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ThyroDree

Soul Link Star Gladiator [Parrying & Damage]

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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;

 

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