----------------------------------- -- xi.effect.ASTRAL_FLOW ----------------------------------- ---@type TEffect local effectObject = {} effectObject.onEffectGain = function(target, effect) target:recalculateAbilitiesTable() if target:isPC() then local jpBonus = target:getJobPointLevel(xi.jp.ASTRAL_FLOW_EFFECT) * 5 if jpBonus > 0 then target:addPetMod(xi.mod.STR, jpBonus) target:addPetMod(xi.mod.DEX, jpBonus) target:addPetMod(xi.mod.VIT, jpBonus) target:addPetMod(xi.mod.AGI, jpBonus) target:addPetMod(xi.mod.INT, jpBonus) target:addPetMod(xi.mod.MND, jpBonus) target:addPetMod(xi.mod.CHR, jpBonus) end end end effectObject.onEffectTick = function(target, effect) end effectObject.onEffectLose = function(target, effect) target:recalculateAbilitiesTable() if target:isPC() then local jpBonus = target:getJobPointLevel(xi.jp.ASTRAL_FLOW_EFFECT) * 5 if jpBonus > 0 then target:delPetMod(xi.mod.STR, jpBonus) target:delPetMod(xi.mod.DEX, jpBonus) target:delPetMod(xi.mod.VIT, jpBonus) target:delPetMod(xi.mod.AGI, jpBonus) target:delPetMod(xi.mod.INT, jpBonus) target:delPetMod(xi.mod.MND, jpBonus) target:delPetMod(xi.mod.CHR, jpBonus) end end end return effectObject