desc: Reduce damage received by 80 from long ranged weapon/misc attacks
val1:
SC_ARMOR_ELEMENT ()
desc: Adjust element resistance by percentage
val1: Water resistance
val2: Earth resistance
val3: Fire resistance
val4: Wind resistance
SC_NOCHAT ()
desc: Can't chat, pick item, drop item
val1:
SC_BABY (SI_BABY)
desc:
val1:
SC_AURABLADE (SI_AURABLADE)
desc: Set OPT3_AURABLADE; Add damage by (20*Skill Lv) which ignore caster's accuracy rate/target's DEF
val1:
SC_PARRYING (SI_PARRYING)
desc: Block using a 2H-Sword with chance (20+(3*Skill Lv))%
val1:
SC_CONCENTRATION (SI_CONCENTRATION)
desc: Lv 1 Endurace effect; +WATK; +HIT; -DEF
val1:
val2: 5*val1; // Batk/Watk Increase
val3: 10*val1; // Hit Increase
val4: 5*val1; // Def reduction
SC_TENSIONRELAX (SI_TENSIONRELAX)
desc: Increase HP regeneration rate while sitting
val1:
val2: 12; // SP cost
val3: tick/val4;
val4: 10000; // Decrease at 10secs intervals.
SC_BERSERK (SI_BERSERK)
desc: Stop HP+SP Regen; Can't use skill; Can't chat; -FLEE; +Max HP; +Movement Speed; +ATK; Set OPT3_BERSERK; -5%HP per 10 second; Set DEF+MDEF to 0
val1:
val2: HP Penalty (5% of Max HP)
val3: Skill duration
val4: Interval of HP Penalty
SC_FURY ()
desc:
val1:
SC_GOSPEL (SI_GOSPEL)
desc: Can't move; Gives a random status to party member and also enemy.
val1:
SC_ASSUMPTIO (RE: SI_ASSUMPTIO2. Pre-RE: SI_ASSUMPTIO)
desc: HP_ASSUMPTIO's effect
val1: Level (unused)
SC_BASILICA ()
desc: Can't move; Can't use skill except the Basilica caster to cancel the basilica itself; Clear the skill area; Knockback enemy except Boss
val1:
SC_GUILDAURA ()
desc:
val1:
SC_MAGICPOWER (SI_MAGICPOWER)
desc: +MATK by (Skill Lv*5)% for the next magic skill that is cast
val1:
SC_EDP (SI_EDP)
desc: +WATK by (100+(Skill Lv*80))
val1: Skill Lv
val2: Chance to Poison enemy (val1+2)%
val3: Damage increased by (50*(val1+1))
SC_TRUESIGHT (SI_TRUESIGHT)
desc: All stat +5; Damage +(2*Skill Lv)%; Crit +(Skill Lv); Hit +(3*Skill Lv)%
val1: Skill Lv
val2: Crit
val3: Hit
SC_WINDWALK (SI_WINDWALK)
desc: +Flee; +Movement speed
val1: Skill Lv
val2: Flee
SC_MELTDOWN (SI_MELTDOWN)
desc: Breaks target's weapon and armor at a certain chance
val1: Skill Lv
val2: Chance to break weapon (100*Skill Lv)
val3: Change to break armor (70*Skill Lv)
SC_CARTBOOST (SI_CARTBOOST)
desc:
val1:
SC_CHASEWALK (SI_CHASEWALK)
desc:
val1:
SC_REJECTSWORD (SI_REJECTSWORD)
desc:
val1:
SC_MARIONETTE (SI_MARIONETTE)
desc:
val1:
SC_MARIONETTE2 (SI_MARIONETTE2)
desc:
val1:
SC_CHANGEUNDEAD ()
desc:
val1:
SC_JOINTBEAT ()
desc:
val1:
SC_MINDBREAKER (SI_MINDBREAKER)
desc:
val1:
SC_MEMORIZE (SI_MEMORIZE)
desc:
val1:
SC_FOGWALL (SI_FOGWALL)
desc:
val1:
SC_SPIDERWEB (SI_SPIDERWEB)
desc:
val1:
SC_DEVOTION (SI_DEVOTION)
desc:
val1:
SC_SACRIFICE ()
desc:
val1:
SC_STEELBODY ()
desc:
val1:
SC_ORCISH ()
desc:
val1:
SC_READYSTORM ()
desc:
val1:
SC_READYDOWN ()
desc:
val1:
SC_READYTURN ()
desc:
val1:
SC_READYCOUNTER ()
desc:
val1:
SC_DODGE ()
desc:
val1:
SC_RUN ()
desc:
val1:
SC_SHADOWWEAPON ()
desc:
val1:
SC_ADRENALINE2 ()
desc:
val1:
SC_GHOSTWEAPON ()
desc:
val1:
SC_KAIZEL ()
desc:
val1:
SC_KAAHI ()
desc:
val1:
SC_KAUPE ()
desc:
val1:
SC_ONEHAND ()
desc:
val1:
SC_PRESERVE ()
desc:
val1:
SC_BATTLEORDERS ()
desc:
val1:
SC_REGENERATION ()
desc:
val1:
SC_DOUBLECAST ()
desc:
val1:
SC_GRAVITATION ()
desc:
val1:
SC_MAXOVERTHRUST ()
desc:
val1:
SC_LONGING ()
desc:
val1:
SC_HERMODE ()
desc:
val1:
SC_SHRINK ()
desc:
val1:
SC_SIGHTBLASTER ()
desc:
val1:
SC_WINKCHARM ()
desc:
val1:
SC_CLOSECONFINE ()
desc:
val1:
SC_CLOSECONFINE2 ()
desc:
val1:
SC_DANCING ()
desc:
val1:
SC_ELEMENTALCHANGE (SI_ARMOR_PROPERTY)
desc: Change armor element
val1: Element level
val2: Element (see doc/item_bonus.txt)
SC_RICHMANKIM ()
desc:
val1:
SC_ETERNALCHAOS ()
desc:
val1:
SC_DRUMBATTLE ()
desc:
val1:
SC_NIBELUNGEN ()
desc:
val1:
SC_ROKISWEIL ()
desc:
val1:
SC_INTOABYSS ()
desc:
val1:
SC_SIEGFRIED ()
desc:
val1:
SC_WHISTLE ()
desc:
val1:
SC_ASSNCROS ()
desc:
val1:
SC_POEMBRAGI ()
desc:
val1:
SC_APPLEIDUN ()
desc:
val1:
SC_MODECHANGE ()
desc:
val1:
SC_HUMMING ()
desc:
val1:
SC_DONTFORGETME ()
desc:
val1:
SC_FORTUNE ()
desc:
val1:
SC_SERVICE4U ()
desc:
val1:
SC_STOP ()
desc:
val1:
SC_SPURT ()
desc:
val1:
SC_SPIRIT ()
desc:
val1:
SC_COMA ()
desc: Vanish HP to 1 and SP to 0
val1: Skill Level
val2: If 1 means do not remove SP
val3: Caster's object ID (for mob_log_damage)
val4:
SC_INTRAVISION ()
desc:
val1:
SC_INCALLSTATUS ()
desc: Increase all status
val1: +AllStats
SC_INCSTR ()
desc: Increase STR
val1: + STR
SC_INCAGI ()
desc: Increase AGI
val1: + AGI
SC_INCVIT ()
desc: Incrase VIT
val1: + VIT
SC_INCINT ()
desc: Increase INT
val1: + INT
SC_INCDEX ()
desc: Increase DEX
val1: + DEX
SC_INCLUK ()
desc: Increase LUK
val1: + Luk
SC_INCHIT ()
desc: Increase Hit
val1: + Hit
SC_INCHITRATE ()
desc: Incrase Hit
val1: +% Hit
SC_INCFLEE ()
desc: Increase Flee
val1: + Flee
SC_INCFLEERATE ()
desc: Incrase Flee
val1: +% Flee
SC_INCMHPRATE ()
desc: Increase MaxHP
val1: +% MaxHP
SC_INCMSPRATE ()
desc: Incrase Max SP
val1: +% MaxSP
SC_INCATKRATE ()
desc: Increase Base Attack
val1: +% Atk
SC_INCMATKRATE ()
desc: Increase MATK
val1: +% Matk
SC_INCDEFRATE ()
desc: Increase Defense
val1: +% Def
SC_STRFOOD (SI_STRFOOD)
desc: Increase STR (cannot be stacked with SC_FOOD_STR_CASH, ignored if value is lower)
val1: +STR
SC_AGIFOOD (SI_AGIFOOD)
desc: Increase AGI (cannot be stacked with SC_FOOD_AGI_CASH, ignored if value is lower)
val1: +AGI
SC_VITFOOD (SI_VITFOOD)
desc: Increase VIT (cannot be stacked with SC_FOOD_VIT_CASH, ignored if value is lower)
val1: +VIT
SC_INTFOOD (SI_FOODINT)
desc: Increase INT (cannot be stacked with SC_FOOD_INT_CASH, ignored if value is lower)
val1: +INT
SC_DEXFOOD (SI_DEXFOOD)
desc: Increase DEX (cannot be stacked with SC_FOOD_DEX_CASH, ignored if value is lower)
val1: +DEX
SC_LUKFOOD (SI_LUKFOOD)
desc: Increase LUK (cannot be stacked with SC_FOOD_LUK_CASH, ignored if value is lower)
val1: +LUK
SC_HITFOOD (SI_HITFOOD)
desc: Increase HIT (food-type effect)
val1: +Hit
SC_FLEEFOOD (SI_FLEEFOOD)
desc: Increase FLEE (food-type effect)
val1: +Flee
SC_BATKFOOD (SI_BATKFOOD)
desc: Increase Base Attack (food-type effect)
val1: +BaseAttack
SC_WATKFOOD (SI_WATKFOOD)
desc: Increase Weapon Attack (food-type effect)
val1: +WeaponAttack
SC_MATKFOOD (SI_MATKFOOD)
desc: Increase Magic Attack (food-type effect)
val1: +MagicAttack
SC_SCRESIST ()
desc:
val1:
SC_XMAS ()
desc:
val1:
SC_WARM ()
desc:
val1:
SC_SUN_COMFORT ()
desc:
val1:
SC_MOON_COMFORT ()
desc:
val1:
SC_STAR_COMFORT ()
desc:
val1:
SC_FUSION ()
desc:
val1:
SC_SKILLRATE_UP ()
desc:
val1:
SC_SKE ()
desc:
val1:
SC_KAITE ()
desc:
val1:
SC_SWOO ()
desc:
val1:
SC_SKA ()
desc:
val1:
SC_EARTHSCROLL ()
desc:
val1:
SC_MIRACLE ()
desc:
val1:
SC_MADNESSCANCEL ()
desc:
val1:
SC_ADJUSTMENT ()
desc:
val1:
SC_INCREASING (SI_ACCURACY)
desc: Increase some statuses (hit, dex, agi), GS_INCREASING effect
val1: (hardocded)
SC_GATLINGFEVER ()
desc:
val1:
SC_TATAMIGAESHI ()
desc:
val1:
SC_UTSUSEMI ()
desc:
val1:
SC_BUNSINJYUTSU ()
desc:
val1:
SC_KAENSIN ()
desc:
val1:
SC_SUITON ()
desc:
val1:
SC_NEN ()
desc:
val1:
SC_KNOWLEDGE ()
desc:
val1:
SC_SMA ()
desc:
val1:
SC_FLING ()
desc:
val1:
SC_AVOID ()
desc:
val1:
SC_CHANGE ()
desc:
val1:
SC_BLOODLUST ()
desc:
val1:
SC_FLEET ()
desc:
val1:
SC_SPEED ()
desc:
val1:
SC_DEFENCE ()
desc: Increase Defense, HAMI_DEFENCE effect
val1: (none)
val2: + Def(Pre-renewal) or VIT (Renewal)
SC_INCASPDRATE ()
desc: Increase ASPD
val1: +% ASPD
SC_INCFLEE2 (SI_PLUSAVOIDVALUE)
desc: Increase perfect flee
val1: + Flee2
SC_JAILED ()
desc:
val1:
SC_ENCHANTARMS ()
desc:
val1:
SC_MAGICALATTACK ()
desc:
val1:
SC_ARMORCHANGE ()
desc:
val1:
SC_CRITICALWOUND ()
desc:
val1:
SC_MAGICMIRROR ()
desc:
val1:
SC_SLOWCAST ()
desc:
val1:
SC_SUMMER ()
desc:
val1:
SC_EXPBOOST (SI_EXPBOOST)
desc: Increase EXP rate
val1: +% EXP
SC_ITEMBOOST (SI_ITEMBOOST)
desc: Increase Drop rate
val1: +% Drop
SC_BOSSMAPINFO (SI_BOSSMAPINFO)
desc:
val1:
SC_LIFEINSURANCE (SI_LIFEINSURANCE)
desc: Remove death pleanlties
val1:
SC_INCCRI (SI_INCCRI)
desc: Increase critical value
val1: + Critical (100% = 1000)
SC_INCDEF () /* NOT AVAILABLE YET */
desc:
val1:
SC_INCBASEATK () /* NOT AVAILABLE YET */
desc:
val1:
SC_FASTCAST () /* NOT AVAILABLE YET */
desc:
val1:
SC_MDEF_RATE (SI_MDEF_RATE)
desc: Increase MDef by %
val1: +% Mdef
SC_HPREGEN () /* NOT AVAILABLE YET */
desc:
val1:
SC_INCHEALRATE (SI_INCHEALRATE)
desc: Increase Heal power
val1: +% Heal
SC_PNEUMA ()
desc:
val1:
SC_AUTOTRADE ()
desc:
val1:
SC_KSPROTECTED ()
desc:
val1:
SC_ARMOR_RESIST ()
desc: Adjust element resistance by percentage
val1: Water resistance
val2: Earth resistance
val3: Fire resistance
val4: Wind resistance
SC_SPCOST_RATE (SI_ATKER_BLOOD)
desc: Reduce SP cost
val1: +% Rate
SC_COMMONSC_RESIST (SI_TARGET_BLOOD)
desc: Increase resistance of status changes, only againts SC_STONE, SC_FREEZE, SC_STUN, SC_SLEEP, SC_POISON, SC_CURSE, SC_SILENCE, SC_CONFUSION, SC_BLIND, SC_BLEEDING, and SC_DPOISON
val1: +% Resistance
SC_SEVENWIND ()
desc:
val1:
SC_DEF_RATE (SI_DEF_RATE)
desc: Increase Def by %
val1: +% Def
SC_SPREGEN () /* NOT AVAILABLE YET */
desc:
val1:
SC_WALKSPEED ()
desc:
val1:
SC_MERC_FLEEUP ()
desc:
val1:
SC_MERC_ATKUP ()
desc:
val1:
SC_MERC_HPUP ()
desc:
val1:
SC_MERC_SPUP ()
desc:
val1:
SC_MERC_HITUP ()
desc:
val1:
SC_MERC_QUICKEN ()
desc:
val1:
SC_REBIRTH ()
desc:
val1:
SC_SKILLCASTRATE () /* NOT AVAILABLE YET */
desc:
val1:
SC_DEFRATIOATK () /* NOT AVAILABLE YET */
desc:
val1:
SC_HPDRAIN () /* NOT AVAILABLE YET */
desc:
val1:
SC_SKILLATKBONUS () /* NOT AVAILABLE YET */
desc:
val1:
SC_ITEMSCRIPT ()
desc: Timer script from other item script
val1: Item ID
val2: Status Icon
SC_S_LIFEPOTION (SI_S_LIFEPOTION)
desc: Increase HP each interval
val1: if < 0 will be percentage. If > 0 is fixed HP heal value
val2: Interval per seconds
SC_L_LIFEPOTION (SI_L_LIFEPOTION)
desc: Increase HP each interval
val1: if < 0 will be percentage. If > 0 is fixed HP heal value
val2: Interval per seconds
SC_JEXPBOOST ()
desc:
val1:
SC_IGNOREDEF () /* NOT AVAILABLE YET */
desc:
val1:
SC_HELLPOWER ()
desc:
val1:
SC_INVINCIBLE ()
desc:
val1:
SC_INVINCIBLEOFF ()
desc:
val1:
SC_MANU_ATK (SI_MANU_ATK)
desc: Increase Weapon Damage rate to Manuk monsters
val1: +% Damage
val2: (hardcoded to 1 mark as Manuk group bonus)
SC_MANU_DEF (SI_MANU_DEF)
desc: Increase Defense rate against Manuk monsters
val1: +% Defense
val2: (hardcoded to 1 mark as Manuk group bonus)
SC_SPL_ATK (SI_SPL_ATK)
desc: Increase Weapon Damage rate to Splendide Monster
val1: +% Damage
val2: (hardcoded to 1 mark as Splendide group bonus)
SC_SPL_DEF (SI_SPL_DEF)
desc: Increase Defense rate against Splendide Monster
val1: +% Defense
val2: (hardcoded to 1 mark as Splendide group bonus)
SC_MANU_MATK (SI_MANU_MATK)
desc: Increase Magic Damage rate to Manuk monsters
val1: +% Magic damage
val2: (hardcoded to 1 mark as Manuk group bonus)
SC_SPL_MATK (SI_SPL_MATK)
desc: Increase Magic Damage to Splendide Monster
val1: +% Damage
val2: (hardcoded to 1 mark as Splendide group bonus)
SC_FOOD_STR_CASH (SI_FOOD_STR_CASH)
desc: Increase STR (cannot be stacked with SC_STRFOOD, ignored if value is lower)
val1: +STR
SC_FOOD_AGI_CASH (SI_FOOD_AGI_CASH)
desc: Increase AGI (cannot be stacked with SC_AGIFOOD, ignored if value is lower)
val1: +AGI
SC_FOOD_VIT_CASH (SI_FOOD_VIT_CASH)
desc: Increase VIT (cannot be stacked with SC_VITFOOD, ignored if value is lower)
val1: +VIT
SC_FOOD_DEX_CASH (SI_FOOD_DEX_CASH)
desc: Increase DEX (cannot be stacked with SC_DEXFOOD, ignored if value is lower)
val1: +DEX
SC_FOOD_INT_CASH (SI_FOOD_INT_CASH)
desc: Increase INT (cannot be stacked with SC_INTFOOD, ignored if value is lower)
val1: +INT
SC_FOOD_LUK_CASH (SI_FOOD_LUK_CASH)
desc: Increase LUK (cannot be stacked with SC_LUKFOOD, ignored if value is lower)
val1: +LUK
SC_FEAR ()
desc: Cause SC_ANKLE for 2 seconds, Hit/Flee -20%, remove blind, immune to blind
val1:
SC_BURNING (SI_BURNT)
desc: MDEF -25%; Deals fixed (1000 + 3%*MaxHP) damage every 3 seconds; Damage can not be reduced
val1: Skill Level
val2: 1000
val3: Caster's object ID (for mob_log_damage)
val4: Remaining tick
SC_FREEZING ()
desc:
val1:
SC_ENCHANTBLADE ()
desc:
val1:
SC_DEATHBOUND ()
desc:
val1:
SC_MILLENNIUMSHIELD ()
desc:
val1:
SC_CRUSHSTRIKE ()
desc:
val1:
SC_REFRESH ()
desc:
val1:
SC_REUSE_REFRESH ()
desc:
val1:
SC_GIANTGROWTH ()
desc:
val1:
SC_STONEHARDSKIN ()
desc:
val1:
SC_VITALITYACTIVATION ()
desc:
val1:
SC_STORMBLAST ()
desc:
val1:
SC_FIGHTINGSPIRIT ()
desc:
val1:
SC_ABUNDANCE ()
desc:
val1:
SC_ADORAMUS ()
desc:
val1:
SC_EPICLESIS ()
desc:
val1:
SC_ORATIO ()
desc:
val1:
SC_LAUDAAGNUS ()
desc:
val1:
SC_LAUDARAMUS ()
desc:
val1:
SC_RENOVATIO ()
desc:
val1:
SC_EXPIATIO ()
desc:
val1:
SC_DUPLELIGHT ()
desc:
val1:
SC_SECRAMENT ()
desc:
val1:
SC_WHITEIMPRISON ()
desc:
val1:
SC_MARSHOFABYSS ()
desc:
val1:
SC_RECOGNIZEDSPELL ()
desc:
val1:
SC_STASIS ()
desc:
val1:
SC_SPHERE_1 ()
desc:
val1:
SC_SPHERE_2 ()
desc:
val1:
SC_SPHERE_3 ()
desc:
val1:
SC_SPHERE_4 ()
desc:
val1:
SC_SPHERE_5 ()
desc:
val1:
SC_READING_SB ()
desc:
val1:
SC_FREEZE_SP ()
desc:
val1:
SC_FEARBREEZE ()
desc:
val1:
SC_ELECTRICSHOCKER ()
desc:
val1:
SC_WUGDASH ()
desc:
val1:
SC_BITE ()
desc:
val1:
SC_CAMOUFLAGE ()
desc:
val1:
SC_ACCELERATION ()
desc:
val1:
SC_HOVERING ()
desc:
val1:
SC_SHAPESHIFT ()
desc:
val1:
SC_INFRAREDSCAN ()
desc:
val1:
SC_ANALYZE ()
desc:
val1:
SC_MAGNETICFIELD ()
desc:
val1:
SC_NEUTRALBARRIER ()
desc:
val1:
SC_NEUTRALBARRIER_MASTER ()
desc:
val1:
SC_STEALTHFIELD ()
desc:
val1:
SC_STEALTHFIELD_MASTER ()
desc:
val1:
SC_OVERHEAT ()
desc:
val1:
SC_OVERHEAT_LIMITPOINT ()
desc:
val1:
SC_VENOMIMPRESS ()
desc:
val1:
SC_POISONINGWEAPON (SI_POISONINGWEAPON)
desc: Coat the user's equipped weapon with a new poison temporarily, which grants a chance of leaving the target infected with the current poison while physically attacking.
val1: GC_WEAPONRESEARCH Skill Level
val2: Poison Type
val3: Success Rate
val4: Caster's object ID (for mob_log_damage)
SC_WEAPONBLOCKING ()
desc:
val1:
SC_CLOAKINGEXCEED ()
desc:
val1:
SC_HALLUCINATIONWALK ()
desc:
val1:
SC_HALLUCINATIONWALK_POSTDELAY ()
desc:
val1:
SC_ROLLINGCUTTER ()
desc:
val1:
SC_TOXIN (SI_TOXIN)
desc: Inflict damage, which causes the affected entity to flinch every 10 seconds; This will interrupt the skill casting, even if protected against it
val1: GC_WEAPONRESEARCH Skill Level
val2: Caster's object ID
val3:
val4: Remaining tick
SC_PARALYSE (SI_PARALYSE)
desc: Decrease both ASPD and Flee Rate by 10% and halve Movement Speed, which does not stack with Decrease AGI, Quagmire, Marsh Of Abyss or Freezing status
val1: GC_WEAPONRESEARCH Skill Level
val2:
val3:
val4: Tick
SC_VENOMBLEED (SI_VENOMBLEED)
desc: Decrease Max HP by 15%
val1: GC_WEAPONRESEARCH Skill Level
val2:
val3:
val4: Tick
SC_MAGICMUSHROOM (SI_MAGICMUSHROOM)
desc: Force the affected entity to use /heh emote, to randomly use skills and drain 3% of Max HP every 4 seconds
val1: GC_WEAPONRESEARCH Skill Level
val2: Caster's object ID
val3:
val4: Remaining tick
SC_DEATHHURT (SI_DEATHHURT)
desc: Drop the healing effectiveness by 20%; This effect stacks with Critical Wounds
val1: GC_WEAPONRESEARCH Skill Level
val2:
val3:
val4: Tick
SC_PYREXIA (SI_PYREXIA)
desc: Cause Blind and Hallucination statuses; If the affected entity takes damage while under the effects of this poison, it will remain in flinching motion, which will interrupt the skill casting
val1: GC_WEAPONRESEARCH Skill Level
val2:
val3:
val4: Remaining tick
SC_OBLIVIONCURSE (SI_OBLIVIONCURSE)
desc: Force the affected entity to use /? emote, block SP Recovery and cause Oblivion status; There is a chance (100% - (Target INT * 0.8)%) of being inflicted, with a minimum of 5%
val1: GC_WEAPONRESEARCH Skill Level
val2:
val3:
val4: Tick
SC_LEECHESEND (SI_LEECHESEND)
desc: Drain (Target VIT * (SkillLv - 3)) + (Target HP / 100) HP each second
val1: GC_WEAPONRESEARCH Skill Level
val2: Caster's object ID
val3:
val4: Remaining tick
SC_REFLECTDAMAGE ()
desc:
val1:
SC_FORCEOFVANGUARD ()
desc:
val1:
SC_SHIELDSPELL_DEF ()
desc:
val1:
SC_SHIELDSPELL_MDEF ()
desc:
val1:
SC_SHIELDSPELL_REF ()
desc:
val1:
SC_EXEEDBREAK ()
desc:
val1:
SC_PRESTIGE ()
desc:
val1:
SC_BANDING ()
desc:
val1:
SC_BANDING_DEFENCE ()
desc:
val1:
SC_EARTHDRIVE ()
desc:
val1:
SC_INSPIRATION ()
desc:
val1:
SC_SPELLFIST ()
desc:
val1:
SC_CRYSTALIZE ()
desc:
val1:
SC_STRIKING ()
desc:
val1:
SC_WARMER ()
desc:
val1:
SC_VACUUM_EXTREME ()
desc:
val1:
SC_PROPERTYWALK ()
desc:
val1:
SC_SWINGDANCE ()
desc:
val1:
SC_SYMPHONYOFLOVER ()
desc:
val1:
SC_MOONLITSERENADE ()
desc:
val1:
SC_RUSHWINDMILL ()
desc:
val1:
SC_ECHOSONG ()
desc:
val1:
SC_HARMONIZE ()
desc:
val1:
SC_VOICEOFSIREN ()
desc:
val1:
SC_DEEPSLEEP ()
desc:
val1:
SC_SIRCLEOFNATURE ()
desc:
val1:
SC_GLOOMYDAY ()
desc:
val1:
SC_GLOOMYDAY_SK ()
desc:
val1:
SC_SONGOFMANA ()
desc:
val1:
SC_DANCEWITHWUG ()
desc:
val1:
SC_SATURDAYNIGHTFEVER ()
desc:
val1:
SC_LERADSDEW ()
desc:
val1:
SC_MELODYOFSINK ()
desc:
val1:
SC_BEYONDOFWARCRY ()
desc:
val1:
SC_UNLIMITEDHUMMINGVOICE ()
desc:
val1:
SC_SITDOWN_FORCE ()
desc:
val1:
SC_NETHERWORLD ()
desc:
val1:
SC_CRESCENTELBOW ()
desc:
val1:
SC_CURSEDCIRCLE_ATKER ()
desc:
val1:
SC_CURSEDCIRCLE_TARGET ()
desc:
val1:
SC_LIGHTNINGWALK ()
desc:
val1:
SC_RAISINGDRAGON ()
desc:
val1:
SC_GT_ENERGYGAIN ()
desc:
val1:
SC_GT_CHANGE ()
desc:
val1:
SC_GT_REVITALIZE ()
desc:
val1:
SC_GN_CARTBOOST ()
desc:
val1:
SC_THORNSTRAP ()
desc:
val1:
SC_BLOODSUCKER ()
desc:
val1:
SC_SMOKEPOWDER ()
desc:
val1:
SC_TEARGAS ()
desc:
val1:
SC_MANDRAGORA ()
desc:
val1:
SC_STOMACHACHE (SI_STOMACHACHE)
desc: Reduce all stats
val1: -AllStats
SC_MYSTERIOUS_POWDER (SI_MYSTERIOUS_POWDER)
desc: Reduce Max HP rate
val1: ReduceValue (don't use - sign to reduce)
SC_MELON_BOMB (SI_MELON_BOMB)
desc: Reduce ASPD and move speed
val1: ReduceValue (don't use - sign to reduce)
SC_BANANA_BOMB (SI_BANANA_BOMB)
desc: Reduce LUK rate
val1: ReduceValue (don't use - sign to reduce)
SC_BANANA_BOMB_SITDOWN (SI_BANANA_BOMB_SITDOWN_POSTDELAY)
desc: Force player to sit
val1:
SC_SAVAGE_STEAK (SI_SAVAGE_STEAK)
desc: Increase STR
val1: +STR
SC_COCKTAIL_WARG_BLOOD (SI_COCKTAIL_WARG_BLOOD)
desc: Increase INT
val1: +INT
SC_MINOR_BBQ (SI_MINOR_BBQ)
desc: Increase VIT
val1: +VIT
SC_SIROMA_ICE_TEA (SI_SIROMA_ICE_TEA)
desc: Increase DEX
val1: +DEX
SC_DROCERA_HERB_STEAMED (SI_DROCERA_HERB_STEAMED)
desc: Increase AGI
val1: +AGI
SC_PUTTI_TAILS_NOODLES (SI_PUTTI_TAILS_NOODLES)
desc: Increase LUK
val1: +LUK
SC_BOOST500 (SI_BOOST500)
desc: Increase ASPD rate
val1: +% Aspd
SC_FULL_SWING_K (SI_FULL_SWING_K)
desc: Increase Base Atk
val1: +BaseAtk
SC_MANA_PLUS (SI_MANA_PLUS)
desc: Increase MAtk
val1: +Matk
SC_MUSTLE_M (SI_MUSTLE_M)
desc: Increase Max HP rate
val1: +% MaxHP
SC_LIFE_FORCE_F (SI_LIFE_FORCE_F)
desc: Increase Max SP rate
val1: +% MaxSP
SC_EXTRACT_WHITE_POTION_Z (SI_EXTRACT_WHITE_POTION_Z)
desc: Increase HP regen rate
val1: +% HP regen
SC_VITATA_500 (SI_VITATA_500)
desc: Increase SP Regen rate & Max SP rate
val1: +% SP regen
val2: +% MaxSP
SC_EXTRACT_SALAMINE_JUICE (SI_EXTRACT_SALAMINE_JUICE)
desc: Increase ASP rate
val1: +% ASPD
SC__REPRODUCE ()
desc:
val1:
SC__AUTOSHADOWSPELL ()
desc:
val1:
SC__SHADOWFORM ()
desc:
val1:
SC__BODYPAINT ()
desc:
val1:
SC__INVISIBILITY ()
desc:
val1:
SC__DEADLYINFECT ()
desc:
val1:
SC__ENERVATION ()
desc:
val1:
SC__GROOMY ()
desc:
val1:
SC__IGNORANCE ()
desc:
val1:
SC__LAZINESS ()
desc:
val1:
SC__UNLUCKY ()
desc:
val1:
SC__WEAKNESS ()
desc:
val1:
SC__STRIPACCESSORY ()
desc:
val1:
SC__MANHOLE ()
desc:
val1:
SC__BLOODYLUST ()
desc:
val1:
SC_CIRCLE_OF_FIRE ()
desc:
val1:
SC_CIRCLE_OF_FIRE_OPTION ()
desc:
val1:
SC_FIRE_CLOAK ()
desc:
val1:
SC_FIRE_CLOAK_OPTION ()
desc:
val1:
SC_WATER_SCREEN ()
desc:
val1:
SC_WATER_SCREEN_OPTION ()
desc:
val1:
SC_WATER_DROP ()
desc:
val1:
SC_WATER_DROP_OPTION ()
desc:
val1:
SC_WATER_BARRIER ()
desc:
val1:
SC_WIND_STEP ()
desc:
val1:
SC_WIND_STEP_OPTION ()
desc:
val1:
SC_WIND_CURTAIN ()
desc:
val1:
SC_WIND_CURTAIN_OPTION ()
desc:
val1:
SC_ZEPHYR ()
desc:
val1:
SC_SOLID_SKIN ()
desc:
val1:
SC_SOLID_SKIN_OPTION ()
desc:
val1:
SC_STONE_SHIELD ()
desc:
val1:
SC_STONE_SHIELD_OPTION ()
desc:
val1:
SC_POWER_OF_GAIA ()
desc:
val1:
SC_PYROTECHNIC ()
desc:
val1:
SC_PYROTECHNIC_OPTION ()
desc:
val1:
SC_HEATER ()
desc:
val1:
SC_HEATER_OPTION ()
desc:
val1:
SC_TROPIC ()
desc:
val1:
SC_TROPIC_OPTION ()
desc:
val1:
SC_AQUAPLAY ()
desc:
val1:
SC_AQUAPLAY_OPTION ()
desc:
val1:
SC_COOLER ()
desc:
val1:
SC_COOLER_OPTION ()
desc:
val1:
SC_CHILLY_AIR ()
desc:
val1:
SC_CHILLY_AIR_OPTION ()
desc:
val1:
SC_GUST ()
desc:
val1:
SC_GUST_OPTION ()
desc:
val1:
SC_BLAST ()
desc:
val1:
SC_BLAST_OPTION ()
desc:
val1:
SC_WILD_STORM ()
desc:
val1:
SC_WILD_STORM_OPTION ()
desc:
val1:
SC_PETROLOGY ()
desc:
val1:
SC_PETROLOGY_OPTION ()
desc:
val1:
SC_CURSED_SOIL ()
desc:
val1:
SC_CURSED_SOIL_OPTION ()
desc:
val1:
SC_UPHEAVAL ()
desc:
val1:
SC_UPHEAVAL_OPTION ()
desc:
val1:
SC_TIDAL_WEAPON ()
desc:
val1:
SC_TIDAL_WEAPON_OPTION ()
desc:
val1:
SC_ROCK_CRUSHER ()
desc:
val1:
SC_ROCK_CRUSHER_ATK ()
desc:
val1:
SC_LEADERSHIP ()
desc:
val1:
SC_GLORYWOUNDS ()
desc:
val1:
SC_SOULCOLD ()
desc:
val1:
SC_HAWKEYES ()
desc:
val1:
SC_ODINS_POWER ()
desc:
val1:
SC_RAID ()
desc:
val1:
SC_FIRE_INSIGNIA ()
desc:
val1:
SC_WATER_INSIGNIA ()
desc:
val1:
SC_WIND_INSIGNIA ()
desc:
val1:
SC_EARTH_INSIGNIA ()
desc:
val1:
SC_PUSH_CART ()
desc:
val1:
SC_SPELLBOOK1 ()
desc:
val1:
SC_SPELLBOOK2 ()
desc:
val1:
SC_SPELLBOOK3 ()
desc:
val1:
SC_SPELLBOOK4 ()
desc:
val1:
SC_SPELLBOOK5 ()
desc:
val1:
SC_SPELLBOOK6 ()
desc:
val1:
SC_MAXSPELLBOOK ()
desc:
val1:
SC_INCMHP ()
desc: Increase Max HP
val1: + Max HP
SC_INCMSP ()
desc: Incrase Max SP
val1: + MaxSP
SC_PARTYFLEE ()
desc:
val1:
SC_MEIKYOUSISUI ()
desc:
val1:
SC_JYUMONJIKIRI ()
desc:
val1:
SC_KYOUGAKU ()
desc:
val1:
SC_IZAYOI ()
desc:
val1:
SC_ZENKAI ()
desc:
val1:
SC_KAGEHUMI ()
desc:
val1:
SC_KYOMU ()
desc:
val1:
SC_KAGEMUSYA ()
desc:
val1:
SC_ZANGETSU ()
desc:
val1:
SC_GENSOU ()
desc:
val1:
SC_AKAITSUKI ()
desc:
val1:
SC_STYLE_CHANGE ()
desc: Eleanor's mode
val1:
SC_TINDER_BREAKER (SI_TINDER_BREAKER_POSTDELAY)
desc:
val1:
SC_TINDER_BREAKER2 (SI_TINDER_BREAKER)
desc: Tinder Breaker after-effect, just like Close Confine
val1:
SC_CBC (SI_CBC)
desc: Drain HP & SP each iteration (default is each 1 sec)
val1:
val2:
val3: %SP drain
SC_EQC (SI_EQC)
desc:
val1:
val2: -% Def
val3: -%MaxHP
val4:
SC_GOLDENE_FERSE (SI_GOLDENE_FERSE)
desc:
val1:
val2: +% Flee
val3: +% ASPD
val4: % Chance to convert attack as Holy element
SC_ANGRIFFS_MODUS (SI_ANGRIFFS_MODUS)
desc: Drain 100 HP & 20 SP each iteration (default is each 1 sec)
val1: Level. Usage for +MaxHP rate (5 * level)
val2: +ATK
val3: -Flee
SC_OVERED_BOOST (SI_OVERED_BOOST)
desc: When status ended, reduce 50% HP for player and increase 50 the Homunculus's hunger
val1:
val2: Fixed Flee value
val3: Fixed ASPD value
val4: -% Def
SC_LIGHT_OF_REGENE (SI_LIGHT_OF_REGENE)
desc:
val1:
val2: % of HP recovery on death
SC_ASH (SI_VOLCANIC_ASH)
desc: Increase damage to Fire element enemy (ratio +150%), reduce Hit, Def, Atk & Flee.
val1: -% Hit
val2: -% Def
val4: -Atk & Flee
SC_GRANITIC_ARMOR (SI_GRANITIC_ARMOR)
desc: Reduce the inflicted damage, when status ended deals another damage to self
val1:
val2: -%Damage
val3: Damage taken on status end
SC_MAGMA_FLOW (SI_MAGMA_FLOW)
desc:
val1:
val2: Rate to cast Magma Flow (deals damage) to target while attacking
SC_PYROCLASTIC (SI_PYROCLASTIC)
desc:
val1:
val2: +ATK
val3: % Rate to cast Hammer Fall
SC_PARALYSIS (SI_NEEDLE_OF_PARALYZE)
desc:
val1:
val2: -Def
val3: +% CastTime
SC_PAIN_KILLER (SI_PAIN_KILLER)
desc: Reduce damage for certain value, reduce ASPD rate, inflict Endure if has active SC_PARALYSIS
val1:
val2: -% ASPD
val3: -Damage
SC_HANBOK ()
desc: Visual effect. Hanbok costume!
val1:
SC_DEFSET ()
desc: Vellum Weapon bonus. Set Def value
val1: Def fixed value
SC_MDEFSET ()
desc: Vellum Weapon bonus. Set MDef value
val1: MDef fixed value
SC_DARKCROW (SI_DARKCROW)
desc: Increase short/melee damage rate
val1:
val2: +% Damage
SC_FULL_THROTTLE (SI_FULL_THROTTLE)
desc: Increase walk speed, increase allstats, full HP once activated
val1: Level, also used as Rebound level when this sc ended
val2: -SP each iteration
val3: +% Allstats
SC_REBOUND (SI_REBOUND)
desc: Full Throttle after-effect. Reduce walk speed
val1:
SC_UNLIMIT (SI_UNLIMIT)
desc: Increase attak rate & set Def/MDef to 1,
val1:
val2: +% Attack
SC_KINGS_GRACE (SI_KINGS_GRACE)
desc: Add Max HP & heal each iteration (default 1 seconds)
val1:
val2: +HP heal
SC_TELEKINESIS_INTENSE ()
desc: Increase SP cost & damage of Ghost skill, reduce casttime
val1:
val2: +% SP Cost
val3: +Damage ratio
val4: -CastTime
SC_OFFERTORIUM (SI_OFFERTORIUM)
desc:
val1:
val2: +Heal Power
val3: +SP Cost
SC_FRIGG_SONG (SI_FRIGG_SONG)
desc: Add Max HP & heal each iteration (default 1 seconds)
val1:
val2: +% MaxHP
val3: +HP heal
SC_MONSTER_TRANSFORM ()
desc: Monster Transformation. (DO NOT USE THIS DIRECTLY, use script 'transform')
val1: Monster ID
SC_ANGEL_PROTECT ()
desc:
val1:
SC_ILLUSIONDOPING (SI_ILLUSIONDOPING)
desc:
val1:
val2: -Hit
SC_FLASHCOMBO ()
desc:
val1:
val2: +ATK (isn't shown in status window)
SC_MOONSTAR (SI_MOONSTAR)
desc: Visual effect
val1:
SC_SUPER_STAR (SI_SUPER_STAR)
desc: Visual effect
val1:
SC_HEAT_BARREL ()
desc: (Rebellion) Reduce fixed cast time, add ASPD rate, & reduce flee
val1:
val2: -Fixed Casttime
val3: +% ASPD
val4: -Flee
SC_HEAT_BARREL_AFTER (SI_HEAT_BARREL_AFTER)
desc: (Rebellion) Heat Barrel after-effect, can't do anything in this effect (like Extremity Fist after-effect)
val1:
SC_P_ALTER (SI_P_ALTER)
desc: Increase attack ratio & def againts Undead monster
val1:
val2: +ATK ratio
val3: +Def
SC_E_CHAIN (SI_E_CHAIN)
desc: (Rebellion) Has chance to trigger Chain Action for any weapon
val1:
val2: Coins used for succes rate. (5*val)
SC_C_MARKER (SI_C_MARKER)
desc: (Rebellion) Crimson Marker effect, also sends the target location to the caster
val1:
val2:
val3: -Flee
SC_ANTI_M_BLAST (SI_ANTI_M_BLAST)
desc: (Rebellion) Anti-Material effect, reduce resistance of Neutral attack
val1: Level for duration look up
val2: Reduction ratio
SC_B_TRAP (SI_B_TRAP)
desc: (Rebellion) Bind Trap effect, waiting for Flicker being used
val1:
val2:
val3: -Walk Speed (Unstackable penalty)
SC_H_MINE (SI_H_MINE)
desc: (Rebellion) Howling Mine effect, waiting for Flicker being used
val1:
SC_QD_SHOT_READY (SI_E_QD_SHOT_READY)
desc: (Rebellion) Combo stance to cast Quick Draw Shot
val1:
SC_MTF_ASPD (SI_MTF_ASPD)
desc: Increase ASP and Hit
val1: +ASPD
val2: +Hit
SC_MTF_ASPD2 (SI_MTF_ASPD2)
desc: Increase ASP and Hit
val1: +ASPD
val2: +Hit
SC_MTF_RANGEATK (SI_MTF_RANGEATK)
desc: Increase Long-ranged damage while attacking
val1: +% Damage (not be shown in status window)
SC_MTF_RANGEATK2 (SI_MTF_RANGEATK2)
desc: Increase Long-ranged damage while attacking
val1: +% Damage (not be shown in status window)
SC_MTF_MATK (SI_MTF_MATK)
desc: Increase MATK damage while attacking
val1: +% MATK
SC_MTF_MATK2 (SI_MTF_MATK2)
desc: Increase MATK damage while attacking
val1: + MATK
SC_MTF_MLEATKED (SI_MTF_MLEATKED)
desc: Has chance to cast Endure to self while attacked
val1: Endure Level
val2: Rate to cast
val3: Neutral element resistance
SC_MTF_CRIDAMAGE (SI_MTF_CRIDAMAGE)
desc: Bonus critical rate of monster transformation
val1: +% Critical
SC_OKTOBERFEST ()
desc: Costume
val1:
SC_STRANGELIGHTS (SI_STRANGELIGHTS)
desc:
val1:
SC_DECORATION_OF_MUSIC (SI_DECORATION_OF_MUSIC)
desc:
val1:
SC_QUEST_BUFF1 (SI_QUEST_BUFF1)
desc:
val1: +ATK & +MATK
SC_QUEST_BUFF2 (SI_QUEST_BUFF2)
desc:
val1: +ATK & +MATK
SC_QUEST_BUFF3 (SI_QUEST_BUFF3)
desc:
val1: +ATK & +MATK
SC_ALL_RIDING (SI_ALL_RIDING)
desc:
val1:
SC_TEARGAS_SOB ()
desc: 2nd Teargas effect, do /sob expression each 3 seconds
val1:
SC__FEINTBOMB ()
desc:
val1:
val2: -1 SP each second
SC__CHAOS ()
desc:
val1:
SC_ELEMENTAL_SHIELD ()
desc: Block magic attack
val1:
SC_CHASEWALK2 (SI_CHASEWALK2)
desc: 2nd effect of Chasewalk
val1: +STR
SC_GVG_GIANT (SI_GVG_GIANT)
desc: Instantly consumes HP/SP, increases Physical/Magic damage on player enemies by n%.
val1: Amount of HP that are instantly consumed
val2: Amount of SP that are instantly consumed
val3: Increases % Physical damage
val4: Increases % Magical damage
SC_GVG_GOLEM (SI_GVG_GOLEM)
desc: Instantly consumes HP/SP, decreases n% damage received from other adventurers.
val1: Amount of HP that are instantly consumed
val2: Amount of SP that are instantly consumed
val3: Decreases % damage received of physical attack
val4: Decreases % damage received of magical attack
SC_GVG_STUN (SI_GVG_STUN)
desc: Instantly consumes HP/SP, immunizes you against Stun.
val1: Amount of HP that are instantly consumed
val2: Amount of SP that are instantly consumed
SC_GVG_STONE (SI_GVG_STONE)
desc: Instantly consumes HP/SP, immunizes you against Petrification.
val1: Amount of HP that are instantly consumed
val2: Amount of SP that are instantly consumed
SC_GVG_FREEZ (SI_GVG_FREEZ)
desc: Instantly consumes HP/SP, immunizes you against Frost.
val1: Amount of HP that are instantly consumed
val2: Amount of SP that are instantly consumed
SC_GVG_SLEEP (SI_GVG_SLEEP)
desc: Instantly consumes HP/SP, immunizes you against Sleep.
val1: Amount of HP that are instantly consumed
val2: Amount of SP that are instantly consumed
SC_GVG_CURSE (SI_GVG_CURSE)
desc: Instantly consumes HP/SP, immunizes you against Curse.
val1: Amount of HP that are instantly consumed
val2: Amount of SP that are instantly consumed
SC_GVG_SILENCE (SI_GVG_SILENCE)
desc: Instantly consumes HP/SP, immunizes you against Silence.
val1: Amount of HP that are instantly consumed
val2: Amount of SP that are instantly consumed
SC_GVG_BLIND (SI_GVG_BLIND)
desc: Instantly consumes HP/SP, immunizes you against Blind.
val1: Amount of HP that are instantly consumed
val2: Amount of SP that are instantly consumed
SC_EXTREMITYFIST2 ()
desc:
val1: