
* Created a better structure for status changes with intervals and integrated the status changes Stone, Poison, Deadly Poison, Bleeding, Magic Mushroom, Burning, Pyrexia, Leech's End and Toxin into the new structure -- The exact remaining duration of these status changes will now be stored -- The correct duration is reloaded when logging back in, you can't avoid a single tick be re-logging -- It will now show the correct duration on the icon of the status change after re-logging, no longer negative values -- The durations are now accurately transferred when using Deadly Infect -- These status changes now use unified code, which makes it much easier to integrate more status changes into this structure with low risk of breaking something * Removed all the status change specific logging of damage and integrated it into the normal logging behavior -- The following skills deal "No source" damage: Stone, Poison, Deadly Poison, Bleeding, Coma, Magic Mushroom -- The following skills deal "Self" damage: Burning, Pyrexia, Leech's End, Toxin -- "No source" will neither be logged nor contribute to the total damage, your exp share doesn't increase from the damage, but it also won't cause the monster to give less EXP, it won't break freeze or similar status changes, it won't make you stand up, it won't make you stop moving, it won't prevent you from logging out -- "Self" damage will now be logged and contribute to the total damage, it makes monster give the exp tap bonus, but also makes monsters give less exp the more "self damage" they've taken, it will break freeze and similar status changes, it will make you stand up properly now, it will make you flinch and stop moving, it will prevent you from logging out, but angry type monsters will not lose their aggressive bit from it and it will not cause monsters to use their rude-attack skill -- Monsters will now use their rude-attack skill on the first rude-attack as long as the damage does not come from self -- When a monster takes damage from a status change, its HP meter will now be updated * Burning now has an interval of 3s and a minimum duration of 10s * Pyrexia now causes blind for Pyrexia's duration instead of just 30s * Ground Drift's poison base duration is now 60s in pre-re (follow-up to e7150ee) * Fixed a bug where the minimum duration failed to apply when the received duration was below 1ms * map_foreachindir and map_foreachinshootarea will now properly print their function names in case of an error * Updated documentation (transferring source ID is no longer required, remaining tick should now always be in val4) If this breaks anything, please report asap.
2534 lines
40 KiB
Plaintext
2534 lines
40 KiB
Plaintext
//===== rAthena Documentation ================================
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//= Status Change Documentation
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//===== By: ==================================================
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//= rAthena Dev Team
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//===== Last Updated: ========================================
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//= 20151030
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//===== Description: =========================================
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//= List of all Status Changes and theirs val1, val2, val3, and
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//= val4 usage in source. Providing easier guide to use
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//= sc_start, sc_start2, and sc_start4 in scripting.
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//= NOTE:
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//= - If sc_start/2/4 values based on val1~val4 information,
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//= it's a wise decision to use flag SCSTART_LOADED(4). But,
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//= some SCs with iteration check maybe will fail to give
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//= iteration check if flag SCSTART_LOADED is given.
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//===== Format: =========================================
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//= <SC_Name> (<Default_SI>)
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//= desc: <any description or info related this status>
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//= val1: <usage for>
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//= val2: <usage for>
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//= val3: <usage for>
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//= val4: <usage for>
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//============================================================
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SC_STONE ()
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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
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val1:
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val2: Caster's object ID
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val3: Incubation time
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val4: Remaining tick
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SC_FREEZE ()
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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
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val1:
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SC_STUN ()
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desc: FLEE = 0; can't move/attack/pick item/use item/use skill/sit/logout
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val1:
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SC_SLEEP ()
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desc: FLEE = 0; enemy CRIT x2; can't move/attack/pick item/use item/use skill/sit/logout
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val1:
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SC_POISON ()
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desc: DEF -25%; if HP>25% lose 1.5% + 2 HP/sec; SP Regeneration is disabled
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val1: Skill Level
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val2: Caster's object ID
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val3:
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val4: Remaining tick
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SC_CURSE ()
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desc: ATK-25%; LUK = 0; Movement speed -300
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val1:
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SC_SILENCE ()
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desc: Can't use active skills
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val1:
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SC_CONFUSION ()
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desc: Move randomly; Set DEF to (STR+(INT*50))
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val1:
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SC_BLIND ()
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desc: HIT -25%; FLEE -25%; Black out the outter part of the screen
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val1:
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SC_BLEEDING (SI_BLEEDING)
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desc: HP Regeneration is disabled; SP Regeneration is disabled; Lose HP overtime
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val1: Skill Level
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val2: Caster's object ID (for mob_log_damage)
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val3:
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val4: Remaining tick
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SC_DPOISON ()
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desc: DEF -25%; if HP>25% lose 10/15% HP/sec
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val1: Skill Level
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val2: Caster's object ID (for mob_log_damage)
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val3:
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val4: Remaining tick
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SC_PROVOKE (SI_PROVOKE)
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desc: Decrease DEF by (5+(5*Skill Lv))%; Increase ATK by (2+(3*Skill lv))%
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val1:
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SC_ENDURE (SI_ENDURE)
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desc: Increase MDEF by (Skill Lv); Doesn't get flinched when attacked
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val1:
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SC_TWOHANDQUICKEN (SI_TWOHANDQUICKEN)
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desc: ASPD +30%
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val1:
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SC_CONCENTRATE (SI_CONCENTRATE)
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desc: Increase AGI by (2+Skill Lv)%; Increase DEX by (2+Skill Lv)%; Reveal hidden enemies in 3x3 area around caster
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val1:
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SC_HIDING (SI_HIDING)
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desc: Set OPTION_HIDE
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val1:
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SC_CLOAKING (SI_CLOAKING)
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desc: Set OPTION_CLOAK
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val1:
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SC_ENCPOISON (SI_ENCPOISON)
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desc: Change weapon element to ELE_POISON; Poisoning chance is (2.5+0.5%)
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val1:
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SC_POISONREACT (SI_POISONREACT)
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desc: Increase ATK by (100+30*Skill Lv))%; Counter physical attack with Envenoms skill
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val1:
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SC_QUAGMIRE (SI_QUAGMIRE)
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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
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val1:
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SC_ANGELUS (SI_ANGELUS)
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desc: Increase DEF by (5*Skill Lv)%
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val1:
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SC_BLESSING (SI_BLESSING)
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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%
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val1:
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SC_SIGNUMCRUCIS (SI_SIGNUMCRUCIS)
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desc: Decrease DEF of Undead and Demon mobs by (10+(4*Skill Lv))% on screen
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val1:
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SC_INCREASEAGI (SI_INCREASEAGI)
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desc: Increase AGI and walkspeed, AL_INCAGI effect
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val1: (hardcoded)
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SC_DECREASEAGI (SI_DECREASEAGI)
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desc: Decrease AGI and walkspeed, AL_DECAGI effect
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val1: (hardcoded)
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SC_SLOWPOISON (SI_SLOWPOISON)
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desc: Stop the HP reduction of SC_POISON
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val1:
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SC_IMPOSITIO (SI_IMPOSITIO)
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desc: Increase ATK by (5*Skill Lv)
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val1:
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SC_SUFFRAGIUM (SI_SUFFRAGIUM)
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desc: Cast time decreased by (15*Skill Lv)%
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val1:
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SC_ASPERSIO (SI_ASPERSIO)
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desc: Change weapon element to ELE_HOLY
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val1:
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SC_BENEDICTIO (SI_BENEDICTIO)
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desc: Change armor element to ELE_HOLY
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val1:
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SC_KYRIE (SI_KYRIE)
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desc: Remove SC_ASSUMPTIO skill effect; Block damage with a total of (MaxHP*(Skill Lv*2+10)/100) or ((Skill Lv/2)+5) times
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val1:
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SC_MAGNIFICAT (SI_MAGNIFICAT)
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desc: SP Regeneration speed x2
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val1:
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SC_GLORIA (SI_GLORIA)
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desc: LUK +30
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val1:
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SC_AETERNA (SI_AETERNA)
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desc: Damaged received x2
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val1:
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SC_ADRENALINE (SI_ADRENALINE)
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desc: ASPD of Axe & Mace weapons x2
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val1:
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SC_WEAPONPERFECTION (SI_WEAPONPERFECTION)
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desc: Ignore damage reduction to any monster size
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val1:
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SC_OVERTHRUST (SI_OVERTHRUST)
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desc: Increase ATK by (5*Skill Lv)%; Add a 0.1% of breaking the equipped weapon [except Axes, Maces & Unbreakable weapons]
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val1:
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SC_MAXIMIZEPOWER (SI_MAXIMIZEPOWER)
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desc: SP Regeneration is disabled; Damage dealt is always the max damage
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val1:
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SC_TRICKDEAD (SI_TRICKDEAD)
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desc: HP & SP Regeneration is disabled; Remove SC_DANCING
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val1:
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SC_LOUD (SI_LOUD)
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desc: STR +4
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val1:
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SC_ENERGYCOAT (SI_ENERGYCOAT)
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desc: Reduce damage received according to current MaxSP %
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val1:
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SC_BROKENARMOR (SI_BROKENARMOR)
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desc: Shows SI_BROKENARMOR status if the armor is broken
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val1:
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SC_BROKENWEAPON (SC_BROKENWEAPON)
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desc: Shows SC_BROKENWEAPON status if the armor is broken
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val1:
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SC_HALLUCINATION (SI_HALLUCINATION)
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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.
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val1:
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SC_WEIGHT50 (SI_WEIGHT50)
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desc: Shows SI_WEIGHT50 status icon if Weight >= 50%
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val1:
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SC_WEIGHT90 (SI_WEIGHT90)
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desc: Shows SI_WEIGHT90 status icon if Weight >= 90%
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val1:
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SC_ASPDPOTION0 (SI_ASPDPOTION0)
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desc: Increase ASPD, won't be stacked with SC_ASPDPOTION1, SC_ASPDPOTION2, SC_ASPDPOTION3
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val1: +ASPD (Renewal)
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val2: +% ASPD (Pre-Renewal)
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SC_ASPDPOTION1 (SI_ASPDPOTION1)
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desc: Increase ASPD, won't be stacked with SC_ASPDPOTION0, SC_ASPDPOTION2, SC_ASPDPOTION3
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val1: +ASPD (Renewal)
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val2: +% ASPD (Pre-Renewal)
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SC_ASPDPOTION2 (SI_ASPDPOTION2)
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desc: Increase ASPD, won't be stacked with SC_ASPDPOTION0, SC_ASPDPOTION1, SC_ASPDPOTION3
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val1: +ASPD (Renewal)
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val2: +% ASPD (Pre-Renewal)
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SC_ASPDPOTION3 (SI_ASPDPOTION3)
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desc: Increase ASPD, won't be stacked with SC_ASPDPOTION0, SC_ASPDPOTION1, SC_ASPDPOTION2
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val1: + ASPD (Renewal)
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val2: +% ASPD (Pre-Renewal)
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SC_SPEEDUP0 (SI_MOVHASTE_HORSE)
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desc: Increase/change walkspeed rate. This effect won't be stacked with bonus bSpeedRate
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val1: +% Walkspeed
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SC_SPEEDUP1 (SI_SPEEDPOTION1)
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desc: Increase/change walkspeed rate. This effect won't be stacked with bonus bSpeedRate
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val1: +% Walkspeed
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SC_ATKPOTION (SI_PLUSATTACKPOWER)
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desc: Increase Atk
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val1: +Atk
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SC_MATKPOTION (SI_PLUSMAGICPOWER)
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desc: Increase MAtk
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val1: +MAtk
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SC_WEDDING ()
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desc: Set Movement Speed to 100; Call clif_changelook; Set OPTION_WEDDING
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val1:
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SC_SLOWDOWN ()
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desc: Reduce walkspeed rate
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val1: -% Walkspeed
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SC_ANKLE (SI_ANKLESNARE)
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desc: Set DEF to (AGI*50); Can't move
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val1:
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SC_KEEPING ()
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desc: Set DEF to 90
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val1:
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SC_BARRIER (SI_BARRIER)
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desc: Set DEF to 100
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val1:
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SC_STRIPWEAPON (SI_STRIPWEAPON)
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desc: Unequip weapon; On mob ATK -25%
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val1:
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SC_STRIPSHIELD (SI_STRIPSHIELD)
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desc: Unequip shield; On mob DEF -15%
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val1:
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SC_STRIPARMOR (SI_STRIPARMOR)
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desc: Unequip armor; On mob VIT -40%
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val1:
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SC_STRIPHELM (SI_STRIPHELM)
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desc: Unequip helm; On mob INT -40%
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val1:
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SC_CP_WEAPON (SI_CP_WEAPON)
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desc: Protects equipped weapon from damage and strip skill
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val1:
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SC_CP_SHIELD (SI_CP_SHIELD)
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desc: Protects equipped shield from damage and strip skill
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val1:
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SC_CP_ARMOR (SI_CP_ARMOR)
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desc: Protects equipped armor from damage and strip skill
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val1:
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SC_CP_HELM (SI_CP_HELM)
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desc: Protects equipped helm from damage and strip skill
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val1:
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SC_AUTOGUARD (SI_AUTOGUARD)
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desc: Blocks short and long range physical attacks at a certain chance, and stops the caster for 0.3 seconds if it's activated
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val1:
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SC_REFLECTSHIELD (SI_REFLECTSHIELD)
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desc: Reflects (10+(3*Skill Lv))% of short ranged physical attack back to the attacker
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val1:
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SC_SPLASHER (SI_SPLASHER)
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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
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val1:
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SC_PROVIDENCE (SI_PROVIDENCE)
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desc: Increase party members' resistance to RC_Demon and Ele_Holy monsters
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val1:
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SC_DEFENDER (SI_DEFENDER)
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desc: Decrease (5+(15*Skill Lv))% damage taken from long range attack; Decrease (25+(5*Skill Lv)) ASPD
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val1:
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SC_MAGICROD (SI_MAGICROD)
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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
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val1:
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SC_SPELLBREAKER ()
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desc: Gain SP used by enemy to cast the spell, and interrupt the magic cast. At lv 5, gain 1% from enemy max hp.
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val1:
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SC_AUTOSPELL (SI_AUTOSPELL)
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desc: Auto cast several learned magic spells by using 2/3 of SP cost of the skill, but only when attacking with physical attacks.
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val1:
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SC_SIGHTTRASHER ()
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desc: (not exist)
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val1:
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SC_AUTOBERSERK (SI_AUTOBERSERK)
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desc: If HP<25%, set SC_PROVOKE lv 10 on self
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val1:
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SC_SPEARQUICKEN (SI_SPEARQUICKEN)
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desc: When using spear, +ASPD (20+(1*Skill Lv))%, +CRIT (3+(10*Skill Lv)), +FLEE (2*Skill Lv)
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val1:
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SC_AUTOCOUNTER (SI_AUTOCOUNTER)
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desc: Hitrate +20%; If attacked by close range, automatically retaliate with crit*2
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val1:
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SC_SIGHT ()
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desc: Reveal hidden enemy on 3*3 range; Set OPTION_SIGHT
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val1:
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SC_SAFETYWALL ()
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desc: Block short ranged attack; Set OPTION_RUWACH
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val1:
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SC_RUWACH ()
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desc: Reveal hidden target and deal little damages if enemy is under SC_HIDING/SC_CLOAKING/SC_CAMOUFLAGE/SC_CLOAKINGEXCEED; Set OPTION_RUWACH
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val1:
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SC_EXTREMITYFIST (SI_EXTREMITYFIST)
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desc: Stop SP Regeneration by setting RGN_SP
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val1:
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SC_EXPLOSIONSPIRITS (SI_EXPLOSIONSPIRITS)
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desc: Stop SP Regeneration by setting RGN_SP; +Crit
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val1:
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SC_COMBO ()
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desc:
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val1:
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SC_BLADESTOP_WAIT ()
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desc:
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val1:
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SC_BLADESTOP (SI_BLADESTOP)
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desc: Stops player and target; Set OPT3_BLADESTOP
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val1:
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SC_FIREWEAPON (SI_FIREWEAPON)
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desc: Change weapon element to Fire element
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val1:
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SC_WATERWEAPON (SI_WATERWEAPON)
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desc: Change weapon element to Water element
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val1:
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SC_WINDWEAPON (SI_WINDWEAPON)
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desc: Change weapon element to Wind element
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val1:
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SC_EARTHWEAPON (SI_EARTHWEAPON)
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desc: Change weapon element to Earth element
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val1:
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SC_VOLCANO (SI_LANDENDOW)
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desc: +watk of ELE_FIRE user
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val1:
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SC_DELUGE (SI_LANDENDOW)
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desc: +Max HP of ELE_WATER user
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val1:
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SC_VIOLENTGALE (SI_LANDENDOW)
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desc: +FLEE of ELE_WIND user
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val1:
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SC_WATK_ELEMENT ()
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desc: Adds a percent of damage as an element
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val1:
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SC_ARMOR ()
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desc: Reduce damage received by 80 from long ranged weapon/misc attacks
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val1:
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SC_ARMOR_ELEMENT ()
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desc: Adjust element resistance by percentage
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val1: Water resistance
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val2: Earth resistance
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val3: Fire resistance
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val4: Wind resistance
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SC_NOCHAT ()
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desc: Can't chat, pick item, drop item
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val1:
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SC_BABY (SI_BABY)
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desc:
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val1:
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SC_AURABLADE (SI_AURABLADE)
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desc: Set OPT3_AURABLADE; Add damage by (20*Skill Lv) which ignore caster's accuracy rate/target's DEF
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val1:
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SC_PARRYING (SI_PARRYING)
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desc: Block using a 2H-Sword with chance (20+(3*Skill Lv))%
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val1:
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SC_CONCENTRATION (SI_CONCENTRATION)
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desc: Lv 1 Endurace effect; +WATK; +HIT; -DEF
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val1:
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val2: 5*val1; // Batk/Watk Increase
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val3: 10*val1; // Hit Increase
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val4: 5*val1; // Def reduction
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|
|
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)
|
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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
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val1: +% Resistance
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SC_SEVENWIND ()
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desc:
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val1:
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SC_DEF_RATE (SI_DEF_RATE)
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desc: Increase Def by %
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val1: +% Def
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SC_SPREGEN () /* NOT AVAILABLE YET */
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desc:
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val1:
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SC_WALKSPEED ()
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desc:
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val1:
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SC_MERC_FLEEUP ()
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desc:
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val1:
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SC_MERC_ATKUP ()
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desc:
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val1:
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SC_MERC_HPUP ()
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desc:
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val1:
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SC_MERC_SPUP ()
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desc:
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val1:
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SC_MERC_HITUP ()
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desc:
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val1:
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SC_MERC_QUICKEN ()
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desc:
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val1:
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SC_REBIRTH ()
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desc:
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val1:
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SC_SKILLCASTRATE () /* NOT AVAILABLE YET */
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desc:
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val1:
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SC_DEFRATIOATK () /* NOT AVAILABLE YET */
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desc:
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val1:
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SC_HPDRAIN () /* NOT AVAILABLE YET */
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desc:
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val1:
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SC_SKILLATKBONUS () /* NOT AVAILABLE YET */
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desc:
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val1:
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SC_ITEMSCRIPT ()
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desc: Timer script from other item script
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val1: Item ID
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val2: Status Icon
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SC_S_LIFEPOTION (SI_S_LIFEPOTION)
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desc: Increase HP each interval
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val1: if < 0 will be percentage. If > 0 is fixed HP heal value
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val2: Interval per seconds
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SC_L_LIFEPOTION (SI_L_LIFEPOTION)
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desc: Increase HP each interval
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val1: if < 0 will be percentage. If > 0 is fixed HP heal value
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val2: Interval per seconds
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SC_JEXPBOOST ()
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desc:
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val1:
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SC_IGNOREDEF () /* NOT AVAILABLE YET */
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desc:
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val1:
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SC_HELLPOWER ()
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desc:
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val1:
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SC_INVINCIBLE ()
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desc:
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val1:
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SC_INVINCIBLEOFF ()
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desc:
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val1:
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SC_MANU_ATK (SI_MANU_ATK)
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desc: Increase Weapon Damage rate to Manuk monsters
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val1: +% Damage
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val2: (hardcoded to 1 mark as Manuk group bonus)
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SC_MANU_DEF (SI_MANU_DEF)
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desc: Increase Defense rate against Manuk monsters
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val1: +% Defense
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val2: (hardcoded to 1 mark as Manuk group bonus)
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SC_SPL_ATK (SI_SPL_ATK)
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desc: Increase Weapon Damage rate to Splendide Monster
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val1: +% Damage
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val2: (hardcoded to 1 mark as Splendide group bonus)
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SC_SPL_DEF (SI_SPL_DEF)
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desc: Increase Defense rate against Splendide Monster
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val1: +% Defense
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val2: (hardcoded to 1 mark as Splendide group bonus)
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SC_MANU_MATK (SI_MANU_MATK)
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desc: Increase Magic Damage rate to Manuk monsters
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val1: +% Magic damage
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val2: (hardcoded to 1 mark as Manuk group bonus)
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SC_SPL_MATK (SI_SPL_MATK)
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desc: Increase Magic Damage to Splendide Monster
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val1: +% Damage
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val2: (hardcoded to 1 mark as Splendide group bonus)
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SC_FOOD_STR_CASH (SI_FOOD_STR_CASH)
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desc: Increase STR (cannot be stacked with SC_STRFOOD, ignored if value is lower)
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val1: +STR
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SC_FOOD_AGI_CASH (SI_FOOD_AGI_CASH)
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desc: Increase AGI (cannot be stacked with SC_AGIFOOD, ignored if value is lower)
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val1: +AGI
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SC_FOOD_VIT_CASH (SI_FOOD_VIT_CASH)
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desc: Increase VIT (cannot be stacked with SC_VITFOOD, ignored if value is lower)
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val1: +VIT
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SC_FOOD_DEX_CASH (SI_FOOD_DEX_CASH)
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desc: Increase DEX (cannot be stacked with SC_DEXFOOD, ignored if value is lower)
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val1: +DEX
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SC_FOOD_INT_CASH (SI_FOOD_INT_CASH)
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desc: Increase INT (cannot be stacked with SC_INTFOOD, ignored if value is lower)
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val1: +INT
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SC_FOOD_LUK_CASH (SI_FOOD_LUK_CASH)
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desc: Increase LUK (cannot be stacked with SC_LUKFOOD, ignored if value is lower)
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val1: +LUK
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SC_FEAR ()
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desc:
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val1:
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SC_BURNING (SI_BURNT)
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desc: MDEF -25%; Deals fixed (1000 + 3%*MaxHP) damage every 3 seconds; Damage can not be reduced
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val1: Skill Level
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val2: 1000
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val3: Caster's object ID (for mob_log_damage)
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val4: Remaining tick
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SC_FREEZING ()
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desc:
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val1:
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SC_ENCHANTBLADE ()
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desc:
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val1:
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SC_DEATHBOUND ()
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desc:
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val1:
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SC_MILLENNIUMSHIELD ()
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desc:
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val1:
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SC_CRUSHSTRIKE ()
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desc:
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val1:
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SC_REFRESH ()
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desc:
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val1:
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SC_REUSE_REFRESH ()
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desc:
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val1:
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SC_GIANTGROWTH ()
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desc:
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val1:
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SC_STONEHARDSKIN ()
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desc:
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val1:
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SC_VITALITYACTIVATION ()
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desc:
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val1:
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SC_STORMBLAST ()
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desc:
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val1:
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SC_FIGHTINGSPIRIT ()
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desc:
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val1:
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SC_ABUNDANCE ()
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desc:
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val1:
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SC_ADORAMUS ()
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desc:
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val1:
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SC_EPICLESIS ()
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desc:
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val1:
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SC_ORATIO ()
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desc:
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val1:
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SC_LAUDAAGNUS ()
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desc:
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val1:
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SC_LAUDARAMUS ()
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desc:
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val1:
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SC_RENOVATIO ()
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desc:
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val1:
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SC_EXPIATIO ()
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desc:
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val1:
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SC_DUPLELIGHT ()
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desc:
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val1:
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SC_SECRAMENT ()
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desc:
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val1:
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SC_WHITEIMPRISON ()
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desc:
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val1:
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SC_MARSHOFABYSS ()
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desc:
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val1:
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SC_RECOGNIZEDSPELL ()
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desc:
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val1:
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SC_STASIS ()
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desc:
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val1:
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SC_SPHERE_1 ()
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desc:
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val1:
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SC_SPHERE_2 ()
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desc:
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val1:
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SC_SPHERE_3 ()
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desc:
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val1:
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SC_SPHERE_4 ()
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desc:
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val1:
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SC_SPHERE_5 ()
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desc:
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val1:
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SC_READING_SB ()
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desc:
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val1:
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SC_FREEZE_SP ()
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desc:
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val1:
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SC_FEARBREEZE ()
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desc:
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val1:
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SC_ELECTRICSHOCKER ()
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desc:
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val1:
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SC_WUGDASH ()
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desc:
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val1:
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SC_BITE ()
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desc:
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val1:
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SC_CAMOUFLAGE ()
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desc:
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val1:
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SC_ACCELERATION ()
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desc:
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val1:
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SC_HOVERING ()
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desc:
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val1:
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SC_SHAPESHIFT ()
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desc:
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val1:
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SC_INFRAREDSCAN ()
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desc:
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val1:
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SC_ANALYZE ()
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desc:
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val1:
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SC_MAGNETICFIELD ()
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desc:
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val1:
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SC_NEUTRALBARRIER ()
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desc:
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val1:
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SC_NEUTRALBARRIER_MASTER ()
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desc:
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val1:
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SC_STEALTHFIELD ()
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desc:
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val1:
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SC_STEALTHFIELD_MASTER ()
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desc:
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val1:
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SC_OVERHEAT ()
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desc:
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val1:
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SC_OVERHEAT_LIMITPOINT ()
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desc:
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val1:
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SC_VENOMIMPRESS ()
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desc:
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val1:
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SC_POISONINGWEAPON (SI_POISONINGWEAPON)
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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.
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val1: GC_WEAPONRESEARCH Skill Level
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val2: Poison Type
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val3: Success Rate
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val4: Caster's object ID (for mob_log_damage)
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SC_WEAPONBLOCKING ()
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desc:
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val1:
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SC_CLOAKINGEXCEED ()
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desc:
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val1:
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SC_HALLUCINATIONWALK ()
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desc:
|
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val1:
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SC_HALLUCINATIONWALK_POSTDELAY ()
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desc:
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val1:
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SC_ROLLINGCUTTER ()
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desc:
|
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val1:
|
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SC_TOXIN (SI_TOXIN)
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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
|
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val2: Caster's object ID
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val3:
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val4: Remaining tick
|
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SC_PARALYSE (SI_PARALYSE)
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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
|
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val1: GC_WEAPONRESEARCH Skill Level
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val2:
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val3:
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val4: Tick
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SC_VENOMBLEED (SI_VENOMBLEED)
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desc: Decrease Max HP by 15%
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val1: GC_WEAPONRESEARCH Skill Level
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val2:
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val3:
|
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val4: Tick
|
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SC_MAGICMUSHROOM (SI_MAGICMUSHROOM)
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desc: Force the affected entity to use /heh emote, to randomly use skills and drain 3% of Max HP every 4 seconds
|
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val1: GC_WEAPONRESEARCH Skill Level
|
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val2: Caster's object ID
|
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val3:
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val4: Remaining tick
|
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SC_DEATHHURT (SI_DEATHHURT)
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desc: Drop the healing effectiveness by 20%; This effect stacks with Critical Wounds
|
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val1: GC_WEAPONRESEARCH Skill Level
|
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val2:
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val3:
|
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val4: Tick
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SC_PYREXIA (SI_PYREXIA)
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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
|
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val2:
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val3:
|
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val4: Remaining tick
|
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SC_OBLIVIONCURSE (SI_OBLIVIONCURSE)
|
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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%
|
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val1: GC_WEAPONRESEARCH Skill Level
|
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val2:
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val3:
|
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val4: Tick
|
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|
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SC_LEECHESEND (SI_LEECHESEND)
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desc: Drain (Target VIT * (SkillLv - 3)) + (Target HP / 100) HP each second
|
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val1: GC_WEAPONRESEARCH Skill Level
|
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val2: Caster's object ID
|
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val3:
|
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val4: Remaining tick
|
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|
|
SC_REFLECTDAMAGE ()
|
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desc:
|
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val1:
|
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|
|
SC_FORCEOFVANGUARD ()
|
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desc:
|
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val1:
|
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|
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SC_SHIELDSPELL_DEF ()
|
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desc:
|
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val1:
|
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|
SC_SHIELDSPELL_MDEF ()
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desc:
|
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val1:
|
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SC_SHIELDSPELL_REF ()
|
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desc:
|
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val1:
|
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|
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SC_EXEEDBREAK ()
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desc:
|
|
val1:
|
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|
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SC_PRESTIGE ()
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desc:
|
|
val1:
|
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|
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SC_BANDING ()
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desc:
|
|
val1:
|
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|
|
SC_BANDING_DEFENCE ()
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desc:
|
|
val1:
|
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|
|
SC_EARTHDRIVE ()
|
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desc:
|
|
val1:
|
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|
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SC_INSPIRATION ()
|
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desc:
|
|
val1:
|
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|
|
SC_SPELLFIST ()
|
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desc:
|
|
val1:
|
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|
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SC_CRYSTALIZE ()
|
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desc:
|
|
val1:
|
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|
|
SC_STRIKING ()
|
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desc:
|
|
val1:
|
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|
|
SC_WARMER ()
|
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desc:
|
|
val1:
|
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|
|
SC_VACUUM_EXTREME ()
|
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desc:
|
|
val1:
|
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|
|
SC_PROPERTYWALK ()
|
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desc:
|
|
val1:
|
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|
|
SC_SWINGDANCE ()
|
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desc:
|
|
val1:
|
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|
|
SC_SYMPHONYOFLOVER ()
|
|
desc:
|
|
val1:
|
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|
|
SC_MOONLITSERENADE ()
|
|
desc:
|
|
val1:
|
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|
|
SC_RUSHWINDMILL ()
|
|
desc:
|
|
val1:
|
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|
|
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:
|
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|
|
SC_DANCEWITHWUG ()
|
|
desc:
|
|
val1:
|
|
|
|
SC_SATURDAYNIGHTFEVER ()
|
|
desc:
|
|
val1:
|
|
|
|
SC_LERADSDEW ()
|
|
desc:
|
|
val1:
|
|
|
|
SC_MELODYOFSINK ()
|
|
desc:
|
|
val1:
|
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|
|
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:
|
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|
|
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: -% Atk
|
|
val4: -%MaxHP
|
|
|
|
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)
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SC_C_MARKER (SI_C_MARKER)
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desc: (Rebellion) Crimson Marker effect, also sends the target location to the caster
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val1:
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val2:
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val3: -Flee
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SC_ANTI_M_BLAST (SI_ANTI_M_BLAST)
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desc: (Rebellion) Anti-Material effect, reduce resistance of Neutral attack
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val1: Level for duration look up
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val2: Reduction ratio
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SC_B_TRAP (SI_B_TRAP)
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desc: (Rebellion) Bind Trap effect, waiting for Flicker being used
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val1:
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val2:
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val3: -Walk Speed (Unstackable penalty)
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SC_H_MINE (SI_H_MINE)
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desc: (Rebellion) Howling Mine effect, waiting for Flicker being used
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val1:
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SC_QD_SHOT_READY (SI_E_QD_SHOT_READY)
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desc: (Rebellion) Combo stance to cast Quick Draw Shot
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val1:
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SC_MTF_ASPD (SI_MTF_ASPD)
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desc: Increase ASP and Hit
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val1: +ASPD
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val2: +Hit
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SC_MTF_ASPD2 (SI_MTF_ASPD2)
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desc: Increase ASP and Hit
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val1: +ASPD
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val2: +Hit
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SC_MTF_RANGEATK (SI_MTF_RANGEATK)
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desc: Increase Long-ranged damage while attacking
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val1: +% Damage (not be shown in status window)
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SC_MTF_RANGEATK2 (SI_MTF_RANGEATK2)
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desc: Increase Long-ranged damage while attacking
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val1: +% Damage (not be shown in status window)
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SC_MTF_MATK (SI_MTF_MATK)
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desc: Increase MATK damage while attacking
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val1: +% MATK
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SC_MTF_MATK2 (SI_MTF_MATK2)
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desc: Increase MATK damage while attacking
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val1: + MATK
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SC_MTF_MLEATKED (SI_MTF_MLEATKED)
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desc: Has chance to cast Endure to self while attacked
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val1: Endure Level
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val2: Rate to cast
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val3: Neutral element resistance
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SC_MTF_CRIDAMAGE (SI_MTF_CRIDAMAGE)
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desc: Bonus critical rate of monster transformation
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val1: +% Critical
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SC_OKTOBERFEST ()
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desc: Costume
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val1:
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SC_STRANGELIGHTS (SI_STRANGELIGHTS)
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desc:
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val1:
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SC_DECORATION_OF_MUSIC (SI_DECORATION_OF_MUSIC)
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desc:
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val1:
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SC_QUEST_BUFF1 (SI_QUEST_BUFF1)
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desc:
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val1: +ATK & +MATK
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SC_QUEST_BUFF2 (SI_QUEST_BUFF2)
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desc:
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val1: +ATK & +MATK
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SC_QUEST_BUFF3 (SI_QUEST_BUFF3)
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desc:
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val1: +ATK & +MATK
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SC_ALL_RIDING (SI_ALL_RIDING)
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desc:
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val1:
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SC_TEARGAS_SOB ()
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desc: 2nd Teargas effect, do /sob expression each 3 seconds
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val1:
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SC__FEINTBOMB ()
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desc:
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val1:
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val2: -1 SP each second
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SC__CHAOS ()
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desc:
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val1:
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SC_ELEMENTAL_SHIELD ()
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desc: Block magic attack
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val1:
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SC_CHASEWALK2 (SI_CHASEWALK2)
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desc: 2nd effect of Chasewalk
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val1: +STR
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SC_EXTREMITYFIST2 ()
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desc:
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val1:
|