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void CItemArmor::SetAugmentMod(uint16 type, uint8 value)
{
if (type == 33) {
type = 33;
}
// TODO: если augmenttype совпадает с modtype, то мы може установить значение сразу,
// либо придется использовать дополнительную логику
int16 invalue = (int16)value;
if (type != 0)
{
setSubType(ITEM_AUGMENTED);
}
switch (type) {
case 1: addModifier(new CModifier(MOD_HP, value)); break; //HP + 1
case 2: addModifier(new CModifier(MOD_HP, value + 33)); break; //HP + 33
case 3: addModifier(new CModifier(MOD_HP, value + 65)); break; //HP + 65
case 4: addModifier(new CModifier(MOD_HP, value + 97)); break; //HP + 97
case 5: addModifier(new CModifier(MOD_HP, -1 * value)); break; //HP - 1
case 6: addModifier(new CModifier(MOD_HP, (-1 * value) - 33)); break; //HP - 33
case 7: addModifier(new CModifier(MOD_HP, (-1 * value) - 65)); break; //HP - 65
case 8: addModifier(new CModifier(MOD_HP, (-1 * value) - 97)); break; //HP - 97
case 9: addModifier(new CModifier(MOD_MP, value)); break;//MP + 1
case 10: addModifier(new CModifier(MOD_MP, value + 33)); break; //MP + 33
case 11: addModifier(new CModifier(MOD_MP, value + 65)); break; //MP + 65
case 12: addModifier(new CModifier(MOD_MP, value + 97)); break; //MP + 97
case 13: addModifier(new CModifier(MOD_MP, -1 * value)); break; //MP - 1
case 14: addModifier(new CModifier(MOD_MP, (-1 * value)) - 33); break; //MP - 33
case 15: addModifier(new CModifier(MOD_MP, (-1 * value)) - 65); break; //MP - 65
case 16: addModifier(new CModifier(MOD_MP, (-1 * value)) - 97); break; //MP - 97
case 17: addModifier(new CModifier(MOD_HP, value)); addModifier(new CModifier(MOD_MP, value)); break; //HP + 1 MP + 1
case 18: addModifier(new CModifier(MOD_HP, value + 33)); addModifier(new CModifier(MOD_MP, value + 33)); break; //HP + 33 MP + 33
case 19: addModifier(new CModifier(MOD_HP, value)); addModifier(new CModifier(MOD_MP, value * -1)); break; //HP + 1 MP - 1
case 20: addModifier(new CModifier(MOD_HP, value + 33)); addModifier(new CModifier(MOD_MP, (value * -1) - 33)); break; //HP + 33 MP - 33
case 21: addModifier(new CModifier(MOD_MP, value)); addModifier(new CModifier(MOD_HP, value * -1)); break; //HP - 1 MP + 1
case 22: addModifier(new CModifier(MOD_MP, value + 33)); addModifier(new CModifier(MOD_HP, (value * -1) - 33)); break; //HP - 33 MP + 33
case 23: addModifier(new CModifier(MOD_ACC, value)); break; //Accuracy + 1
case 24: addModifier(new CModifier(MOD_ACC, value * -1)); break; //Accuracy - 1
case 25: addModifier(new CModifier(MOD_ATT, value)); break; //Attack + 1
case 26: addModifier(new CModifier(MOD_ATT, value * -1)); break; //Attack - 1
case 27:{addModifier(new CModifier(MOD_RACC, value)); break; } //Rng.Acc. + 1
case 28:{addModifier(new CModifier(MOD_RACC, value * -1)); break; } //Rng.Acc. - 1
case 29:{addModifier(new CModifier(MOD_RATT, value)); break; } //Rng.Atk. + 1
case 30:{addModifier(new CModifier(MOD_RATT, value * -1)); break; } //Rng.Atk. - 1
case 31:{addModifier(new CModifier(MOD_EVA, value)); break; } //Evasion + 1
case 32:{addModifier(new CModifier(MOD_EVA, value * -1)); break; } //Evasion - 1
case 33:{addModifier(new CModifier(MOD_DEF, value)); break; } // Def +1}
case 34:{addModifier(new CModifier(MOD_DEF, value * -1)); break; } //DEF - 1
case 35:{addModifier(new CModifier(MOD_MACC, value)); break; } //Mag.Acc. + 1
case 36:{addModifier(new CModifier(MOD_MACC, value * -1)); break; } //Mag.Acc. - 1
case 37:{addModifier(new CModifier(MOD_MEVA, value)); break; } //Mag.Evasion + 1
case 38:{addModifier(new CModifier(MOD_MEVA, value * -1)); break; } //Mag.Evasion - 1
case 39:{addModifier(new CModifier(MOD_ENMITY, value)); break; } //Enmity + 1
case 40:{addModifier(new CModifier(MOD_ENMITY, value * -1)); break; } //Enmity - 1
case 41:{addModifier(new CModifier(MOD_CRITHITRATE, value)); break; } //Crit.hit rate + 1
case 42:{addModifier(new CModifier(MOD_CRITHITRATE, value * -1)); break; } //Enemy crit.hit rate - 1
case 43:{addModifier(new CModifier(MOD_CHARM_TIME, value)); break; } //Charm + 1
case 44:{addModifier(new CModifier(MOD_CHARM_TIME, value)); break; } //Store TP + 1 Subtle Blow + 1
case 45:{addModifier(new CModifier(MOD_MAIN_DMG_RATING, value)); break; } //DMG:+1
case 46:{addModifier(new CModifier(MOD_MAIN_DMG_RATING, value * -1)); break; } //DMG : -1
case 47:{addModifier(new CModifier(MOD_DELAYP, value)); break; } //Delay : +1 %
case 48:{addModifier(new CModifier(MOD_DELAYP, value * -1)); break; } //Delay : -1 %
//case 49:{addModifier(new CModifier(MOD_HASTE_GEAR, value)); break; } //Haste + 1
//case 50:{addModifier(new CModifier(MOD_HASTE_GEAR, -1 * value)); break; } //Slow + 1
case 51:{addModifier(new CModifier(MOD_HPHEAL, value)); break; } //HP recovered while healing + 1
case 52:{addModifier(new CModifier(MOD_MPHEAL, value)); break; } //MP recovered while healing + 1
case 53:{addModifier(new CModifier(MOD_SPELLINTERRUPT, value)); break; } //Spell interruption rate down 1 %
//case 54:{addModifier(new CModifier(MOD_DMGPHYS, value * -1)); break; } //Phys.dmg.taken - 1 %
//case 55:{addModifier(new CModifier(MOD_DMGMAGIC, value * -1)); break; } //Magic dmg.taken - 1 %
//case 56:{addModifier(new CModifier(MOD_DMGBREATH, value * -1)); break; } //Breath dmg.taken - 1 %
//case 57:{addModifier(new CModifier(?????, value)); break; } //Magic crit.hit rate + 1
case 58:{addModifier(new CModifier(MOD_MDEF, value)); break; } //Mag.Def.Bns. - 1
case 59:{addModifier(new CModifier(MOD_REGAIN, value)); break; } //Latent effect : Regain + 1
case 60:{addModifier(new CModifier(MOD_REFRESH, value)); break; } //Latent effect : Refresh + 1
//case 61:{addModifier(new CModifier(?????, value)); break; } //Occ.inc.resist.to stat.ailments + 1
case 96:{addModifier(new CModifier(MOD_PET_ACC, value)); break; } //Pet : Accuracy + 1 Rng.Acc + 1
case 97:{addModifier(new CModifier(MOD_PET_ATTP, value)); break; } //Pet : Attack + 1 Rng.Atk. + 1
//case 98:{addModifier(new CModifier(MOD_PET_???, value)); break; } //Pet : Evasion + 1
//case 99:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : DEF + 1
case 100:{addModifier(new CModifier(MOD_PET_MACC, value)); break; } //Pet : Mag.Acc. + 1
case 101:{addModifier(new CModifier(MOD_PET_MABB, value)); break; } //Pet : Mag.Atk.Bns. + 1
//case 102:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Crit.hit rate + 1
//case 103:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Enemy crit.hit rate - 1
//case 104:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Enmity + 1
//case 105:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Enmity - 1
//case 106:{addModifier(new CModifier(MOD_PET_ACC, value)); break; } //Pet : Accuracy + 1 Rng.Acc. + 1
//case 107:{addModifier(new CModifier(MOD_PET_ATTP, value)); break; } //Pet : Attack + 1 Rng.Atk. + 1
//case 108:{addModifier(new CModifier(MOD_PET_MACC, value)); addModifier(new CModifier(MOD_PET_MABB, value)); break; } //Pet : Mag.Acc. + 1 Mag.Atk.Bns. + 1
//case 109:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Dbl.Atk. + 1 Crit.hit rate + 1
//case 110:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Regen + 1
//case 111:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Haste + 1
//case 112:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Damage taken - 1 %
//case 113:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Rng.Acc. + 1
//case 114:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Rng.Atk. + 1
//case 115:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Store TP + 1
//case 116:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Subtle Blow + 1
//case 117:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Mag.Evasion + 1
//case 118:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Phys.dmg.taken - 1 %
//case 119:{addModifier(new CModifier(MOD_PET_ ? ? ? , value)); break; } //Pet : Mag.Def.Bns. + 1
//case 120:{addModifier(new CModifier(MOD_ ? ? ? , value)); break; } //Avatar : Mag.Atk.Bns. + 1
case 133:{addModifier(new CModifier(MOD_MATT, value)); break; } //Mag.Atk.Bns. + 1
case 134:{addModifier(new CModifier(MOD_MDEF, value)); break; } //Mag.Def.Bns. + 1
case 137:{addModifier(new CModifier(MOD_REGEN)); break; } //Regen + 1
case 138:{addModifier(new CModifier(MOD_REFRESH, value)); break; } //Refresh + 1
case 139:{addModifier(new CModifier(MOD_RAPID_SHOT, value)); break; } //Rapid Shot + 1
case 140:{addModifier(new CModifier(MOD_FASTCAST, value)); break; } //Fast Cast + 1
case 141:{addModifier(new CModifier(MOD_CONSERVE_MP, value)); break; } //Conserve MP + 1
case 142:{addModifier(new CModifier(MOD_STORETP, value)); break; } //Store TP + 1
case 143:{addModifier(new CModifier(MOD_DOUBLE_ATTACK, value)); break; } //Dbl.Atk. + 1
case 144:{addModifier(new CModifier(MOD_TRIPLE_ATTACK, value)); break; } //Triple Atk. + 1
case 145:{addModifier(new CModifier(MOD_COUNTER, value)); break; } //Counter + 1
case 146:{addModifier(new CModifier(MOD_DUAL_WIELD, value)); break; } //Dual Wield + 1
case 147:{addModifier(new CModifier(MOD_TREASURE_HUNTER, value)); break; } //Treasure Hunter + 1
//case 148:{addModifier(new CModifier(MOD_???, value)); break; } //Gilfinder + 1
//case 153:{addModifier(new CModifier(MOD_???, value)); break; } //Shield Mastery + 1
case 176:{addModifier(new CModifier(MOD_SLEEPRES, value)); break; } //Resist Sleep + 1
case 177:{addModifier(new CModifier(MOD_POISONRES, value)); break; } //Resist Poison + 1
case 178:{addModifier(new CModifier(MOD_PARALYZERES, value)); break; } //Resist Paralyze + 1
case 179:{addModifier(new CModifier(MOD_BLINDRES, value)); break; } //Resist Blind + 1
case 180:{addModifier(new CModifier(MOD_SILENCERES, value)); break; } //Resist Silence + 1
case 181:{addModifier(new CModifier(MOD_PETRIFYRES, value)); break; } //Resist Petrify + 1
case 182:{addModifier(new CModifier(MOD_VIRUSRES, value)); break; } //Resist Virus + 1
case 183:{addModifier(new CModifier(MOD_CURSERES, value)); break; } //Resist Curse + 1
case 184:{addModifier(new CModifier(MOD_STUNRES, value)); break; } //Resist Stun + 1
case 185:{addModifier(new CModifier(MOD_BINDRES, value)); break; } //Resist Bind + 1
case 186:{addModifier(new CModifier(MOD_GRAVITYRES, value)); break; } //Resist Gravity + 1
case 187:{addModifier(new CModifier(MOD_SLOWRES, value)); break; } //Resist Slow + 1
case 188:{addModifier(new CModifier(MOD_CHARMRES, value)); break; } //Resist Charm + 1
case 194:{addModifier(new CModifier(MOD_KICK_ATTACK, value)); break; } //Kick Attacks + 1
case 195:{addModifier(new CModifier(MOD_SUBTLE_BLOW, value)); break; } //Subtle Blow + 1
case 198:{addModifier(new CModifier(MOD_ZANSHIN, value)); break; } //Zanshin + 1
case 211:{addModifier(new CModifier(MOD_SNAP_SHOT, value)); break; } //Snapshot + 1
case 215:{addModifier(new CModifier(MOD_NINJA_TOOL, value)); break; } //Ninja tool expertise + 1
case 257:{addModifier(new CModifier(MOD_HTH, value)); break; } //Hand - to - Hand skill + 1
case 258:{addModifier(new CModifier(MOD_DAGGER, value)); break; } //Dagger skill + 1
case 259:{addModifier(new CModifier(MOD_SWORD, value)); break; } //Sword skill + 1
case 260:{addModifier(new CModifier(MOD_GSWORD, value)); break; } //Great Sword skill + 1
case 261:{addModifier(new CModifier(MOD_AXE, value)); break; } //Axe skill + 1
case 262:{addModifier(new CModifier(MOD_GAXE, value)); break; } //Great Axe skill + 1
case 263:{addModifier(new CModifier(MOD_SCYTHE, value)); break; } //Scythe skill + 1
case 264:{addModifier(new CModifier(MOD_POLEARM, value)); break; } //Polearm skill + 1
case 265:{addModifier(new CModifier(MOD_KATANA, value)); break; } //Katana skill + 1
case 266:{addModifier(new CModifier(MOD_GKATANA, value)); break; } //Great Katana skill + 1
case 267:{addModifier(new CModifier(MOD_CLUB, value)); break; } //Club skill + 1
case 268:{addModifier(new CModifier(MOD_STAFF, value)); break; } //Staff skill + 1
case 278:{addModifier(new CModifier(MOD_AUTO_MELEE_SKILL, value)); break; } //Melee skill + 1 (I assume for automaton)
case 279:{addModifier(new CModifier(MOD_AUTO_RANGED_SKILL, value)); break; } //Ranged skill + 1
case 280:{addModifier(new CModifier(MOD_AUTO_MAGIC_SKILL, value)); break; } //Magic skill + 1
case 281:{addModifier(new CModifier(MOD_ARCHERY, value)); break; } //Archery skill + 1
case 282:{addModifier(new CModifier(MOD_MARKSMAN, value)); break; } //Marksmanship skill + 1
case 283:{addModifier(new CModifier(MOD_THROW, value)); break; } //Throwing skill + 1
case 286:{addModifier(new CModifier(MOD_SHIELD, value)); break; } //Shield skill + 1
case 288:{addModifier(new CModifier(MOD_DIVINE, value)); break; } //Divine magic skill + 1
case 289:{addModifier(new CModifier(MOD_HEALING, value)); break; } //Healing magic skill + 1
case 290:{addModifier(new CModifier(MOD_ENHANCE, value)); break; } //Enha.mag.skill + 1
case 291:{addModifier(new CModifier(MOD_ENFEEBLE, value)); break; } //Enfb.mag.skill + 1
case 292:{addModifier(new CModifier(MOD_ELEM, value)); break; } //Elem.magic skill + 1
case 293:{addModifier(new CModifier(MOD_DARK, value)); break; } //Dark magic skill + 1
case 294:{addModifier(new CModifier(MOD_SUMMONING, value)); break; } //Summoning magic skill + 1
case 295:{addModifier(new CModifier(MOD_NINJUTSU, value)); break; } //Ninjutsu skill + 1
case 296:{addModifier(new CModifier(MOD_SINGING, value)); break; } //Singing skill + 1
case 297:{addModifier(new CModifier(MOD_STRING, value)); break; } //String instrument skill + 1
case 298:{addModifier(new CModifier(MOD_WIND, value)); break; } //Wind instrument skill + 1
case 299:{addModifier(new CModifier(MOD_BLUE, value)); break; } //Blue Magic skill + 1
//case 300:{addModifier(new CModifier(MOD_???, value)); break; } //Geomancy Skill + 1
//case 301:{addModifier(new CModifier(MOD_???, value)); break; } //Handbell Skill + 1
case 320:{addModifier(new CModifier(MOD_BP_DELAY, value)); break; } //Blood Pact ability delay - 1
case 321:{addModifier(new CModifier(MOD_PERPETUATION_REDUCTION, value)); break; } //Avatar perpetuation cost - 1
//case 322:{addModifier(new CModifier(MOD_SONG_SPELLCASTING_TIME, value)); break; } //Song spellcasting time - 1 %
//case 323:{addModifier(new CModifier(MOD_???, value)); break; } //Cure spellcasting time - 1 %
//case 324:{addModifier(new CModifier(MOD_???, value)); break; } //Call Beast ability delay - 1
//case 325:{addModifier(new CModifier(MOD_???, value)); break; } //Quick Draw ability delay - 1
case 326:{addModifier(new CModifier(MOD_WSACC, value)); break; } //Weapon Skill Acc. + 1
//case 327:{addModifier(new CModifier(MOD_???, value)); break; } //Weapon skill damage + 1 %
case 328:{addModifier(new CModifier(MOD_CRIT_DMG_INCREASE, value)); break; } //Crit.hit damage + 1 %
case 329:{addModifier(new CModifier(MOD_CURE_POTENCY, value)); break; } //Cure potency + 1 %
//case 330:{addModifier(new CModifier(MOD_???, value)); break; } //Waltz potency + 1 %
//case 331: //Waltz ability delay - 1
case 332:{addModifier(new CModifier(MOD_SKILLCHAINDMG, value)); break; } //Sklchn.dmg. + 1 %
//case 333:{addModifier(new CModifier(MOD_???, value)); break; } //Conserve TP + 1
case 334:{addModifier(new CModifier(MOD_MAG_BURST_BONUS, value)); break; } //Magic burst dmg. + 1 %
//case 335: //Mag.crit.hit dmg. + 1 %
//case 336:{addModifier(new CModifier(MOD_???, value)); break; } //Sic and Ready ability delay - 1
//case 337:{addModifier(new CModifier(MOD_???, value)); break; } //Song recast delay - 1
case 338:{addModifier(new CModifier(MOD_BARRAGE_ACC, value)); break; } //Barrage + 1
//case 339:{addModifier(new CModifier(MOD_???, value)); break; } //Elemental Siphon + 5 (value * 5)
//case 340:{addModifier(new CModifier(MOD_???, value)); break; } //Phantom Roll ability delay - 1
//case 341:{addModifier(new CModifier(MOD_???, value)); break; } //Repair potency + 1 %
//case 342: //Waltz TP cost - 1
//case 350: //Occ.maximizes magic accuracy + 1 %
//case 351: //Occ.quickens spellcasting + 1 %
//case 352: //Occ.grants dmg.bonus based on TP + 1 %
case 353:{addModifier(new CModifier(MOD_TP_BONUS, value * 5)); break; } //TP Bonus + 5 (value * 5)
case 512:{addModifier(new CModifier(MOD_STR, value)); break; } //STR + 1
case 513:{addModifier(new CModifier(MOD_DEX, value)); break; } //DEX + 1
case 514:{addModifier(new CModifier(MOD_VIT, value)); break; } //VIT + 1
case 515:{addModifier(new CModifier(MOD_AGI, value)); break; } //AGI + 1
case 516:{addModifier(new CModifier(MOD_INT, value)); break; } //INT + 1
case 517:{addModifier(new CModifier(MOD_MND, value)); break; } //MND + 1
case 518:{addModifier(new CModifier(MOD_CHR, value)); break; } //CHR + 1
case 519:{addModifier(new CModifier(MOD_STR, value * -1)); break; } //STR - 1
case 520:{addModifier(new CModifier(MOD_DEX, value * -1)); break; } //DEX - 1
case 521:{addModifier(new CModifier(MOD_VIT, value * -1)); break; } //VIT - 1
case 522:{addModifier(new CModifier(MOD_AGI, value * -1)); break; } //AGI - 1
case 523:{addModifier(new CModifier(MOD_INT, value * -1)); break; } //INT - 1
case 524:{addModifier(new CModifier(MOD_MND, value * -1)); break; } //MND - 1
case 525:{addModifier(new CModifier(MOD_CHR, value * -1)); break; } //CHR - 1
case 526:{ //STR + 1 DEX - 1 VIT - 1
addModifier(new CModifier(MOD_STR, value));
addModifier(new CModifier(MOD_DEX, value * -1));
addModifier(new CModifier(MOD_VIT, value * -1));
break;
}
case 527:{ //STR + 1 DEX - 1 AGI - 1
addModifier(new CModifier(MOD_STR, value));
addModifier(new CModifier(MOD_DEX, value * -1));
addModifier(new CModifier(MOD_AGI, value * -1));
break;
}
case 528:{ //STR + 1 VIT - 1 AGI - 1
addModifier(new CModifier(MOD_STR, value));
addModifier(new CModifier(MOD_DEX, value * -1));
addModifier(new CModifier(MOD_AGI, value * -1));
break;
}
case 529:{ //STR - 1 DEX + 1 VIT - 1
addModifier(new CModifier(MOD_DEX, value));
addModifier(new CModifier(MOD_STR, value * -1));
addModifier(new CModifier(MOD_VIT, value * -1));
break;
}
case 530:{ //STR - 1 DEX + 1 AGI - 1
addModifier(new CModifier(MOD_DEX, value));
addModifier(new CModifier(MOD_STR, value * -1));
addModifier(new CModifier(MOD_AGI, value * -1));
break;
}
case 531:{ //DEX + 1 VIT - 1 AGI - 1
addModifier(new CModifier(MOD_DEX, value));
addModifier(new CModifier(MOD_AGI, value * -1));
addModifier(new CModifier(MOD_VIT, value * -1));
break;
}
case 532:{ //STR - 1 DEX - 1 VIT + 1
addModifier(new CModifier(MOD_VIT, value));
addModifier(new CModifier(MOD_STR, value * -1));
addModifier(new CModifier(MOD_DEX, value * -1));
break;
}
case 533:{ //STR - 1 VIT + 1 AGI - 1
addModifier(new CModifier(MOD_VIT, value));
addModifier(new CModifier(MOD_STR, value * -1));
addModifier(new CModifier(MOD_AGI, value * -1));
break;
}
case 534:{ //DEX - 1 VIT + 1 AGI - 1
addModifier(new CModifier(MOD_VIT, value));
addModifier(new CModifier(MOD_AGI, value * -1));
addModifier(new CModifier(MOD_DEX, value * -1));
break;
}
case 535:{ //STR - 1 DEX - 1 AGI + 1
addModifier(new CModifier(MOD_AGI, value));
addModifier(new CModifier(MOD_STR, value * -1));
addModifier(new CModifier(MOD_DEX, value * -1));
break;
}
case 536:{ //STR - 1 VIT - 1 AGI + 1
addModifier(new CModifier(MOD_AGI, value));
addModifier(new CModifier(MOD_STR, value * -1));
addModifier(new CModifier(MOD_VIT, value * -1));
break;
}
case 537:{ //DEX - 1 VIT - 1 AGI + 1
addModifier(new CModifier(MOD_AGI, value));
addModifier(new CModifier(MOD_VIT, value * -1));
addModifier(new CModifier(MOD_DEX, value * -1));
break;
}
case 538:{ //AGI + 1 INT - 1 MND - 1
addModifier(new CModifier(MOD_AGI, value));
addModifier(new CModifier(MOD_INT, value * -1));
addModifier(new CModifier(MOD_MND, value * -1));
break;
}
case 539:{ //AGI + 1 INT - 1 CHR - 1
addModifier(new CModifier(MOD_AGI, value));
addModifier(new CModifier(MOD_INT, value * -1));
addModifier(new CModifier(MOD_CHR, value * -1));
break;
}
case 540:{ //AGI + 1 MND - 1 CHR - 1
addModifier(new CModifier(MOD_AGI, value));
addModifier(new CModifier(MOD_MND, value * -1));
addModifier(new CModifier(MOD_CHR, value * -1));
break;
}
case 541:{ //AGI - 1 INT + 1 MND - 1
addModifier(new CModifier(MOD_INT, value));
addModifier(new CModifier(MOD_AGI, value * -1));
addModifier(new CModifier(MOD_MND, value * -1));
break;
}
case 542:{ //AGI - 1 INT + 1 CHR - 1
addModifier(new CModifier(MOD_INT, value));
addModifier(new CModifier(MOD_AGI, value * -1));
addModifier(new CModifier(MOD_CHR, value * -1));
break;
}
case 543:{ //INT + 1 MND - 1 CHR - 1
addModifier(new CModifier(MOD_INT, value));
addModifier(new CModifier(MOD_CHR, value * -1));
addModifier(new CModifier(MOD_MND, value * -1));
break;
}
case 544:{ //AGI - 1 INT - 1 MND + 1
addModifier(new CModifier(MOD_MND, value));
addModifier(new CModifier(MOD_AGI, value * -1));
addModifier(new CModifier(MOD_INT, value * -1));
break;
}
case 545:{ //AGI - 1 MND + 1 CHR - 1
addModifier(new CModifier(MOD_MND, value));
addModifier(new CModifier(MOD_AGI, value * -1));
addModifier(new CModifier(MOD_CHR, value * -1));
break;
}
case 546:{ //INT - 1 MND + 1 CHR - 1
addModifier(new CModifier(MOD_MND, value));
addModifier(new CModifier(MOD_CHR, value * -1));
addModifier(new CModifier(MOD_INT, value * -1));
break;
}
case 547:{ //AGI - 1 INT - 1 CHR + 1
addModifier(new CModifier(MOD_CHR, value));
addModifier(new CModifier(MOD_AGI, value * -1));
addModifier(new CModifier(MOD_INT, value * -1));
break;
}
case 548:{ //AGI - 1 MND - 1 CHR + 1
addModifier(new CModifier(MOD_CHR, value));
addModifier(new CModifier(MOD_AGI, value * -1));
addModifier(new CModifier(MOD_MND, value * -1));
break;
}
case 549:{ //INT - 1 MND - 1 CHR + 1
addModifier(new CModifier(MOD_CHR, value));
addModifier(new CModifier(MOD_MND, value * -1));
addModifier(new CModifier(MOD_INT, value * -1));
break;
}
//case 740: //DMG:+1
//case 741: //DMG : +33
//case 742: //DMG : +65
//case 743: //DMG : +97
//case 744: //DMG : -1
//case 745: //DMG : -33
//case 746: //DMG : +1
//case 747: //DMG : +33
//case 748: //DMG : +65
//case 749: //DMG : +97
//case 750: //DMG : -1
//case 751: //DMG : -33
case 752:{addModifier(new CModifier(MOD_DELAY, value)); break; } //Delay : +1
case 753:{addModifier(new CModifier(MOD_DELAY, value + 33)); break; } //Delay : +33
case 754:{addModifier(new CModifier(MOD_DELAY, value + 65)); break; } //Delay : +65
case 755:{addModifier(new CModifier(MOD_DELAY, value + 97)); break; } //Delay : +97
case 756:{addModifier(new CModifier(MOD_DELAY, value * -1)); break; } //Delay : -1
case 757:{addModifier(new CModifier(MOD_DELAY, (value * -1) - 33)); break; } //Delay : -33
case 758:{addModifier(new CModifier(MOD_DELAY, (value * -1) - 65)); break; } //Delay : -65
case 759:{addModifier(new CModifier(MOD_DELAY, (value * -1) - 97)); break; } //Delay : -97
//case 760: //Delay : +1
//case 761: //Delay : +33
//case 762: //Delay : +65
//case 763: //Delay : +97
//case 764: //Delay : -1
//case 765: //Delay : -33
//case 766: //Delay : -65
//case 767: //Delay : -97
case 768:{addModifier(new CModifier(MOD_FIRERES, value)); break; } //Fire resist + 1
case 769:{addModifier(new CModifier(MOD_ICERES, value)); break; } //Ice resist + 1
case 770:{addModifier(new CModifier(MOD_WINDRES, value)); break; } //Wind resist + 1
case 771:{addModifier(new CModifier(MOD_EARTHRES, value)); break; } //Earth resist + 1
case 772:{addModifier(new CModifier(MOD_THUNDERRES, value)); break; } //Lightning resist + 1
case 773:{addModifier(new CModifier(MOD_WATERRES, value)); break; } //Water resist + 1
case 774:{addModifier(new CModifier(MOD_LIGHTRES, value)); break; } //Light resist + 1
case 775:{addModifier(new CModifier(MOD_DARKRES, value)); break; } //Dark resist + 1
case 776:{addModifier(new CModifier(MOD_FIRERES, value * -1)); break; } //Fire resist - 1
case 777:{addModifier(new CModifier(MOD_ICERES, value * -1)); break; } //Ice resist - 1
case 778:{addModifier(new CModifier(MOD_WINDRES, value * -1)); break; } //Wind resist - 1
case 779:{addModifier(new CModifier(MOD_EARTHRES, value * -1)); break; } //Earth resist - 1
case 780:{addModifier(new CModifier(MOD_THUNDERRES, value * -1)); break; } //Lightning resist - 1
case 781:{addModifier(new CModifier(MOD_WATERRES, value * -1)); break; } //Water resist - 1
case 782:{addModifier(new CModifier(MOD_LIGHTRES, value * -1)); break; } //Light resist - 1
case 783:{addModifier(new CModifier(MOD_DARKRES, value * -1)); break; } //Dark resist - 1
case 784:{ //Fire resist + 1 Water resist - 1
addModifier(new CModifier(MOD_FIRERES, value));
addModifier(new CModifier(MOD_WATERRES, value * -1));
break;
}
case 785:{ //Fire resist - 1 Water resist + 1
addModifier(new CModifier(MOD_WATERRES, value));
addModifier(new CModifier(MOD_FIRERES, value * -1));
break;
}
case 786:{ //Ice resist - 1 Wind resist + 1
addModifier(new CModifier(MOD_WINDRES, value));
addModifier(new CModifier(MOD_ICERES, value * -1));
break;
}
case 787:{ //Wind resist - 1 Earth resist + 1
addModifier(new CModifier(MOD_EARTHRES, value));
addModifier(new CModifier(MOD_WINDRES, value * -1));
break;
}
case 788:{ //Earth resist - 1 Lightning resist + 1
addModifier(new CModifier(MOD_THUNDERRES, value));
addModifier(new CModifier(MOD_EARTHRES, value * -1));
break;
}
case 789:{ //Lightning resist - 1 Water resist + 1
addModifier(new CModifier(MOD_WATERRES, value));
addModifier(new CModifier(MOD_THUNDERRES, value * -1));
break;
}
case 790:{ //Light resist + 1 Dark resist - 1
addModifier(new CModifier(MOD_LIGHTRES, value));
addModifier(new CModifier(MOD_DARKRES, value * -1));
break;
}
case 791:{ //Light resist - 1 Dark resist + 1
addModifier(new CModifier(MOD_DARKRES, value));
addModifier(new CModifier(MOD_LIGHTRES, value * -1));
break;
}
case 792:{ //Fire, Wind, Lightning, Light resists + 1
addModifier(new CModifier(MOD_FIRERES, value));
addModifier(new CModifier(MOD_WINDRES, value));
addModifier(new CModifier(MOD_THUNDERRES, value));
addModifier(new CModifier(MOD_LIGHTRES, value));
break;
}
case 793:{ //Ice, Earth, Water, Dark resists + 1
addModifier(new CModifier(MOD_ICERES, value));
addModifier(new CModifier(MOD_EARTHRES, value));
addModifier(new CModifier(MOD_WATERRES, value));
addModifier(new CModifier(MOD_DARKRES, value));
break;
}
case 794:{ //Fire, Wind, Lightning, Light resists + 1, Ice, Earth, Water, Dark resists - 1
addModifier(new CModifier(MOD_FIRERES, value));
addModifier(new CModifier(MOD_WINDRES, value));
addModifier(new CModifier(MOD_THUNDERRES, value));
addModifier(new CModifier(MOD_LIGHTRES, value));
//
addModifier(new CModifier(MOD_ICERES, value * -1));
addModifier(new CModifier(MOD_EARTHRES, value * -1));
addModifier(new CModifier(MOD_WATERRES, value * -1));
addModifier(new CModifier(MOD_DARKRES, value * -1));
break;
}
case 795:{ //Fire, Wind, Lightning, Light resists - 1, Ice, Earth, Water, Dark resists + 1
addModifier(new CModifier(MOD_ICERES, value));
addModifier(new CModifier(MOD_EARTHRES, value));
addModifier(new CModifier(MOD_WATERRES, value));
addModifier(new CModifier(MOD_DARKRES, value));
//
addModifier(new CModifier(MOD_FIRERES, value * -1));
addModifier(new CModifier(MOD_WINDRES, value * -1));
addModifier(new CModifier(MOD_THUNDERRES, value * -1));
addModifier(new CModifier(MOD_LIGHTRES, value * -1));
break;
}
case 796:{ //All elemental resists + 1
addModifier(new CModifier(MOD_FIRERES, value));
addModifier(new CModifier(MOD_WINDRES, value));
addModifier(new CModifier(MOD_THUNDERRES, value));
addModifier(new CModifier(MOD_LIGHTRES, value));
addModifier(new CModifier(MOD_ICERES, value));
addModifier(new CModifier(MOD_EARTHRES, value));
addModifier(new CModifier(MOD_WATERRES, value));
addModifier(new CModifier(MOD_DARKRES, value));
break;
case 797:{ //All elemental resists - 1
addModifier(new CModifier(MOD_ICERES, value * -1));
addModifier(new CModifier(MOD_EARTHRES, value * -1));
addModifier(new CModifier(MOD_WATERRES, value * -1));
addModifier(new CModifier(MOD_DARKRES, value * -1));
addModifier(new CModifier(MOD_FIRERES, value * -1));
addModifier(new CModifier(MOD_WINDRES, value * -1));
addModifier(new CModifier(MOD_THUNDERRES, value * -1));
addModifier(new CModifier(MOD_LIGHTRES, value * -1));
break;
//case 952:{addModifier(new CModifier(MOD_???, value)); break; } //Fire Affinity : Avatar perp.cost - 1
//case 953: //Ice Affinity : Avatar perp.cost - 1
//case 954: //Wind Affinity : Avatar perp.cost - 1
//case 955: //Earth Affinity : Avatar perp.cost - 1
//case 956: //Thunder Affinity : Avatar perp.cost - 1
//case 957: //Water Affinity : Avatar perp.cost - 1
//case 958: //Light Affinity : Avatar perp.cost - 1
//case 959: //Dark Affinity : Avatar perp.cost - 1
//case 960: //Fire Affinity : Magic Accuracy + 0 (Increase matches value, not displayed if value = 0), Fire Affinity : Recast time - 2 % (Increases by 2)
//case 961: //Ice Affinity : (same as 960)
//case 962: //Wind Affinity : (same as 960)
//case 963: //Earth Affinity : (same as 960)
//case 964: //Lightning Affinity : (same as 960)
//case 965: //Water Affinity : (same as 960)
//case 966: //Light Affinity : (same as 960)
//case 967: //Dark Affinity : (same as 960)
//case 968: //Fire Affinity : Magic Damage + 0 (Increase matches value, not displayed if value = 0), Fire Affinity : Casting time - 2 % (Increases by 2)
//case 969: //Ice Affinity : (same as 968)
//case 970: //Wind Affinity : (same as 968)
// case 971: //Earth Affinity : (same as 968)
// case 972: //Lightning Affinity : (same as 968)
// case 973: //Water Affinity : (same as 968)
// case 974: //Light Affinity : (same as 968)
// case 975: //Dark Affinity : (same as 968)
// case 976: //Fire Affin. : Blood Pact delay - 1
// case 977: //Ice Affin. : Blood Pact delay - 1
// case 978: //Wind Affin. : Blood Pact delay - 1
// case 979: //Earth Affin. : Blood Pact delay - 1
// case 980: //Lightning Affin. : Blood Pact delay - 1
// case 981: //Water Affin. : Blood Pact delay - 1
// case 982: //Light Affin. : Blood Pact delay - 1
// case 983: //Dark Affin. : Blood Pact delay - 1
// case 984: //Fire Affin. : Recast time -2% (increases by 2)
// case 985: //Ice Affin. : (same as 984)
// case 986: //Wind Affin. : (same as 984)
// case 987: //Earth Affin. : (same as 984)
// case 988: //Lightning Affin. : (same as 984)
// case 989: //Water Affin. : (same as 984)
// case 990: //Light Affin. : (same as 984)
// case 991: //Dark Affin. : (same as 984)
// case 992: //Fire Affinity : Castin time - 2 % (increases by 2)
// case 993: //Ice Affinity : (same as 992)
// case 994: //Wind Affinity : (same as 992)
// case 995: //Earth Affinity : (same as 992)
// case 996: //Lightning Affinity : (same as 992)
// case 997: //Water Affinity : (same as 992)
// case 998: //Light Affinity : (same as 992)
// case 999: //Dark Affinity : (same as 992)
// case 1000: //Fire Affinity : Magic Accuracy + 0(increase matches value, not displayed if value = 0), Fire Affinity : Casting time - 6 % (increases by 6)
// case 1001: //Ice Affinity : (same as 1000)
// case 1002: //Wind Affinity : (same as 1000)
// case 1003: //Earth Affinity : (same as 1000)
// case 1004: //Lightning Affinity : (same as 1000)
// case 1005: //Water Affintiy : (same as 1000)
// case 1006: //Light Affinity : (same as 1000)
// case 1007: //Dark Affinity : (same as 1000)
// case 1008: //Fire Affinity : Magic Damage + 0 (increase matches value, not displayed if value = 0), Fire Affinity : Recast time - 6 %
// case 1009: //Ice Affinity : (same as 1008)
// case 1010: //Wind Affinity : (same as 1008)
// case 1011: //Earth Affinity : (same as 1008)
// case 1012: //Lightning Affinity : (same as 1008)
// case 1013: //Water Affinity : (same as 1008)
// case 1014: //Light Affinity : (same as 1008)
// case 1015: //Dark Affinity : (same as 1008)
// case 1024: //Backhand Blow : DMG + 5 % (increases by 5)
// case 1025: //Spinning Attack : DMG + 5 % (increases by 5)
// case 1026: //Howling Fist : DMG + 5 % (increases by 5)
// case 1027: //Dragon Kick : DMG + 5 % (increases by 5)
// case 1028: //Viper Bite : DMG + 5 % (increases by 5)
// case 1029: //Shadowstitch : DMG + 5 % (increases by 5)
// case 1030: //Cyclone : DMG + 5 % (increases by 5)
// case 1031: //Evisceration : DMG + 5 % (increases by 5)
// case 1032: //Burning Blade : DMG + 5 % (increases by 5)
// case 1033: //Shining Blade : DMG + 5 % (increases by 5)
// case 1034: //Circle Blade : DMG + 5 % (increases by 5)
// case 1035: //Savage Blade : DMG + 5 % (increases by 5)
// case 1036: //Freezebite : DMG + 5 % (increases by 5)
// case 1037: //Shockwave : DMG + 5 % (increases by 5)
// case 1038: //Ground Strike : DMG + 5 % (increases by 5)
// case 1039: //Sickle Moon : DMG + 5 % (increases by 5)
// case 1040: //Gale Axe : DMG + 5 % (increases by 5)
// case 1041: //Spinning Axe : DMG + 5 % (increases by 5)
// case 1042: //Calamity : DMG + 5 % (increases by 5)
// case 1043: //Decimation : DMG + 5 % (increases by 5)
// case 1044: //Iron Tempest : DMG + 5 % (increases by 5)
// case 1045: //Sturmwind : DMG + 5 % (increases by 5)
// case 1046: //Keen Edge : DMG + 5 % (increases by 5)
// case 1047: //Steel Cyclone : DMG + 5 % (increase by 5)
// case 1048: //Nightmare Scythe : DMG + 5 % (increases by 5)
// case 1049: //Spinning Scythe : DMG + 5 % (increases by 5)
// case 1050: //Vorpal Scythe : DMG + 5 % (increases by 5)
// case 1051: //Spiral Hell : DMG + 5 % (increases by 5)
// case 1052: //Leg Sweep : DMG + 5 % (increases by 5)
// case 1053: //Vorpal Thrust : DMG + 5 % (increases by 5)
// case 1054: //Skewer : DMG + 5 % (increases by 5)
// case 1055: //Impulse Drive : DMG + 5 % (increases by 5)
// case 1056: //Blade : To : DMG + 5 % (increases by 5)
// case 1057: //Blade : Chi : DMG + 5 % (increases by 5)
// case 1058: //Blade : Ten : DMG + 5 % (increases by 5)
// case 1059: //Blade : Ku : DMG + 5 % (increases by 5)
// case 1060: //Tachi : Goten : DMG + 5 % (increases by 5)
// case 1061: //Tachi : Jinpu : DMG + 5 % (increases by 5)
// case 1062: //Tachi : Koki : DMG + 5 % (increases by 5)
// case 1063: //Tachi : Kasha : DMG + 5 % (increases by 5)
// case 1064: //Brainshaker : DMG + 5 % (increases by 5)
// case 1065: //Skullbreaker : DMG + 5 % (increases by 5)
// case 1066: //Judgment : DMG + 5 % (increases by 5)
// case 1067: //Black Halo : DMG + 5 % (increases by 5)
// case 1068: //Rock Crusher : DMG + 5 % (increases by 5)
// case 1069: //Shell Crusher : DMG + 5 % (increases by 5)
// case 1070: //Full Swing : DMG + 5 % (increases by 5)
// case 1071: //Retribution : DMG + 5 % (increases by 5)
// case 1072: //Dulling Arrow : DMG + 5 % (increases by 5)
// case 1073: //Blast Arrow : DMG + 5 % (increases by 5)
// case 1074: //Arching Arrow : DMG + 5 % (increases by 5)
// case 1075: //Empyreal Arrow : DMG + 5 % (increases by 5)
// case 1076: //Hot Shot : DMG + 5 % (increases by 5)
// case 1077: //Split Shot : DMG + 5 % (increases by 5)
// case 1078: //Sniper Shot : DMG + 5 % (increases by 5)
// case 1079: //Detonator : DMG + 5 % (increases by 5)
// case 1080: //Weapon Skill : DMG + 5 % (increases by 5)
// case 1280: //Enhances Mighty Strikes effect
// case 1281: //Enhances Hundred Fists effect
// case 1282: //Enhances Benediction effect
// case 1283: //Enhances Manafont effect
// case 1284: //Enhances Chainspell effect
// case 1285: //Enhances Perfect Dodge effect
// case 1286: //Enhances Invincible effect
// case 1287: //Enhances Blood Weapon effect
// case 1288: //Enhances Familiar effect
// case 1289: //Enhances Soul Voice effect
// case 1290: //Enhances Eagle Eye Shot effect
// case 1291: //Enhances Meikyo Shisui effect
// case 1292: //Enhances Mijin Gakure effect
// case 1293: //Enhances Spirit Surge effect
// case 1294: //Enhances Astral Flow effect
// case 1295: //Enhances Azure Lore effect
// case 1296: //Enhances Wild Card effect
// case 1297: //Enhances Overdrive effect
// case 1298: //Enhances Trance effect
// case 1299: //Enhances Tablua Rasa effect
// case 1328: //Enhances Savagery effect
// case 1329: //Enhances Aggressive Aim effect
// case 1330: //Enhances Warrior's Charge effect
// case 1331: //Enhances Tomahawk effect
// case 1334: //Enhances Penance effect
// case 1335: //Enhances Formless Strikes effect
// case 1336: //Enhances Invigorate effect
// case 1337: //Enhances Mantra effect
// case 1340: //Enhances Protectra V effect
// case 1341: //Enhances Martyr effect
// case 1342: //Enhances Shellra V effect
// case 1343: //Enhances Devotion effect
// case 1346: //Increases Ancient Magic II damage
// case 1347: //Reduces Ancient Magic II casting time
// case 1348: //Increases Ancient Magic II accuracy
// case 1349: //Reduces Ancient Magic II MP cost
// case 1352: //Enhances Dia III effect
// case 1353: //Enhances Slow II effect
// case 1354: //Enhances Phalanx II effect
// case 1355: //Enhances Bio III effect
// case 1356: //Enhances Blind II effect
// case 1357: //Enhances Paralyze II effect
// case 1358: //Enhances Aura Steal effect
// case 1359: //Enhances Ambush effect
// case 1360: //Enhances Feint effect
// case 1361: //Enh.Assassin's Charge effect
// case 1364: //Enhances Iron Will effect
// case 1365: //Enhances Fealty effect
// case 1366: //Enhances Chivalry effect
// case 1367: //Enhances Guardian effect
// case 1370: //Enhances Dark Seal effect
// case 1371: //Enhances Diabolic Eye effect
// case 1372: //Enhances Muted Soul effect
// case 1373: //Enhances Desperate Blows effect
// case 1376: //Enhances Killer Instinct effect
// case 1377: //Enhances Feral Howl effect
// case 1378: //Enhances Beast Affinity effect
// case 1379: //Enhances Beast Healer effect
// case 1382: //Enhances Foe Sirvente effect
// case 1383: //Enhances Troubadour effect
// case 1384: //Enh.Adventurer's Dirge effect
// case 1385: //Enhances Nightingale effect
// case 1388: //Enhances Recycle effect
// case 1389: //Enhances Snapshot effect
// case 1390: //Enhances Flashy Shot effect
// case 1391: //Enhances Stealth Shot effect
// case 1394: //Enhances Shikikoyo effect
// case 1395: //Enhances Overwhelm effect
// case 1396: //Enhances Blade Bash effect
// case 1397: //Enhances Ikishoten effect
// case 1400: //Increases elem.ninjutsu III damage
// case 1401: //Enhances Sange effect
// case 1402: //Enh.Ninja Tool Expertise effect
// case 1403: //Reduces elem.ninjutsu III cast time
// case 1406: //Enhances Deep Breathing effect
// case 1407: //Enhances Angon effect
// case 1408: //Enhances Strafe effect
// case 1409: //Enhances Empathy effect
// case 1412: //Reduces Sp Blood Pact MP cost
// case 1413: //Inc Sp Blood Pact magic burst dmg
// case 1414: //Increases Sp Blood Pact accuracy
// case 1415: //Inc.Sp.Blood Pact magic crit.dmg.
// case 1418: //Enhances Convergence effect
// case 1419: //Enhances Enchainment effect
// case 1420: //Enhances Assimilation effect
// case 1421: //Enhances Diffusion effect
// case 1424: //Enhances Winning Streak effect
// case 1425: //Enhances Loaded Deck effect
// case 1426: //Enhances Fold effect
// case 1427: //Enhances Snake Eye effect
// case 1430: //Enhances Optimization effect
// case 1431: //Enhances Fine - Tuning effect
// case 1432: //Enhances Ventriloquy effect
// case 1433: //Enhances Role Reversal effect
// case 1436: //Enhances No Foot Rise effect
// case 1437: //Enhances Fan Dance effect
// case 1438: //Enhances Saber Dance effect
// case 1439: //Enhances Closed Position effect
// case 1442: //Enh.Altruism and Focalization
// case 1443: //Enhances Enlightenment effect
// case 1444: //Enh.Tranquility and Equanimity
case 1445:{break; } //Enhances Stormsurge effect
}
}
}
}
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