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@@ -79,18 +79,23 @@ public class FuncEnchant extends Func
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switch (item.getItem().getItemGradeSPlus())
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switch (item.getItem().getItemGradeSPlus())
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{
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{
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case L2Item.CRYSTAL_S:
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case L2Item.CRYSTAL_S:
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+ case L2Item.CRYSTAL_S80:
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+ case L2Item.CRYSTAL_S84:
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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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env.value += 4 * enchant + 8 * overenchant;
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env.value += 4 * enchant + 8 * overenchant;
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break;
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break;
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case L2Item.CRYSTAL_A:
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case L2Item.CRYSTAL_A:
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- env.value += 3 * enchant + 6 * overenchant;
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- break;
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case L2Item.CRYSTAL_B:
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case L2Item.CRYSTAL_B:
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- env.value += 3 * enchant + 6 * overenchant;
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- break;
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case L2Item.CRYSTAL_C:
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case L2Item.CRYSTAL_C:
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+ // M. Atk. increases by 3 for all weapons.
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+ // Starting at +4, M. Atk. bonus double.
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env.value += 3 * enchant + 6 * overenchant;
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env.value += 3 * enchant + 6 * overenchant;
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break;
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break;
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case L2Item.CRYSTAL_D:
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case L2Item.CRYSTAL_D:
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+ case L2Item.CRYSTAL_NONE:
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+ // M. Atk. increases by 2 for all weapons. Starting at +4, M. Atk. bonus double.
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+ // Starting at +4, M. Atk. bonus double.
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env.value += 2 * enchant + 4 * overenchant;
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env.value += 2 * enchant + 4 * overenchant;
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break;
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break;
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}
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}
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@@ -105,13 +110,28 @@ public class FuncEnchant extends Func
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switch (item.getItem().getItemGradeSPlus())
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switch (item.getItem().getItemGradeSPlus())
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{
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{
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case L2Item.CRYSTAL_S:
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case L2Item.CRYSTAL_S:
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+ case L2Item.CRYSTAL_S80:
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+ case L2Item.CRYSTAL_S84:
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switch(type)
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switch(type)
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{
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{
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case BOW:
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case BOW:
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case CROSSBOW:
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case CROSSBOW:
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+ // P. Atk. increases by 10 for bows.
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+ // Starting at +4, P. Atk. bonus double.
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env.value += 10 * enchant + 20 * overenchant;
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env.value += 10 * enchant + 20 * overenchant;
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break;
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break;
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+ case BIGSWORD:
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+ case BIGBLUNT:
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+ case DUAL:
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+ case DUALFIST:
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+ case DUALDAGGER:
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+ // P. Atk. increases by 6 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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+ env.value += 6 * enchant + 12 * overenchant;
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+ break;
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default:
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default:
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+ // P. Atk. increases by 5 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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env.value += 5 * enchant + 10 * overenchant;
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env.value += 5 * enchant + 10 * overenchant;
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break;
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break;
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}
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}
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@@ -121,33 +141,48 @@ public class FuncEnchant extends Func
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{
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{
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case BOW:
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case BOW:
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case CROSSBOW:
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case CROSSBOW:
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+ // P. Atk. increases by 8 for bows.
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+ // Starting at +4, P. Atk. bonus double.
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env.value += 8 * enchant + 16 * overenchant;
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env.value += 8 * enchant + 16 * overenchant;
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break;
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break;
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+ case BIGSWORD:
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+ case BIGBLUNT:
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+ case DUAL:
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+ case DUALFIST:
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+ case DUALDAGGER:
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+ // P. Atk. increases by 5 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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+ env.value += 5 * enchant + 10 * overenchant;
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+ break;
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default:
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default:
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+ // P. Atk. increases by 4 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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env.value += 4 * enchant + 8 * overenchant;
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env.value += 4 * enchant + 8 * overenchant;
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break;
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break;
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}
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}
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break;
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break;
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case L2Item.CRYSTAL_B:
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case L2Item.CRYSTAL_B:
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- switch(type)
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- {
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- case BOW:
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- case CROSSBOW:
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- env.value += 6 * enchant + 12 * overenchant;
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- break;
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- default:
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- env.value += 3 * enchant + 6 * overenchant;
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- break;
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- }
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- break;
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case L2Item.CRYSTAL_C:
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case L2Item.CRYSTAL_C:
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switch(type)
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switch(type)
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{
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{
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case BOW:
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case BOW:
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case CROSSBOW:
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case CROSSBOW:
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+ // P. Atk. increases by 6 for bows.
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+ // Starting at +4, P. Atk. bonus double.
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env.value += 6 * enchant + 12 * overenchant;
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env.value += 6 * enchant + 12 * overenchant;
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break;
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break;
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+ case BIGSWORD:
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+ case BIGBLUNT:
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+ case DUAL:
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+ case DUALFIST:
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+ case DUALDAGGER:
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+ // P. Atk. increases by 4 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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+ env.value += 4 * enchant + 8 * overenchant;
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+ break;
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default:
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default:
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+ // P. Atk. increases by 3 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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env.value += 3 * enchant + 6 * overenchant;
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env.value += 3 * enchant + 6 * overenchant;
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break;
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break;
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}
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}
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@@ -159,10 +194,14 @@ public class FuncEnchant extends Func
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case BOW:
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case BOW:
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case CROSSBOW:
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case CROSSBOW:
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{
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{
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+ // Bows increase by 4.
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+ // Starting at +4, P. Atk. bonus double.
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env.value += 4 * enchant + 8 * overenchant;
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env.value += 4 * enchant + 8 * overenchant;
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break;
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break;
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}
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}
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default:
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default:
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+ // P. Atk. increases by 2 for all weapons with the exception of bows.
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+ // Starting at +4, P. Atk. bonus double.
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env.value += 2 * enchant + 4 * overenchant;
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env.value += 2 * enchant + 4 * overenchant;
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break;
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break;
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}
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}
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