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Showing results for tags 'parrying'.
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Description: When a Star Gladiator is Soul Linked, the 'Lord of Vermilion' and 'Parrying' skills become available for them to use. This must be the most requested source edit of all time? Idk why. Anyway, here you go - in plugin form. https://github.com/bWolfie/HPM-Plugins/blob/master/src/plugins/sg_parrying_lov.c
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Enable to use Parrying and Lord of Vermillion Skill Go to your trunk/src/map/pc.c and look for: Go to your trunk/src/map/pc.c and look for: /* permanent skills that must be re-checked */ if( sd->status.skill[i].flag == SKILL_FLAG_PERMANENT ) { switch( skill->dbs->db[i].nameid ) { case NV_TRICKDEAD: if ((sd->job & MAPID_UPPERMASK) != MAPID_NOVICE) { sd->status.skill[i].id = 0; sd->status.skill[i].lv = 0; sd->status.skill[i].flag = 0; } break; } } } //Add this line below //Star Glad Parrying Soul Link Buffs if( sd->sc.count && sd->sc.data[SC_SOULLINK] && sd->sc.data[SC_SOULLINK]->val2 == SL_STAR) { sd->status.skill[85].id = 85; sd->status.skill[85].lv = 10; sd->status.skill[85].flag = SKILL_FLAG_PERMANENT; sd->status.skill[356].id = 356; sd->status.skill[356].lv = 10; sd->status.skill[356].flag = SKILL_FLAG_PERMANENT; } Go to Skill_db add this Books: true below weapontypes { Id: 356 Name: "LK_PARRYING" Description: "Parrying" MaxLevel: 10 Hit: "BDT_SKILL" SkillType: { Self: true } AttackType: "Weapon" DamageType: { NoDamage: true } SkillData1: { Lv1: 15000 Lv2: 20000 Lv3: 25000 Lv4: 30000 Lv5: 35000 Lv6: 40000 Lv7: 45000 Lv8: 50000 Lv9: 55000 Lv10: 60000 } CoolDown: 0 Requirements: { SPCost: 50 WeaponTypes: { 2HSwords: true } } }, Works for me Increase damage on Boss monster and Holy monster by 100% Open status.c if ((skill_lv = pc->checkskill(sd, AB_EUCHARISTICA)) > 0) { sd->right_weapon.addrace[RC_DEMON] += skill_lv; sd->right_weapon.addele[ELE_DARK] += skill_lv; sd->left_weapon.addrace[RC_DEMON] += skill_lv; sd->left_weapon.addele[ELE_DARK] += skill_lv; sd->magic_addrace[RC_DEMON] += skill_lv; sd->magic_addele[ELE_DARK] += skill_lv; #ifdef RENEWAL sd->race_tolerance[RC_DEMON] += skill_lv; #else sd->subrace[RC_DEMON] += skill_lv; #endif sd->subele[ELE_DARK] += skill_lv; } //Add this below // Soul Link Star Gladiator Damage if(sc && sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_STAR) { sd->right_weapon.addrace[RC_BOSS] += 100; sd->left_weapon.addrace[RC_BOSS] += 100; sd->right_weapon.addele[ELE_HOLY] += 100; sd->left_weapon.addele[ELE_HOLY] += 100; } Perfect Dodge if(sc->data[SC_PLUSAVOIDVALUE]) flee2 += sc->data[SC_PLUSAVOIDVALUE]->val2; if(sc->data[SC_WHISTLE]) flee2 += sc->data[SC_WHISTLE]->val3*10; //Add this below if(sc->data[SC_SOULLINK] && sc->data[SC_SOULLINK]->val2 == SL_STAR) flee2 += 10;