コード例 #1
0
        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());
        }
コード例 #2
0
        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());
        }
コード例 #3
0
ファイル: BuffEffect.cs プロジェクト: zunaalabaya/TAC-BOT
 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);
 }
コード例 #4
0
 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);
         }
     }
 }
コード例 #5
0
 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);
         }
     }
 }
コード例 #6
0
        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);
        }
コード例 #7
0
        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));
        }
コード例 #8
0
ファイル: BuffEffect.cs プロジェクト: zunaalabaya/TAC-BOT
        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);
                }
            }
        }
コード例 #9
0
        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
                            });
                        }
                    }
                }
            }
        }
コード例 #10
0
        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;
                    }
                }
            }
        }