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Dec 1st, 2019
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  1. case USE_ABILITY_UP:
  2. {
  3. switch (item->GetValue(0))
  4. {
  5. case APPLY_MOV_SPEED:
  6. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_MOV_SPEED, item->GetValue(2), AFF_MOV_SPEED_POTION, item->GetValue(1), 0, true, true);
  7. break;
  8.  
  9. case APPLY_ATT_SPEED:
  10. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_ATT_SPEED, item->GetValue(2), AFF_ATT_SPEED_POTION, item->GetValue(1), 0, true, true);
  11. break;
  12.  
  13. case APPLY_STR:
  14. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_ST, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  15. break;
  16.  
  17. case APPLY_DEX:
  18. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_DX, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  19. break;
  20.  
  21. case APPLY_CON:
  22. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_HT, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  23. break;
  24.  
  25. case APPLY_INT:
  26. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_IQ, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  27. break;
  28.  
  29. case APPLY_CAST_SPEED:
  30. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_CASTING_SPEED, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  31. break;
  32.  
  33. case APPLY_RESIST_MAGIC:
  34. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_RESIST_MAGIC, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  35. break;
  36.  
  37. case APPLY_ATT_GRADE_BONUS:
  38. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_ATT_GRADE_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  39. break;
  40.  
  41. case APPLY_DEF_GRADE_BONUS:
  42. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_DEF_GRADE_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  43. break;
  44.  
  45. case APPLY_EXP_DOUBLE_BONUS:
  46. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_EXP_DOUBLE_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  47. break;
  48.  
  49. case APPLY_GOLD_DOUBLE_BONUS:
  50. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_GOLD_DOUBLE_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  51. break;
  52.  
  53. case APPLY_POISON_PCT:
  54. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_POISON_PCT, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  55. break;
  56.  
  57. case APPLY_STUN_PCT:
  58. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_STUN_PCT, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  59. break;
  60.  
  61. case APPLY_SLOW_PCT:
  62. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_SLOW_PCT, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  63. break;
  64.  
  65. case APPLY_CRITICAL_PCT:
  66. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_CRITICAL_PCT, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  67. break;
  68.  
  69. case APPLY_PENETRATE_PCT:
  70. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_PENETRATE_PCT, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  71. break;
  72.  
  73. case APPLY_SKILL_DAMAGE_BONUS:
  74. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_SKILL_DAMAGE_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  75. break;
  76.  
  77. case APPLY_NORMAL_HIT_DAMAGE_BONUS:
  78. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_NORMAL_HIT_DAMAGE_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  79. break;
  80.  
  81. case APPLY_SKILL_DEFEND_BONUS:
  82. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_SKILL_DEFEND_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  83. break;
  84.  
  85. case APPLY_NORMAL_HIT_DEFEND_BONUS:
  86. AddAffect(AFFECT_UNIQUE_ABILITY, POINT_NORMAL_HIT_DEFEND_BONUS, item->GetValue(2), 0, item->GetValue(1), 0, true, true);
  87. break;
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