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- case USE_ABILITY_UP:
- {
- switch (item->GetValue(0))
- {
- case APPLY_MOV_SPEED:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_MOV_SPEED, item->GetValue(2), AFF_MOV_SPEED_POTION, item->GetValue(1), 0, true, true);
- break;
- case APPLY_ATT_SPEED:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_ATT_SPEED, item->GetValue(2), AFF_ATT_SPEED_POTION, item->GetValue(1), 0, true, true);
- break;
- case APPLY_STR:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_ST, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_DEX:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_DX, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_CON:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_HT, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_INT:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_IQ, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_CAST_SPEED:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_CASTING_SPEED, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_RESIST_MAGIC:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_RESIST_MAGIC, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_ATT_GRADE_BONUS:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_ATT_GRADE_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_DEF_GRADE_BONUS:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_DEF_GRADE_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_EXP_DOUBLE_BONUS:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_EXP_DOUBLE_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_GOLD_DOUBLE_BONUS:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_GOLD_DOUBLE_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_POISON_PCT:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_POISON_PCT, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_STUN_PCT:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_STUN_PCT, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_SLOW_PCT:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_SLOW_PCT, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_CRITICAL_PCT:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_CRITICAL_PCT, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_PENETRATE_PCT:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_PENETRATE_PCT, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_SKILL_DAMAGE_BONUS:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_SKILL_DAMAGE_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_NORMAL_HIT_DAMAGE_BONUS:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_NORMAL_HIT_DAMAGE_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_SKILL_DEFEND_BONUS:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_SKILL_DEFEND_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
- case APPLY_NORMAL_HIT_DEFEND_BONUS:
- AddAffect(AFFECT_UNIQUE_ABILITY, POINT_NORMAL_HIT_DEFEND_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
- break;
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