----------------------------------- -- xi.effect.BUST ----------------------------------- ---@type TEffect local effectObject = {} effectObject.onEffectGain = function(target, effect) if effect:getSubType() == xi.mod.DMG then target:addMod(xi.mod.DMG, effect:getPower()) else if effect:getSubType() == xi.mod.ACC then target:addMod(xi.mod.RACC, -effect:getPower()) elseif effect:getSubType() == xi.mod.ATTP then target:addMod(xi.mod.RATTP, -effect:getPower()) -- Pets do not and should not get separate mod IDs. we use same mod as the player, -- but using the pet as the base entity instead. -- elseif effect:getSubType() == MOD_PET_MACC then -- target:getPet():addMod(MOD_MATT, -effect:getPower()) end target:addMod(effect:getSubType(), -effect:getPower()) end end effectObject.onEffectTick = function(target, effect) end effectObject.onEffectLose = function(target, effect) if effect:getSubType() == xi.mod.DMG then target:delMod(xi.mod.DMG, effect:getPower()) else if effect:getSubType() == xi.mod.ACC then target:delMod(xi.mod.RACC, -effect:getPower()) elseif effect:getSubType() == xi.mod.ATTP then target:delMod(xi.mod.RATTP, -effect:getPower()) -- Pets do not and should not get separate mod IDs. we use same mod as the player, -- but using the pet as the base entity instead. -- elseif effect:getSubType() == MOD_PET_MACC then -- target:getPet():delMod(MOD_MATT, -effect:getPower()) end target:delMod(effect:getSubType(), -effect:getPower()) end end return effectObject