----------------------------------- -- xi.effect.CAROL ----------------------------------- ---@type TEffect local effectObject = {} effectObject.onEffectGain = function(target, effect) local subPower = effect:getSubPower() local buff = 0 if subPower > xi.element.DARK then -- unpack and apply stat buff if present if subPower >= 400 then subPower = subPower - 400 buff = 4 elseif subPower >= 300 then subPower = subPower - 300 buff = 3 elseif subPower >= 200 then subPower = subPower - 200 buff = 2 else subPower = subPower - 100 buff = 1 end end effect:addMod(xi.data.element.getElementalMEVAModifier(subPower), effect:getPower()) if subPower == xi.element.FIRE then -- fire add STR effect:addMod(xi.mod.STR, buff) elseif subPower == xi.element.ICE then -- ice add INT effect:addMod(xi.mod.INT, buff) elseif subPower == xi.element.WIND then -- wind add AGI effect:addMod(xi.mod.AGI, buff) elseif subPower == xi.element.EARTH then -- earth add VIT effect:addMod(xi.mod.VIT, buff) elseif subPower == xi.element.THUNDER then -- thunder add DEX effect:addMod(xi.mod.DEX, buff) elseif subPower == xi.element.WATER then -- water add MND effect:addMod(xi.mod.MND, buff) elseif subPower == xi.element.LIGHT then -- light add CHR effect:addMod(xi.mod.CHR, buff) elseif subPower == xi.element.DARK then -- dark add MP effect:addMod(xi.mod.MP, buff * 10) end end effectObject.onEffectTick = function(target, effect) end effectObject.onEffectLose = function(target, effect) end return effectObject