--------------------------------------- *sc_start ,,{,,,}; *sc_start2 ,,,{,,,}; *sc_start4 ,,,,,{,,,}; *sc_end {,}; These commands give a character a status effect. Optionally, and can be defined. is which status change to invoke. This can be a number or SC name. A list of these are in the file 'db/const.txt' with the 'SC_' prefix. A number of refers to how long the status change should last. (1000 = 1 sec) is used on certain status changes, generally modifying player stats by the given value or a percentage. Optional value is on a scale of 0-10000, with 0 being no chance to invoke the status change, and 10000 being 100% chance. NPCs given a without defining a flag will ignore the value. However, items can be given a rate and don't require a flag to be given for the rate to be ignored. Optional value allows the setting of how the status change start should be handled. These can be added together like a configuration parameter. : *Default 2* 1: Cannot be avoided (it has to start) 2: Tick should not be reduced (by vit, luk, lv, etc) 4: sc_data loaded, no value has to be altered. 8: rate should not be reduced will cause the status effect to appear on a specified character, instead of the one attached to the running script. This can only be defined after setting and . Using sc_start2 or sc_start4, extra arguments are able to be given when an effect can take them. Extra argument's meaning differs depending on the effect type, for most effects caused by a player skill the extra argument means the level of the skill that would have been used to create that effect, for others it might have no meaning whatsoever. Examples: // This would poison them for 10 min at 50% chance sc_start SC_Poison,600000,0,5000; // This will bless someone with Bless 10 sc_start 10,240000,10; // elemental armor defense takes the following four values // val1 is the first element, val2 is the resistance to the element val1. // val3 is the second element, val4 is the resistance to said element. sc_start4 SC_DefEle,60000,Ele_Fire,20,Ele_Water,-15; 'sc_end' will remove a specified status effect. If SC_All is used (-1), it will do a complete removal of all statuses (although permanent ones will re-apply). You can see the full list of status effects caused by skills in 'src/map/status.h' - they are currently not fully documented, but most of that should be rather obvious.