Enchant bonus stats for R grade items.
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@@ -82,6 +82,11 @@ public class FuncEnchant extends AbstractFunction
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{
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{
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switch (item.getItem().getCrystalTypePlus())
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switch (item.getItem().getCrystalTypePlus())
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{
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{
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case R:
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// M. Atk. increases by 5 for all weapons.
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// Starting at +4, M. Atk. bonus double.
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value += (5 * enchant) + (10 * overenchant);
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break;
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case S:
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case S:
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// M. Atk. increases by 4 for all weapons.
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// M. Atk. increases by 4 for all weapons.
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// Starting at +4, M. Atk. bonus double.
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// Starting at +4, M. Atk. bonus double.
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@@ -109,6 +114,29 @@ public class FuncEnchant extends AbstractFunction
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final WeaponType type = (WeaponType) item.getItemType();
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final WeaponType type = (WeaponType) item.getItemType();
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switch (item.getItem().getCrystalTypePlus())
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switch (item.getItem().getCrystalTypePlus())
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{
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{
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case R:
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if (item.getWeaponItem().getBodyPart() == L2Item.SLOT_LR_HAND)
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{
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if ((type == WeaponType.BOW) || (type == WeaponType.CROSSBOW))
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{
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// P. Atk. increases by 12 for bows.
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// Starting at +4, P. Atk. bonus double.
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value += (12 * enchant) + (24 * overenchant);
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}
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else
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{
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// P. Atk. increases by 7 for two-handed swords, two-handed blunts, dualswords, and two-handed combat weapons.
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// Starting at +4, P. Atk. bonus double.
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value += (7 * enchant) + (14 * overenchant);
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}
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}
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else
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{
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// P. Atk. increases by 6 for one-handed swords, one-handed blunts, daggers, spears, and other weapons.
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// Starting at +4, P. Atk. bonus double.
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value += (6 * enchant) + (12 * overenchant);
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}
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break;
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case S:
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case S:
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if (item.getWeaponItem().getBodyPart() == L2Item.SLOT_LR_HAND)
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if (item.getWeaponItem().getBodyPart() == L2Item.SLOT_LR_HAND)
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{
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{
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