public void SetSkillData(ConceptCardEquipEffect effect) { SkillData cardSkill = effect.CardSkill; if (cardSkill == null) { return; } this.SetText(this.mAbilityName, cardSkill.Name); StringBuilder stringBuilder = new StringBuilder(); List <BuffEffect.BuffTarget> targets = cardSkill.mTargetBuffEffect.targets; for (int index = 0; index < targets.Count; ++index) { BuffEffect.BuffTarget target = targets[index]; stringBuilder.Append(effect.GetBufText(cardSkill.mTargetBuffEffect, target)); } UnitGroupParam unitGroup = MonoSingleton <GameManager> .Instance.MasterParam.GetUnitGroup(cardSkill.mTargetBuffEffect.param.un_group); if (unitGroup != null && !string.IsNullOrEmpty(unitGroup.name)) { stringBuilder.Append(LocalizedText.Get("sys.CONCEPT_CARD_SKILL_DESCRIPTION_NEW_LINE")); stringBuilder.Append(LocalizedText.Get("sys.CONCEPT_CARD_SKILL_DESCRIPTION_GROUP", (object)unitGroup.name, (object)unitGroup.GetGroupUnitAllNameText())); } this.SetText(this.mDescriptionText, stringBuilder.ToString()); }
public string GetBufText(BuffEffect effect, BuffEffect.BuffTarget target) { MasterParam masterParam = MonoSingleton <GameManager> .Instance.MasterParam; StringBuilder stringBuilder = new StringBuilder(); ConceptCardConditionsParam conceptCardConditions = masterParam.GetConceptCardConditions(this.ConditionsIname); stringBuilder.Append(conceptCardConditions.GetConditionDescriptionEquip()); UnitGroupParam unitGroup = masterParam.GetUnitGroup(effect.param.un_group); if (unitGroup != null) { stringBuilder.Append(unitGroup.GetName()); } stringBuilder.Append(LocalizedText.Get("sys.CONCEPT_CARD_SKILL_DESCRIPTION_OF")); string str = LocalizedText.Get("sys." + target.paramType.ToString()); stringBuilder.Append(str); bool flag = 0 <= (int)target.value; int num = Mathf.Abs((int)target.value); string empty = string.Empty; switch (target.calcType) { case SkillParamCalcTypes.Add: if (flag) { empty = LocalizedText.Get("sys.CONCEPT_CARD_SKILL_DESCRIPTION_CALC_ADD_PLUS", new object[1] { (object)num.ToString() }); break; } empty = LocalizedText.Get("sys.CONCEPT_CARD_SKILL_DESCRIPTION_CALC_ADD_MINUS", new object[1] { (object)num.ToString() }); break; case SkillParamCalcTypes.Scale: if (flag) { empty = LocalizedText.Get("sys.CONCEPT_CARD_SKILL_DESCRIPTION_CALC_UP", new object[1] { (object)num.ToString() }); break; } empty = LocalizedText.Get("sys.CONCEPT_CARD_SKILL_DESCRIPTION_CALC_DOWN", new object[1] { (object)num.ToString() }); break; } stringBuilder.Append(empty); return(stringBuilder.ToString()); }
public bool CheckBuffCalcType(BuffTypes buff, SkillParamCalcTypes calc, bool is_negative_value_is_buff) { for (int index = 0; index < this.targets.Count; ++index) { BuffEffect.BuffTarget target = this.targets[index]; if (buff == target.buffType && calc == target.calcType && BuffEffectParam.IsNegativeValueIsBuff(target.paramType) == is_negative_value_is_buff) { return(true); } } return(false); }
private void InternalBuffSkill(BuffEffect effect, BuffTypes buffType, SkillParamCalcTypes calcType, BaseStatus status) { for (int index = 0; index < effect.targets.Count; ++index) { BuffEffect.BuffTarget target = effect.targets[index]; if (target != null && target.buffType == buffType && target.calcType == calcType) { BuffMethodTypes buffMethodType = this.GetBuffMethodType(target.buffType, calcType); ParamTypes paramType = target.paramType; int num = (int)target.value; effect.SetBuffValues(paramType, buffMethodType, ref status, num); } } }
public void CalcBuffStatus(ref BaseStatus status, BuffTypes buffType, SkillParamCalcTypes calcType) { for (int index = 0; index < this.targets.Count; ++index) { BuffEffect.BuffTarget target = this.targets[index]; if (target.buffType == buffType && target.calcType == calcType) { BuffMethodTypes buffMethodType = this.GetBuffMethodType(target.buffType, calcType); ParamTypes paramType = target.paramType; int num = (int)target.value; this.SetBuffValues(paramType, buffMethodType, ref status, num); } } }
public int GetBuffEffectValue(ParamTypes type, SkillEffectTargets target = SkillEffectTargets.Target) { BuffEffect buffEffect = this.GetBuffEffect(target); if (buffEffect == null) { return(0); } BuffEffect.BuffTarget buffTarget = buffEffect[type]; if (buffTarget == null) { return(0); } return((int)buffTarget.value); }
public int CalcBuffEffectValue(ParamTypes type, int src, SkillEffectTargets target = SkillEffectTargets.Target) { BuffEffect buffEffect = this.GetBuffEffect(target); if (buffEffect == null) { return(src); } BuffEffect.BuffTarget buffTarget = buffEffect[type]; if (buffTarget == null) { return(src); } return(SkillParam.CalcSkillEffectValue(buffTarget.calcType, (int)buffTarget.value, src)); }
public void CalcBuffStatus(ref BaseStatus status, EElement element, BuffTypes buffType, bool is_check_negative_value, bool is_negative_value_is_buff, SkillParamCalcTypes calcType, int up_count = 0) { for (int index = 0; index < this.targets.Count; ++index) { BuffEffect.BuffTarget target = this.targets[index]; if (target.buffType == buffType && (!is_check_negative_value || BuffEffectParam.IsNegativeValueIsBuff(target.paramType) == is_negative_value_is_buff) && target.calcType == calcType) { if (element != EElement.None) { bool flag = false; switch (target.paramType) { case ParamTypes.Assist_Fire: case ParamTypes.UnitDefenseFire: flag = element != EElement.Fire; break; case ParamTypes.Assist_Water: case ParamTypes.UnitDefenseWater: flag = element != EElement.Water; break; case ParamTypes.Assist_Wind: case ParamTypes.UnitDefenseWind: flag = element != EElement.Wind; break; case ParamTypes.Assist_Thunder: case ParamTypes.UnitDefenseThunder: flag = element != EElement.Thunder; break; case ParamTypes.Assist_Shine: case ParamTypes.UnitDefenseShine: flag = element != EElement.Shine; break; case ParamTypes.Assist_Dark: case ParamTypes.UnitDefenseDark: flag = element != EElement.Dark; break; } if (flag) { continue; } } BuffMethodTypes buffMethodType = this.GetBuffMethodType(target.buffType, calcType); ParamTypes paramType = target.paramType; int val1 = (int)target.value; if ((bool)this.param.mIsUpBuff) { val1 = (int)target.value_one * up_count; if (val1 > 0) { val1 = Math.Min(val1, (int)target.value); } else if (val1 < 0) { val1 = Math.Max(val1, (int)target.value); } } BuffEffect.SetBuffValues(paramType, buffMethodType, ref status, val1); } } }
private void InternalBuffSkill(BuffEffect effect, EElement element, BuffTypes buffType, bool is_check_negative_value, bool is_negative_value_is_buff, SkillParamCalcTypes calcType, BaseStatus status, List <BuffEffect.BuffValues> list = null) { for (int index1 = 0; index1 < effect.targets.Count; ++index1) { BuffEffect.BuffTarget target = effect.targets[index1]; if (target != null && target.buffType == buffType && (!is_check_negative_value || BuffEffectParam.IsNegativeValueIsBuff(target.paramType) == is_negative_value_is_buff) && target.calcType == calcType) { if (element != EElement.None) { bool flag = false; switch (target.paramType) { case ParamTypes.Assist_Fire: case ParamTypes.UnitDefenseFire: flag = element != EElement.Fire; break; case ParamTypes.Assist_Water: case ParamTypes.UnitDefenseWater: flag = element != EElement.Water; break; case ParamTypes.Assist_Wind: case ParamTypes.UnitDefenseWind: flag = element != EElement.Wind; break; case ParamTypes.Assist_Thunder: case ParamTypes.UnitDefenseThunder: flag = element != EElement.Thunder; break; case ParamTypes.Assist_Shine: case ParamTypes.UnitDefenseShine: flag = element != EElement.Shine; break; case ParamTypes.Assist_Dark: case ParamTypes.UnitDefenseDark: flag = element != EElement.Dark; break; } if (flag) { continue; } } BuffMethodTypes buffMethodType = this.GetBuffMethodType(target.buffType, calcType); ParamTypes paramType = target.paramType; int num = (int)target.value; if ((bool)effect.param.mIsUpBuff) { num = 0; } if (list == null) { BuffEffect.SetBuffValues(paramType, buffMethodType, ref status, num); } else { bool flag = true; for (int index2 = 0; index2 < list.Count; ++index2) { BuffEffect.BuffValues buffValues = list[index2]; if (buffValues.param_type == paramType && buffValues.method_type == buffMethodType) { buffValues.value += num; list[index2] = buffValues; flag = false; break; } } if (flag) { list.Add(new BuffEffect.BuffValues() { param_type = paramType, method_type = buffMethodType, value = num }); } } } } }
public void CalcBuffStatus(ref BaseStatus status, BuffTypes buffType, SkillParamCalcTypes calcType) { for (int index = 0; index < this.targets.Count; ++index) { BuffEffect.BuffTarget target = this.targets[index]; if (target.buffType == buffType && target.calcType == calcType) { ParamTypes paramType = target.paramType; int num = (int)target.value; switch (paramType) { case ParamTypes.Hp: this.SetBuffValue(buffType, ref status.param.values_hp, num); continue; case ParamTypes.HpMax: this.SetBuffValue(buffType, ref status.param.values_hp, num); continue; case ParamTypes.Mp: this.SetBuffValue(buffType, ref status.param.values[0], num); continue; case ParamTypes.MpIni: this.SetBuffValue(buffType, ref status.param.values[1], num); continue; case ParamTypes.Atk: this.SetBuffValue(buffType, ref status.param.values[2], num); continue; case ParamTypes.Def: this.SetBuffValue(buffType, ref status.param.values[3], num); continue; case ParamTypes.Mag: this.SetBuffValue(buffType, ref status.param.values[4], num); continue; case ParamTypes.Mnd: this.SetBuffValue(buffType, ref status.param.values[5], num); continue; case ParamTypes.Rec: this.SetBuffValue(buffType, ref status.param.values[6], num); continue; case ParamTypes.Dex: this.SetBuffValue(buffType, ref status.param.values[7], num); continue; case ParamTypes.Spd: this.SetBuffValue(buffType, ref status.param.values[8], num); continue; case ParamTypes.Cri: this.SetBuffValue(buffType, ref status.param.values[9], num); continue; case ParamTypes.Luk: this.SetBuffValue(buffType, ref status.param.values[10], num); continue; case ParamTypes.Mov: this.SetBuffValue(buffType, ref status.param.values[11], num); continue; case ParamTypes.Jmp: this.SetBuffValue(buffType, ref status.param.values[12], num); continue; case ParamTypes.EffectRange: this.SetBuffValue(buffType, ref status.bonus.values[0], num); continue; case ParamTypes.EffectScope: this.SetBuffValue(buffType, ref status.bonus.values[1], num); continue; case ParamTypes.EffectHeight: this.SetBuffValue(buffType, ref status.bonus.values[2], num); continue; case ParamTypes.Assist_Fire: this.SetBuffValue(buffType, ref status.element_assist.values[1], num); continue; case ParamTypes.Assist_Water: this.SetBuffValue(buffType, ref status.element_assist.values[2], num); continue; case ParamTypes.Assist_Wind: this.SetBuffValue(buffType, ref status.element_assist.values[3], num); continue; case ParamTypes.Assist_Thunder: this.SetBuffValue(buffType, ref status.element_assist.values[4], num); continue; case ParamTypes.Assist_Shine: this.SetBuffValue(buffType, ref status.element_assist.values[5], num); continue; case ParamTypes.Assist_Dark: this.SetBuffValue(buffType, ref status.element_assist.values[6], num); continue; case ParamTypes.Assist_Poison: this.SetBuffValue(buffType, ref status.enchant_assist.values[0], num); continue; case ParamTypes.Assist_Paralysed: this.SetBuffValue(buffType, ref status.enchant_assist.values[1], num); continue; case ParamTypes.Assist_Stun: this.SetBuffValue(buffType, ref status.enchant_assist.values[2], num); continue; case ParamTypes.Assist_Sleep: this.SetBuffValue(buffType, ref status.enchant_assist.values[3], num); continue; case ParamTypes.Assist_Charm: this.SetBuffValue(buffType, ref status.enchant_assist.values[4], num); continue; case ParamTypes.Assist_Stone: this.SetBuffValue(buffType, ref status.enchant_assist.values[5], num); continue; case ParamTypes.Assist_Blind: this.SetBuffValue(buffType, ref status.enchant_assist.values[6], num); continue; case ParamTypes.Assist_DisableSkill: this.SetBuffValue(buffType, ref status.enchant_assist.values[7], num); continue; case ParamTypes.Assist_DisableMove: this.SetBuffValue(buffType, ref status.enchant_assist.values[8], num); continue; case ParamTypes.Assist_DisableAttack: this.SetBuffValue(buffType, ref status.enchant_assist.values[9], num); continue; case ParamTypes.Assist_Zombie: this.SetBuffValue(buffType, ref status.enchant_assist.values[10], num); continue; case ParamTypes.Assist_DeathSentence: this.SetBuffValue(buffType, ref status.enchant_assist.values[11], num); continue; case ParamTypes.Assist_Berserk: this.SetBuffValue(buffType, ref status.enchant_assist.values[12], num); continue; case ParamTypes.Assist_Knockback: this.SetBuffValue(buffType, ref status.enchant_assist.values[13], num); continue; case ParamTypes.Assist_ResistBuff: this.SetBuffValue(buffType, ref status.enchant_assist.values[14], num); continue; case ParamTypes.Assist_ResistDebuff: this.SetBuffValue(buffType, ref status.enchant_assist.values[15], num); continue; case ParamTypes.Assist_Stop: this.SetBuffValue(buffType, ref status.enchant_assist.values[16], num); continue; case ParamTypes.Assist_Fast: this.SetBuffValue(buffType, ref status.enchant_assist.values[17], num); continue; case ParamTypes.Assist_Slow: this.SetBuffValue(buffType, ref status.enchant_assist.values[18], num); continue; case ParamTypes.Assist_AutoHeal: this.SetBuffValue(buffType, ref status.enchant_assist.values[19], num); continue; case ParamTypes.Assist_Donsoku: this.SetBuffValue(buffType, ref status.enchant_assist.values[20], num); continue; case ParamTypes.Assist_Rage: this.SetBuffValue(buffType, ref status.enchant_assist.values[21], num); continue; case ParamTypes.Assist_GoodSleep: this.SetBuffValue(buffType, ref status.enchant_assist.values[22], num); continue; case ParamTypes.Assist_ConditionAll: this.SetBuffValue(buffType, ref status.enchant_assist.values[0], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[1], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[2], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[3], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[4], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[5], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[6], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[7], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[8], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[9], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[11], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[12], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[16], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[17], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[18], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[20], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[21], num); this.SetBuffValue(buffType, ref status.enchant_assist.values[24], num); continue; case ParamTypes.Resist_Fire: this.SetBuffValue(buffType, ref status.element_resist.values[1], num); continue; case ParamTypes.Resist_Water: this.SetBuffValue(buffType, ref status.element_resist.values[2], num); continue; case ParamTypes.Resist_Wind: this.SetBuffValue(buffType, ref status.element_resist.values[3], num); continue; case ParamTypes.Resist_Thunder: this.SetBuffValue(buffType, ref status.element_resist.values[4], num); continue; case ParamTypes.Resist_Shine: this.SetBuffValue(buffType, ref status.element_resist.values[5], num); continue; case ParamTypes.Resist_Dark: this.SetBuffValue(buffType, ref status.element_resist.values[6], num); continue; case ParamTypes.Resist_Poison: this.SetBuffValue(buffType, ref status.enchant_resist.values[0], num); continue; case ParamTypes.Resist_Paralysed: this.SetBuffValue(buffType, ref status.enchant_resist.values[1], num); continue; case ParamTypes.Resist_Stun: this.SetBuffValue(buffType, ref status.enchant_resist.values[2], num); continue; case ParamTypes.Resist_Sleep: this.SetBuffValue(buffType, ref status.enchant_resist.values[3], num); continue; case ParamTypes.Resist_Charm: this.SetBuffValue(buffType, ref status.enchant_resist.values[4], num); continue; case ParamTypes.Resist_Stone: this.SetBuffValue(buffType, ref status.enchant_resist.values[5], num); continue; case ParamTypes.Resist_Blind: this.SetBuffValue(buffType, ref status.enchant_resist.values[6], num); continue; case ParamTypes.Resist_DisableSkill: this.SetBuffValue(buffType, ref status.enchant_resist.values[7], num); continue; case ParamTypes.Resist_DisableMove: this.SetBuffValue(buffType, ref status.enchant_resist.values[8], num); continue; case ParamTypes.Resist_DisableAttack: this.SetBuffValue(buffType, ref status.enchant_resist.values[9], num); continue; case ParamTypes.Resist_Zombie: this.SetBuffValue(buffType, ref status.enchant_resist.values[10], num); continue; case ParamTypes.Resist_DeathSentence: this.SetBuffValue(buffType, ref status.enchant_resist.values[11], num); continue; case ParamTypes.Resist_Berserk: this.SetBuffValue(buffType, ref status.enchant_resist.values[12], num); continue; case ParamTypes.Resist_Knockback: this.SetBuffValue(buffType, ref status.enchant_resist.values[13], num); continue; case ParamTypes.Resist_ResistBuff: this.SetBuffValue(buffType, ref status.enchant_resist.values[14], num); continue; case ParamTypes.Resist_ResistDebuff: this.SetBuffValue(buffType, ref status.enchant_resist.values[15], num); continue; case ParamTypes.Resist_Stop: this.SetBuffValue(buffType, ref status.enchant_resist.values[16], num); continue; case ParamTypes.Resist_Fast: this.SetBuffValue(buffType, ref status.enchant_resist.values[17], num); continue; case ParamTypes.Resist_Slow: this.SetBuffValue(buffType, ref status.enchant_resist.values[18], num); continue; case ParamTypes.Resist_AutoHeal: this.SetBuffValue(buffType, ref status.enchant_resist.values[19], num); continue; case ParamTypes.Resist_Donsoku: this.SetBuffValue(buffType, ref status.enchant_resist.values[20], num); continue; case ParamTypes.Resist_Rage: this.SetBuffValue(buffType, ref status.enchant_resist.values[21], num); continue; case ParamTypes.Resist_GoodSleep: this.SetBuffValue(buffType, ref status.enchant_resist.values[22], num); continue; case ParamTypes.Resist_ConditionAll: this.SetBuffValue(buffType, ref status.enchant_resist.values[0], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[1], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[2], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[3], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[4], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[5], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[6], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[7], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[8], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[9], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[11], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[12], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[16], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[18], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[20], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[21], num); this.SetBuffValue(buffType, ref status.enchant_resist.values[24], num); continue; case ParamTypes.HitRate: this.SetBuffValue(buffType, ref status.bonus.values[3], num); continue; case ParamTypes.AvoidRate: this.SetBuffValue(buffType, ref status.bonus.values[4], num); continue; case ParamTypes.CriticalRate: this.SetBuffValue(buffType, ref status.bonus.values[5], num); continue; case ParamTypes.GainJewel: this.SetBuffValue(buffType, ref status.bonus.values[13], num); continue; case ParamTypes.UsedJewelRate: this.SetBuffValue(buffType, ref status.bonus.values[14], num); continue; case ParamTypes.ActionCount: this.SetBuffValue(buffType, ref status.bonus.values[15], num); continue; case ParamTypes.SlashAttack: this.SetBuffValue(buffType, ref status.bonus.values[6], num); continue; case ParamTypes.PierceAttack: this.SetBuffValue(buffType, ref status.bonus.values[7], num); continue; case ParamTypes.BlowAttack: this.SetBuffValue(buffType, ref status.bonus.values[8], num); continue; case ParamTypes.ShotAttack: this.SetBuffValue(buffType, ref status.bonus.values[9], num); continue; case ParamTypes.MagicAttack: this.SetBuffValue(buffType, ref status.bonus.values[10], num); continue; case ParamTypes.ReactionAttack: this.SetBuffValue(buffType, ref status.bonus.values[11], num); continue; case ParamTypes.JumpAttack: this.SetBuffValue(buffType, ref status.bonus.values[12], num); continue; case ParamTypes.GutsRate: this.SetBuffValue(buffType, ref status.bonus.values[16], num); continue; case ParamTypes.AutoJewel: this.SetBuffValue(buffType, ref status.bonus.values[17], num); continue; case ParamTypes.ChargeTimeRate: this.SetBuffValue(buffType, ref status.bonus.values[18], num); continue; case ParamTypes.CastTimeRate: this.SetBuffValue(buffType, ref status.bonus.values[19], num); continue; case ParamTypes.BuffTurn: this.SetBuffValue(buffType, ref status.bonus.values[20], num); continue; case ParamTypes.DebuffTurn: this.SetBuffValue(buffType, ref status.bonus.values[21], num); continue; case ParamTypes.CombinationRange: this.SetBuffValue(buffType, ref status.bonus.values[22], num); continue; case ParamTypes.HpCostRate: this.SetBuffValue(buffType, ref status.bonus.values[23], num); continue; case ParamTypes.SkillUseCount: this.SetBuffValue(buffType, ref status.bonus.values[24], num); continue; case ParamTypes.PoisonDamage: this.SetBuffValue(buffType, ref status.bonus.values[25], num); continue; case ParamTypes.PoisonTurn: this.SetBuffValue(buffType, ref status.bonus.values[26], num); continue; case ParamTypes.Assist_AutoJewel: this.SetBuffValue(buffType, ref status.enchant_assist.values[23], num); continue; case ParamTypes.Resist_AutoJewel: this.SetBuffValue(buffType, ref status.enchant_resist.values[23], num); continue; case ParamTypes.Assist_DisableHeal: this.SetBuffValue(buffType, ref status.enchant_assist.values[24], num); continue; case ParamTypes.Resist_DisableHeal: this.SetBuffValue(buffType, ref status.enchant_resist.values[24], num); continue; case ParamTypes.Resist_Slash: this.SetBuffValue(buffType, ref status.bonus.values[27], num); continue; case ParamTypes.Resist_Pierce: this.SetBuffValue(buffType, ref status.bonus.values[28], num); continue; case ParamTypes.Resist_Blow: this.SetBuffValue(buffType, ref status.bonus.values[29], num); continue; case ParamTypes.Resist_Shot: this.SetBuffValue(buffType, ref status.bonus.values[30], num); continue; case ParamTypes.Resist_Magic: this.SetBuffValue(buffType, ref status.bonus.values[31], num); continue; case ParamTypes.Resist_Reaction: this.SetBuffValue(buffType, ref status.bonus.values[32], num); continue; case ParamTypes.Resist_Jump: this.SetBuffValue(buffType, ref status.bonus.values[33], num); continue; case ParamTypes.Avoid_Slash: this.SetBuffValue(buffType, ref status.bonus.values[34], num); continue; case ParamTypes.Avoid_Pierce: this.SetBuffValue(buffType, ref status.bonus.values[35], num); continue; case ParamTypes.Avoid_Blow: this.SetBuffValue(buffType, ref status.bonus.values[36], num); continue; case ParamTypes.Avoid_Shot: this.SetBuffValue(buffType, ref status.bonus.values[37], num); continue; case ParamTypes.Avoid_Magic: this.SetBuffValue(buffType, ref status.bonus.values[38], num); continue; case ParamTypes.Avoid_Reaction: this.SetBuffValue(buffType, ref status.bonus.values[39], num); continue; case ParamTypes.Avoid_Jump: this.SetBuffValue(buffType, ref status.bonus.values[40], num); continue; default: continue; } } } }