//===== rAthena Documentation ================================ //= Status Change Documentation //===== By: ================================================== //= rAthena Dev Team //===== Last Updated: ======================================== //= 20171207 //===== 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: ========================================= //= () //= desc: //= val1: //= val2: //= val3: //= val4: //============================================================ 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 (EFST_BLOODING) 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 (EFST_PROVOKE) desc: Decrease DEF by (5+(5*Skill Lv))%; Increase ATK by (2+(3*Skill lv))% val1: SC_ENDURE (EFST_ENDURE) desc: Increase MDEF by (Skill Lv); Doesn't get flinched when attacked val1: SC_TWOHANDQUICKEN (EFST_TWOHANDQUICKEN) desc: ASPD +30% val1: SC_CONCENTRATE (EFST_CONCENTRATION) desc: Increase AGI by (2+Skill Lv)%; Increase DEX by (2+Skill Lv)%; Reveal hidden enemies in 3x3 area around caster val1: SC_HIDING (EFST_HIDING) desc: Set OPTION_HIDE val1: SC_CLOAKING (EFST_CLOAKING) desc: Set OPTION_CLOAK val1: SC_ENCPOISON (EFST_ENCHANTPOISON) desc: Change weapon element to ELE_POISON; Poisoning chance is (2.5+0.5%) val1: SC_POISONREACT (EFST_POISONREACT) desc: Increase ATK by (100+30*Skill Lv))%; Counter physical attack with Envenoms skill val1: SC_QUAGMIRE (EFST_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 (EFST_ANGELUS) desc: Increase DEF by (5*Skill Lv)% val1: SC_BLESSING (EFST_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 (EFST_CRUCIS) desc: Decrease DEF of Undead and Demon mobs by (10+(4*Skill Lv))% on screen val1: SC_INCREASEAGI (EFST_INC_AGI) desc: Increase AGI and walkspeed, AL_INCAGI effect val1: (hardcoded) SC_DECREASEAGI (EFST_DEC_AGI) desc: Decrease AGI and walkspeed, AL_DECAGI effect val1: (hardcoded) SC_SLOWPOISON (EFST_SLOWPOISON) desc: Stop the HP reduction of SC_POISON val1: SC_IMPOSITIO (EFST_IMPOSITIO) desc: Increase ATK by (5*Skill Lv) val1: SC_SUFFRAGIUM (EFST_SUFFRAGIUM) desc: Cast time decreased by (15*Skill Lv)% val1: SC_ASPERSIO (EFST_ASPERSIO) desc: Change weapon element to ELE_HOLY val1: SC_BENEDICTIO (EFST_BENEDICTIO) desc: Change armor element to ELE_HOLY val1: SC_KYRIE (EFST_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 (EFST_MAGNIFICAT) desc: SP Regeneration speed x2 val1: SC_GLORIA (EFST_GLORIA) desc: LUK +30 val1: SC_AETERNA (EFST_LEXAETERNA) desc: Damaged received x2 val1: SC_ADRENALINE (EFST_ADRENALINE) desc: ASPD of Axe & Mace weapons x2 val1: SC_WEAPONPERFECTION (EFST_WEAPONPERFECT) desc: Ignore damage reduction to any monster size val1: SC_OVERTHRUST (EFST_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 (EFST_MAXIMIZE) desc: SP Regeneration is disabled; Damage dealt is always the max damage val1: SC_TRICKDEAD (EFST_TRICKDEAD) desc: HP & SP Regeneration is disabled; Remove SC_DANCING val1: SC_LOUD (EFST_SHOUT) desc: STR +4 val1: SC_ENERGYCOAT (EFST_ENERGYCOAT) desc: Reduce damage received according to current MaxSP % val1: SC_BROKENARMOR (EFST_BROKENARMOR) desc: Shows EFST_BROKENARMOR status icon if the armor is broken val1: SC_BROKENWEAPON (EFST_BROKENWEAPON) desc: Shows EFST_BROKENWEAPON status icon if the armor is broken val1: SC_HALLUCINATION (EFST_ILLUSION) 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 (EFST_WEIGHTOVER50) desc: Shows EFST_WEIGHTOVER50 status icon if Weight >= 50% val1: SC_WEIGHT90 (EFST_WEIGHTOVER90) desc: Shows EFST_WEIGHTOVER90 status icon if Weight >= 90% val1: SC_ASPDPOTION0 (EFST_ATTHASTE_POTION1) desc: Increase ASPD, won't be stacked with SC_ASPDPOTION1, SC_ASPDPOTION2, SC_ASPDPOTION3 val1: +ASPD (Renewal) val2: +% ASPD (Pre-Renewal) SC_ASPDPOTION1 (EFST_ATTHASTE_POTION2) desc: Increase ASPD, won't be stacked with SC_ASPDPOTION0, SC_ASPDPOTION2, SC_ASPDPOTION3 val1: +ASPD (Renewal) val2: +% ASPD (Pre-Renewal) SC_ASPDPOTION2 (EFST_ATTHASTE_POTION3) desc: Increase ASPD, won't be stacked with SC_ASPDPOTION0, SC_ASPDPOTION1, SC_ASPDPOTION3 val1: +ASPD (Renewal) val2: +% ASPD (Pre-Renewal) SC_ASPDPOTION3 (EFST_ATTHASTE_INFINITY) desc: Increase ASPD, won't be stacked with SC_ASPDPOTION0, SC_ASPDPOTION1, SC_ASPDPOTION2 val1: + ASPD (Renewal) val2: +% ASPD (Pre-Renewal) SC_SPEEDUP0 (EFST_MOVHASTE_HORSE) desc: Increase/change walkspeed rate. This effect won't be stacked with bonus bSpeedRate val1: +% Walkspeed SC_SPEEDUP1 (EFST_MOVHASTE_POTION) desc: Increase/change walkspeed rate. This effect won't be stacked with bonus bSpeedRate val1: +% Walkspeed SC_ATKPOTION (EFST_PLUSATTACKPOWER) desc: Increase Atk val1: +Atk SC_MATKPOTION (EFST_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 (EFST_ANKLESNARE) desc: Set DEF to (AGI*50); Can't move val1: SC_KEEPING () desc: Set DEF to 90 val1: SC_BARRIER (EFST_BARRIER) desc: Set DEF to 100 val1: SC_STRIPWEAPON (EFST_NOEQUIPWEAPON) desc: Unequip weapon; On mob ATK -25% val1: SC_STRIPSHIELD (EFST_NOEQUIPSHIELD) desc: Unequip shield; On mob DEF -15% val1: SC_STRIPARMOR (EFST_NOEQUIPARMOR) desc: Unequip armor; On mob VIT -40% val1: SC_STRIPHELM (EFST_NOEQUIPHELM) desc: Unequip helm; On mob INT -40% val1: SC_CP_WEAPON (EFST_PROTECTWEAPON) desc: Protects equipped weapon from damage and strip skill val1: SC_CP_SHIELD (EFST_PROTECTSHIELD) desc: Protects equipped shield from damage and strip skill val1: SC_CP_ARMOR (EFST_PROTECTARMOR) desc: Protects equipped armor from damage and strip skill val1: SC_CP_HELM (EFST_PROTECTHELM) desc: Protects equipped helm from damage and strip skill val1: SC_AUTOGUARD (EFST_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 (EFST_REFLECTSHIELD) desc: Reflects (10+(3*Skill Lv))% of short ranged physical attack back to the attacker val1: SC_SPLASHER (EFST_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 (EFST_PROVIDENCE) desc: Increase party members' resistance to RC_Demon and Ele_Holy monsters val1: SC_DEFENDER (EFST_DEFENDER) desc: Decrease (5+(15*Skill Lv))% damage taken from long range attack; Decrease (25+(5*Skill Lv)) ASPD val1: SC_MAGICROD (EFST_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 (EFST_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 (EFST_AUTOBERSERK) desc: If HP<25%, set SC_PROVOKE lv 10 on self val1: SC_SPEARQUICKEN (EFST_SPEARQUICKEN) desc: When using spear, +ASPD (20+(1*Skill Lv))%, +CRIT (3+(10*Skill Lv)), +FLEE (2*Skill Lv) val1: SC_AUTOCOUNTER (EFST_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 (EFST_EXTREMITYFIST) desc: Stop SP Regeneration by setting RGN_SP val1: SC_EXPLOSIONSPIRITS (EFST_EXPLOSIONSPIRITS) desc: Stop SP Regeneration by setting RGN_SP; +Crit val1: SC_COMBO () desc: val1: SC_BLADESTOP_WAIT () desc: val1: SC_BLADESTOP (EFST_BLADESTOP) desc: Stops player and target; Set OPT3_BLADESTOP val1: SC_FIREWEAPON (EFST_PROPERTYFIRE) desc: Change weapon element to Fire element val1: SC_WATERWEAPON (EFST_PROPERTYWATER) desc: Change weapon element to Water element val1: SC_WINDWEAPON (EFST_PROPERTYWIND) desc: Change weapon element to Wind element val1: SC_EARTHWEAPON (EFST_PROPERTYGROUND) desc: Change weapon element to Earth element val1: SC_VOLCANO (EFST_GROUNDMAGIC) desc: +watk of ELE_FIRE user val1: SC_DELUGE (EFST_GROUNDMAGIC) desc: +Max HP of ELE_WATER user val1: SC_VIOLENTGALE (EFST_GROUNDMAGIC) 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 (EFST_PROTECTEXP) desc: val1: SC_AURABLADE (EFST_AURABLADE) desc: Set OPT3_AURABLADE; Add damage by (20*Skill Lv) which ignore caster's accuracy rate/target's DEF val1: SC_PARRYING (EFST_PARRYING) desc: Block using a 2H-Sword with chance (20+(3*Skill Lv))% val1: SC_CONCENTRATION (EFST_LKCONCENTRATION) 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 (EFST_TENSIONRELAX) desc: Increase HP regeneration rate while sitting val1: val2: 12; // SP cost val3: tick/val4; val4: 10000; // Decrease at 10secs intervals. SC_BERSERK (EFST_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 (EFST_GOSPEL) desc: Can't move; Gives a random status to party member and also enemy. val1: SC_ASSUMPTIO (RE: EFST_ASSUMPTIO2. Pre-RE: EFST_ASSUMPTIO) desc: HP_ASSUMPTIO's effect val1: Level // * 2 Bonus heal % (in RENEWAL) 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 (EFST_MAGICPOWER) desc: +MATK by (Skill Lv*5)% for the next magic skill that is cast val1: SC_EDP (EFST_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 (EFST_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 (EFST_WINDWALK) desc: +Flee; +Movement speed val1: Skill Lv val2: Flee SC_MELTDOWN (EFST_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 (EFST_CARTBOOST) desc: val1: SC_CHASEWALK (EFST_CHASEWALK) desc: val1: SC_REJECTSWORD (EFST_SWORDREJECT) desc: val1: SC_MARIONETTE (EFST_MARIONETTE_MASTER) desc: val1: SC_MARIONETTE2 (EFST_MARIONETTE) desc: val1: SC_CHANGEUNDEAD () desc: val1: SC_JOINTBEAT () desc: val1: SC_MINDBREAKER (EFST_MINDBREAKER) desc: val1: SC_MEMORIZE (EFST_MEMORIZE) desc: val1: SC_FOGWALL (EFST_FOGWALL) desc: val1: SC_SPIDERWEB (EFST_SPIDERWEB) desc: val1: SC_DEVOTION (EFST_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 (EFST_RG_CCONFINE_M) desc: Flee bonus and counter for confined enemies val1: Skill level val2: Confined enemy count val3: +50 Flee SC_CLOSECONFINE2 (EFST_RG_CCONFINE_S) desc: Confines target in place val1: Skill level val2: MapID of caster SC_DANCING () desc: val1: SC_ELEMENTALCHANGE (EFST_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 (EFST_SIEGFRIED) desc: Status change for BD_SIEGFRIED val1: BD_SIEGFRIED Skill level val2: Increase val2% damage reduction from non-Nuetral elemental attack val3: Increase status resistance value by val3% of player's current resistance. 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 (EFST_FOOD_STR) desc: Increase STR (cannot be stacked with SC_FOOD_STR_CASH, ignored if value is lower) val1: +STR SC_AGIFOOD (EFST_FOOD_AGI) desc: Increase AGI (cannot be stacked with SC_FOOD_AGI_CASH, ignored if value is lower) val1: +AGI SC_VITFOOD (EFST_FOOD_VIT) desc: Increase VIT (cannot be stacked with SC_FOOD_VIT_CASH, ignored if value is lower) val1: +VIT SC_INTFOOD (EFST_FOOD_INT) desc: Increase INT (cannot be stacked with SC_FOOD_INT_CASH, ignored if value is lower) val1: +INT SC_DEXFOOD (EFST_FOOD_DEX) desc: Increase DEX (cannot be stacked with SC_FOOD_DEX_CASH, ignored if value is lower) val1: +DEX SC_LUKFOOD (EFST_FOOD_LUK) desc: Increase LUK (cannot be stacked with SC_FOOD_LUK_CASH, ignored if value is lower) val1: +LUK SC_HITFOOD (EFST_FOOD_BASICHIT) desc: Increase HIT (food-type effect) val1: +Hit SC_FLEEFOOD (EFST_FOOD_BASICAVOIDANCE) desc: Increase FLEE (food-type effect) val1: +Flee SC_BATKFOOD () desc: Increase Base Attack (food-type effect) val1: +BaseAttack SC_WATKFOOD () desc: Increase Weapon Attack (food-type effect) val1: +WeaponAttack SC_MATKFOOD () desc: Increase Magic Attack (food-type effect) val1: +MagicAttack SC_SCRESIST () desc: Status resistance from Gospel skill val1: Increase status resistance value by n% of player's current resistance. 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 (EFST_GS_MADNESSCANCEL) desc: Increases some statuses (Base ATK, ASPD) val1: SC_ADJUSTMENT (EFST_GS_ADJUSTMENT) desc: Increases some statuses (Hit, Flee) val1: SC_INCREASING (EFST_GS_ACCURACY) desc: Increase some statuses (Hit, Dex, Agi), GS_INCREASING effect val1: SC_MAGICALBULLET (EFST_GS_MAGICAL_BULLET) desc: Increases damage based on source's MATK and is reduced by target's MDEF val1: SC_GATLINGFEVER (EFST_GS_GATLINGFEVER) desc: Increases some statuses (Base ATK, Flee, Movement Speed, ASPD) val1: SkillLv val2: ASPD increase (20 * val1) val3: Base ATK (20 + 10 * val1) [pre-renewal] val4: Flee decrease (5 * 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 (EFST_HLIF_AVOID) desc: Increase walkspeed for Players and Homunculus val1: Skill Level val2: Walkspeed increase (10 * val1 for Players, 40 * val1 for Homunculus) SC_CHANGE (EFST_HLIF_CHANGE) desc: Increase some Homunculus' statuses (VIT, INT); Uses MATK for damage calculation; Sets Homunculus' HP and SP to 10 on expiration; On Pre-Renewal, sets Homunculus' HP and SP to 100% on cast val1: Skill Level val2: VIT increase (20 * val1) val3: INT increase (30 * val1) SC_BLOODLUST (EFST_HAMI_BLOODLUST) desc: Increase the homunculus ATK and has a chance to leech HP from the target val1: Skill Level val2: ATK increase (20 + (10 * val1)) val3: Chance to leech HP (9 * val1)% val4: Leeched HP percentage 20% SC_FLEET () desc: val1: SC_SPEED () desc: val1: SC_DEFENCE (EFST_HAMI_DEFENCE) desc: Increase VIT and as result VIT-based DEF of the Player and plain VIT of the Homunculus val1: Skill Level val2: VIT increase for players, DEF increase for homunculus (5 + (5 * val1)) [Renewal], (2 * val1) [Pre-Renewal] SC_INCASPDRATE () desc: Increase ASPD val1: +% ASPD SC_INCFLEE2 (EFST_PLUSAVOIDVALUE) desc: Increase perfect flee val1: + Flee2 SC_JAILED () desc: val1: SC_ENCHANTARMS (EFST_WEAPONPROPERTY) desc: Changes the element of a target's weapon. val1: Element value from skill_db 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 (EFST_CASH_PLUSEXP) desc: Increase EXP rate val1: +% EXP SC_ITEMBOOST (EFST_CASH_RECEIVEITEM) desc: Increase Drop rate val1: +% Drop SC_BOSSMAPINFO (EFST_CASH_BOSS_ALARM) desc: Used to display Boss location on minimap val1: Boss game ID val2: Used to keep timer message from spamming chat window val3: val4: Remaining tick SC_LIFEINSURANCE (EFST_CASH_DEATHPENALTY) desc: Remove death pleanlties val1: SC_INCCRI (EFST_FOOD_CRITICALSUCCESSVALUE) 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 (EFST_PROTECT_MDEF) desc: Increase MDef by % val1: +% Mdef SC_HPREGEN () /* NOT AVAILABLE YET */ desc: val1: SC_INCHEALRATE (EFST_HEALPLUS) 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 (EFST_ATKER_BLOOD) desc: Reduce SP cost val1: +% Rate SC_COMMONSC_RESIST (EFST_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 (EFST_PROTECT_DEF) 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 (EFST_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 (EFST_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 (EFST_MANU_ATK) desc: Increase Weapon Damage rate to Manuk monsters val1: +% Damage val2: (hardcoded to 1 mark as Manuk group bonus) SC_MANU_DEF (EFST_MANU_DEF) desc: Increase Defense rate against Manuk monsters val1: +% Defense val2: (hardcoded to 1 mark as Manuk group bonus) SC_SPL_ATK (EFST_SPL_ATK) desc: Increase Weapon Damage rate to Splendide Monster val1: +% Damage val2: (hardcoded to 1 mark as Splendide group bonus) SC_SPL_DEF (EFST_SPL_DEF) desc: Increase Defense rate against Splendide Monster val1: +% Defense val2: (hardcoded to 1 mark as Splendide group bonus) SC_MANU_MATK (EFST_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 (EFST_SPL_MATK) desc: Increase Magic Damage to Splendide Monster val1: +% Damage val2: (hardcoded to 1 mark as Splendide group bonus) SC_FOOD_STR_CASH (EFST_FOOD_STR_CASH) desc: Increase STR (cannot be stacked with SC_STRFOOD, ignored if value is lower) val1: +STR SC_FOOD_AGI_CASH (EFST_FOOD_AGI_CASH) desc: Increase AGI (cannot be stacked with SC_AGIFOOD, ignored if value is lower) val1: +AGI SC_FOOD_VIT_CASH (EFST_FOOD_VIT_CASH) desc: Increase VIT (cannot be stacked with SC_VITFOOD, ignored if value is lower) val1: +VIT SC_FOOD_DEX_CASH (EFST_FOOD_DEX_CASH) desc: Increase DEX (cannot be stacked with SC_DEXFOOD, ignored if value is lower) val1: +DEX SC_FOOD_INT_CASH (EFST_FOOD_INT_CASH) desc: Increase INT (cannot be stacked with SC_INTFOOD, ignored if value is lower) val1: +INT SC_FOOD_LUK_CASH (EFST_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 (EFST_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 (EFST_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 (EFST_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 (EFST_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 (EFST_VENOMBLEED) desc: Decrease Max HP by 15% val1: GC_WEAPONRESEARCH Skill Level val2: val3: val4: Tick SC_MAGICMUSHROOM (EFST_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 (EFST_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 (EFST_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 (EFST_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 (EFST_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 (EFST_STRIKING) desc: val1: SO_STRIKING Skill Level val2: Increased ATK val3: SP Drain / Sec val4: Tick Left (in sec) SC_WARMER () desc: val1: SC_VACUUM_EXTREME () desc: val1: SC_PROPERTYWALK () desc: val1: SC_SWINGDANCE () desc: val1: SC_SYMPHONYOFLOVER () desc: val1: SC_MOONLITSERENADE (EFST_MOONLIT_SERENADE) desc: val1: WA_MOONLIT_SERENADE Skill Level val2: WM_LESSON Level val3: Increased MATK SC_RUSHWINDMILL (EFST_RUSH_WINDMILL) desc: val1: MI_RUSH_WINDMILL Skill Level val2: WM_LESSON Level val3: Increased ATK 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 (EFST_GENTLETOUCH_ENERGYGAIN) desc: val1: SR_GENTLETOUCH_ENERGYGAIN Skill Level val2: Sphere Gain Chance SC_GT_CHANGE (EFST_GENTLETOUCH_CHANGE) desc: ATK increase: ATK [{(Caster DEX / 4) + (Caster STR / 2)} x Skill Level / 5]; ASPD increase: [(Target AGI x Skill Level) / 60] %; MDEF decrease: MDEF [(200 / Caster INT) x Skill Level]; Max HP decrease: [Skill Level x 4] % val1: SR_GENTLETOUCH_CHANGE Skill Level val2: Increased ATK val3: Increased ASPD Rate val4: Decreased MDEF SC_GT_REVITALIZE (EFST_GENTLETOUCH_REVITALIZE) desc: MaxHP: [(Skill Level * 2)]%; Natural HP recovery increase: [(Skill Level x 30) + 50] %; STAT DEF increase: [(Caster VIT / 4) x Skill Level] (The stat def is not shown in the status window and it is processed differently) val1: SR_GENTLETOUCH_REVITALIZE Skill Level val2: Max HP Rate bonus val3: HP Regen Rage Value val4: Increased DEF 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 (EFST_STOMACHACHE) desc: Reduce all stats val1: -AllStats SC_MYSTERIOUS_POWDER (EFST_MYSTERIOUS_POWDER) desc: Reduce Max HP rate val1: ReduceValue (don't use - sign to reduce) SC_MELON_BOMB (EFST_MELON_BOMB) desc: Reduce ASPD and move speed val1: ReduceValue (don't use - sign to reduce) SC_BANANA_BOMB (EFST_BANANA_BOMB) desc: Reduce LUK rate val1: ReduceValue (don't use - sign to reduce) SC_BANANA_BOMB_SITDOWN (EFST_BANANA_BOMB_SITDOWN_POSTDELAY) desc: Force player to sit val1: SC_SAVAGE_STEAK (EFST_SAVAGE_STEAK) desc: Increase STR val1: +STR SC_COCKTAIL_WARG_BLOOD (EFST_COCKTAIL_WARG_BLOOD) desc: Increase INT val1: +INT SC_MINOR_BBQ (EFST_MINOR_BBQ) desc: Increase VIT val1: +VIT SC_SIROMA_ICE_TEA (EFST_SIROMA_ICE_TEA) desc: Increase DEX val1: +DEX SC_DROCERA_HERB_STEAMED (EFST_DROCERA_HERB_STEAMED) desc: Increase AGI val1: +AGI SC_PUTTI_TAILS_NOODLES (EFST_PUTTI_TAILS_NOODLES) desc: Increase LUK val1: +LUK SC_BOOST500 (EFST_BOOST500) desc: Increase ASPD rate val1: +% Aspd SC_FULL_SWING_K (EFST_FULL_SWING_K) desc: Increase Base Atk val1: +BaseAtk SC_MANA_PLUS (EFST_MANA_PLUS) desc: Increase MAtk val1: +Matk SC_MUSTLE_M (EFST_MUSTLE_M) desc: Increase Max HP rate val1: +% MaxHP SC_LIFE_FORCE_F (EFST_LIFE_FORCE_F) desc: Increase Max SP rate val1: +% MaxSP SC_EXTRACT_WHITE_POTION_Z (EFST_EXTRACT_WHITE_POTION_Z) desc: Increase HP regen rate val1: +% HP regen SC_VITATA_500 (EFST_VITATA_500) desc: Increase SP Regen rate & Max SP rate val1: +% SP regen val2: +% MaxSP SC_EXTRACT_SALAMINE_JUICE (EFST_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 (EFST_TINDER_BREAKER_POSTDELAY) desc: val1: SC_TINDER_BREAKER2 (EFST_TINDER_BREAKER) desc: Tinder Breaker after-effect, just like Close Confine val1: SC_CBC (EFST_CBC) desc: Drain HP & SP each iteration (default is each 1 sec) val1: val2: val3: %SP drain SC_EQC (EFST_EQC) desc: val1: val2: -% Def val3: -%MaxHP val4: SC_GOLDENE_FERSE (EFST_GOLDENE_FERSE) desc: val1: val2: +% Flee val3: +% ASPD val4: % Chance to convert attack as Holy element SC_ANGRIFFS_MODUS (EFST_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 (EFST_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 (EFST_LIGHT_OF_REGENE) desc: val1: val2: % of HP recovery on death SC_ASH (EFST_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 (EFST_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 (EFST_MAGMA_FLOW) desc: val1: val2: Rate to cast Magma Flow (deals damage) to target while attacking SC_PYROCLASTIC (EFST_PYROCLASTIC) desc: val1: val2: +ATK val3: % Rate to cast Hammer Fall SC_PARALYSIS (EFST_NEEDLE_OF_PARALYZE) desc: val1: val2: -Def val3: +% CastTime SC_PAIN_KILLER (EFST_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 (EFST_DARKCROW) desc: Increase short/melee damage rate val1: val2: +% Damage SC_FULL_THROTTLE (EFST_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 (EFST_REBOUND) desc: Full Throttle after-effect. Reduce walk speed val1: SC_UNLIMIT (EFST_UNLIMIT) desc: Increase attak rate & set Def/MDef to 1, val1: val2: +% Attack SC_KINGS_GRACE (EFST_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 (EFST_OFFERTORIUM) desc: val1: val2: +Heal Power val3: +SP Cost SC_FRIGG_SONG (EFST_FRIGG_SONG) desc: Add Max HP & heal each iteration (default 1 seconds) val1: Skill Level 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 (EFST_ILLUSIONDOPING) desc: val1: val2: -Hit SC_FLASHCOMBO () desc: val1: val2: +ATK (isn't shown in status window) SC_MOONSTAR (EFST_MOONSTAR) desc: Visual effect val1: SC_SUPER_STAR (EFST_SUPER_STAR) desc: Visual effect val1: SC_HEAT_BARREL (EFST_HEAT_BARREL) desc: (Rebellion) Reduce fixed cast time, add ASPD rate, and reduce FLEE val1: SkillLv val2: -Fixed Casttime (5 * val1) val3: +% ASPD (6 + val1 * 2) val4: -FLEE (25 + val1 * 5) SC_P_ALTER (EFST_P_ALTER) desc: Increase attack ratio and creates a barrier like Kyrie val1: SkillLv val2: +ATK ratio (10 * Coin Count) val3: Barrier HP (Max HP * (val1 * 5) / 100) SC_E_CHAIN (EFST_E_CHAIN) desc: (Rebellion) Has chance to trigger Chain Action for any weapon val1: SkillLv val2: Coins used for success rate. (5 * val) SC_C_MARKER (EFST_C_MARKER) desc: (Rebellion) Crimson Marker effect, also sends the target location to the caster val1: SkillLv val2: val3: -FLEE (10) SC_ANTI_M_BLAST (EFST_ANTI_M_BLAST) desc: (Rebellion) Anti-Material effect, reduce resistance of Neutral attack val1: SkillLv val2: Reduction ratio (10 * val1) SC_B_TRAP (EFST_B_TRAP) desc: (Rebellion) Bind Trap effect, waiting for Flicker to be used val1: SkillLv val2: val3: -Walk Speed (Unstackable penalty) (25 * val1) SC_H_MINE (EFST_H_MINE) desc: (Rebellion) Howling Mine effect, waiting for Flicker to be used val1: SC_QD_SHOT_READY (EFST_E_QD_SHOT_READY) desc: (Rebellion) Combo stance to cast Quick Draw Shot val1: SC_MTF_ASPD (EFST_MTF_ASPD) desc: Increase ASP and Hit val1: +ASPD val2: +Hit SC_MTF_ASPD2 (EFST_MTF_ASPD2) desc: Increase ASP and Hit val1: +ASPD val2: +Hit SC_MTF_RANGEATK (EFST_MTF_RANGEATK) desc: Increase Long-ranged damage while attacking val1: +% Damage (not be shown in status window) SC_MTF_RANGEATK2 (EFST_MTF_RANGEATK2) desc: Increase Long-ranged damage while attacking val1: +% Damage (not be shown in status window) SC_MTF_MATK (EFST_MTF_MATK) desc: Increase MATK damage while attacking val1: +% MATK SC_MTF_MATK2 (EFST_MTF_MATK2) desc: Increase MATK damage while attacking val1: + MATK SC_MTF_MLEATKED (EFST_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 (EFST_MTF_CRIDAMAGE) desc: Bonus critical rate of monster transformation val1: +% Critical SC_OKTOBERFEST () desc: Costume val1: SC_STRANGELIGHTS (EFST_STRANGELIGHTS) desc: val1: SC_DECORATION_OF_MUSIC (EFST_DECORATION_OF_MUSIC) desc: val1: SC_QUEST_BUFF1 (EFST_QUEST_BUFF1) desc: val1: +ATK & +MATK SC_QUEST_BUFF2 (EFST_QUEST_BUFF2) desc: val1: +ATK & +MATK SC_QUEST_BUFF3 (EFST_QUEST_BUFF3) desc: val1: +ATK & +MATK SC_ALL_RIDING (EFST_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 (EFST_CHASEWALK2) desc: 2nd effect of Chasewalk val1: +STR SC_SUHIDE (EFST_SUHIDE) desc: Hide caster. Can be seen by insect, demon, and boss. Cannot move or pickup items. val1: Skill Lv SC_SU_STOOP (EFST_SU_STOOP) desc: Places a temporary buff on the user that decreases all damage taken by 90%. val1: Skill Lv SC_SPRITEMABLE (EFST_SPRITEMABLE) desc: Increase 1000 HP and 100 SP. val1: SC_CATNIPPOWDER (EFST_CATNIPPOWDER) desc: Reduces ATK and MATK by 50% to targets in a 3x3~7x7 area. HP and SP recovery rate increase. val1: Skill Lv val2: WATK% / MATK% val3: Movement speed reduction SC_SV_ROOTTWIST (EFST_SV_ROOTTWIST) desc: Prevents the target from moving and receives 100 Poison damage every second. Cannot be used on Boss monsters. val1: Skill Lv SC_BITESCAR (EFST_BITESCAR) desc: Drains a portion of the target's Max HP each second. val1: Skill Lv val2: Max HP% damage val4: Tick SC_ARCLOUSEDASH (EFST_ARCLOUSEDASH) desc: Increases Agi and movement speed. val1: AGI val2: Movement speed increase val4: Ranged ATK increase for Doram SC_TUNAPARTY (EFST_TUNAPARTY) desc: Protects from damage, the amount is based on Max HP. val1: Max HP% to absorb val2: Double the shield life with Spirit of Sea SC_SHRIMP (EFST_SHRIMP) desc: Gives all party members on screen +10% ATK and MATK. val1: BATK% / MATK% SC_FRESHSHRIMP (EFST_FRESHSHRIMP) desc: Recovers a small amount of HP. Each level reduces the time between each HP recovery tick. val1: Skill Lv val2: Heal amount val4: Tick SC_HISS (EFST_HISS) desc: Increases movement speed and perfect dodge of the user and his party. val1: Skill Lv val2: Perfect Dodge SC_NYANGGRASS (EFST_NYANGGRASS) desc: Reduces monster's DEF and MDEF by 50%. Reduces other player's equipment DEF and MDEF to 0. val1: Skill Lv SC_GROOMING (EFST_GROOMING) desc: FLEE + 100. Cures Poison, Frozen, Stun, Sleep, Bleeding, Silence, Crystallization, Deep Sleep, Fear, and Mandragora Howling. val1: Skill Lv val2: FLEE SC_SHRIMPBLESSING (EFST_PROTECTIONOFSHRIMP) desc: Increases caster's SP recovery by 150%. val1: Skill Lv SC_CHATTERING (EFST_CHATTERING) desc: Increases the player's ATK and MATK by 100. Increases the player's movespeed. val1: Skill Lv val2: ATK / MATK SC_DORAM_WALKSPEED () desc: Adjusts player's walk speed. val1: Movement speed adjustment SC_DORAM_MATK () desc: Statically increases MATK for Spirit of Land. val1: MATK SC_DORAM_FLEE2 () desc: Statically increase FLEE2 for Spirit of Land. val1: FLEE2 SC_DORAM_SVSP () desc: Casts Silvervine Stem Spear when receiving Magic or Ranged damage after using Catnip Meteor for Spirit of Land. val1: Value to know it's active SC_GVG_GIANT (EFST_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 (EFST_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 (EFST_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 (EFST_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 (EFST_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 (EFST_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 (EFST_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 (EFST_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 (EFST_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: SC_LHZ_DUN_N1 (EFST_LHZ_DUN_N1) desc: Increases damage against Swordman, Thief and reduces damage taken from Acolyte, Merchant monsters of Biolab 5 (except MVPs). val1: +% Damage val2: +% Defense SC_LHZ_DUN_N2 (EFST_LHZ_DUN_N2) desc: Increases damage against Acolyte, Merchant and reduces damage taken from Mage, Archer monsters of Biolab 5 (except MVPs). val1: +% Damage val2: +% Defense SC_LHZ_DUN_N3 (EFST_LHZ_DUN_N3) desc: Increases damage against Mage, Archer and reduces damage taken from Swordman, Thief monsters of Biolab 5 (except MVPs). val1: +% Damage val2: +% Defense SC_LHZ_DUN_N4 (EFST_LHZ_DUN_N4) desc: Increases and reduces damage against MVPs of Biolab 5. val1: +% Damage val2: +% Defense SC_DORAM_BUF_01 () desc: Recovers 10 HP every 10 seconds. SC_DORAM_BUF_02 () desc: Recovers 5 SP every 10 seconds. SC_INCREASE_MAXHP (EFST_ATKER_ASPD) desc: Increases MaxHP. Increases natural HP regeneration. val1: + HP val2: +% HP regeneration SC_INCREASE_MAXSP (EFST_ATKER_MOVESPEED) desc: Increases MaxSP. Increases natural SP regeneration. val1: + SP val2: +% SP regeneration SC_REF_T_POTION (EFST_REF_T_POTION) desc: Decreases reflected damage by 100%. SC_ADD_ATK_DAMAGE (EFST_ADD_ATK_DAMAGE) desc: Increases melee physical damage by 15%. Increases ranged physical damage by 15%. val1: SC_ADD_MATK_DAMAGE (EFST_ADD_MATK_DAMAGE) desc: Increases all elemental magical damage by 15%. SC_HELPANGEL (EFST_HELPANGEL) desc: Recover 1000 HP every second. Recover 350 SP every second. val1: val2: val3: val4: Tick time (milliseconds) SC_SOUNDOFDESTRUCTION (EFST_SOUND_OF_DESTRUCTION) desc: Doubles incoming damage for 10 seconds. SC_LUXANIMA (EFST_LUXANIMA) desc: Physical attacks has the chance to activate Storm Blast Level 1. Increases physical damage against all sizes. Increases Critical Damage. Increases Melee and Ranged Physical Damage. val1: val2: Storm Blast success 15% (hardcoded) val3: Damage/HP/SP 30% increase (hardcoded) SC_REUSE_LIMIT_LUXANIMA () desc: val1: SC_ENSEMBLEFATIGUE (EFST_ENSEMBLEFATIGUE) desc: Disables skill use. Movement and attack speed reduced by 30%. val1: val2: + 30 Speed and ASPD rates penalty (hardcoded) SC_MISTY_FROST (EFST_MISTY_FROST) desc: Freezing. SC_MAGIC_POISON (EFST_MAGIC_POISON) desc: Decreases resistance against all elemental attacks by 50%. val1: val2: Attribute Reduction (50, hardcoded). SC_EP16_2_BUFF_SS (EFST_EP16_2_BUFF_SS) desc: ASPD +10. SC_EP16_2_BUFF_SC (EFST_EP16_2_BUFF_SC) desc: CRIT +30. SC_EP16_2_BUFF_AC (EFST_EP16_2_BUFF_AC) desc: Reduce variable cast time by 80%. SC_EMERGENCY_MOVE (EFST_INC_AGI) desc: Increase AGI and walkspeed, AL_INCAGI effect. val1: val2: Movement speed +25 (hardcoded) SC_PACKING_ENVELOPE1 (EFST_PACKING_ENVELOPE1) desc: Increases ATK val1: + watk SC_PACKING_ENVELOPE2 (EFST_PACKING_ENVELOPE2) desc: Increases MATK val1: + ematk SC_PACKING_ENVELOPE3 (EFST_PACKING_ENVELOPE3) desc: Increases MaxHP val1: +% MaxHP SC_PACKING_ENVELOPE4 (EFST_PACKING_ENVELOPE4) desc: Increases MaxSP val1: +% MaxSP SC_PACKING_ENVELOPE5 (EFST_PACKING_ENVELOPE5) desc: Increases FLEE val1: + Flee SC_PACKING_ENVELOPE6 (EFST_PACKING_ENVELOPE6) desc: Increases ASPD val1: + ASPD SC_PACKING_ENVELOPE7 (EFST_PACKING_ENVELOPE7) desc: Increases DEF val1: + DEF SC_PACKING_ENVELOPE8 (EFST_PACKING_ENVELOPE8) desc: Increases MDEF val1: + MDEF SC_PACKING_ENVELOPE9 (EFST_PACKING_ENVELOPE9) desc: Increases Critical rate val1: + Critical rate SC_PACKING_ENVELOPE10 (EFST_PACKING_ENVELOPE10) desc: Increases HIT val1: + HIT SC_WEAPONBREAKER desc: Bonus given when using NPC_WEAPONBRAKER skill val1: Skill level val2: val1 * 2 weapon break chance SC_POWERUP desc: Increases ATKpercent and Hit. val1: + ATKpercent val2: +% Hit SC_AGIUP desc: Increase Speed and Flee. val1: +% Walkspeed val2: +% Flee