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status_change.txt
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//===== 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: =========================================
//= <SC_Name> (<Default_EFST>)
//= desc: <any description or info related this status>
//= val1: <usage for>
//= val2: <usage for>
//= val3: <usage for>
//= val4: <usage for>
//============================================================
SC_STONE ()
desc: DEF -50%; if HP>25% lose 1% HP/5 sec; MDEF +25%; change element to Earth Lv 1; ignore Steal & Lex Aeterna; can't move/attack/pick item/use item/use skill/sit/logout
val1:
val2: Caster's object ID
val3: Incubation time
val4: Remaining tick
SC_FREEZE ()
desc: DEF -50%; FLEE = 0; MDEF +25%; ignore Steal, Lex Aeterna, Storm Gust, Falling Ice Pillar; change element to Water Lv 1; can't move/attack/pick item/use item/sit/logout
val1:
SC_STUN ()
desc: FLEE = 0; can't move/attack/pick item/use item/use skill/sit/logout
val1:
SC_SLEEP ()
desc: FLEE = 0; enemy CRIT x2; can't move/attack/pick item/use item/use skill/sit/logout
val1:
SC_POISON ()
desc: DEF -25%; if HP>25% lose 1.5% + 2 HP/sec; SP Regeneration is disabled
val1: Skill Level
val2: Caster's object ID
val3:
val4: Remaining tick
SC_CURSE ()
desc: ATK-25%; LUK = 0; Movement speed -300
val1:
SC_SILENCE ()
desc: Can't use active skills
val1:
SC_CONFUSION ()
desc: Move randomly; Set DEF to (STR+(INT*50))
val1:
SC_BLIND ()
desc: HIT -25%; FLEE -25%; Black out the outter part of the screen
val1:
SC_BLEEDING (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 (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 (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 ()
desc:
val1:
SC_CLOSECONFINE2 ()
desc:
val1:
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: