public static Stat ToStat(this UpgradeStat upgradeStat)
{
switch (upgradeStat)
{
case UpgradeStat.MinDamage: return Stat.AttackMinMod;
case UpgradeStat.MaxDamage: return Stat.AttackMaxMod;
case UpgradeStat.MinInjuryRate: return Stat.InjuryMinMod;
case UpgradeStat.MaxInjuryRate: return Stat.InjuryMaxMod;
case UpgradeStat.Critical: return Stat.CriticalMod;
case UpgradeStat.DamageBalance: return Stat.BalanceMod;
case UpgradeStat.Defense: return Stat.DefenseMod;
case UpgradeStat.Protection: return Stat.ProtectionMod;
case UpgradeStat.STR: return Stat.StrMod;
case UpgradeStat.Dexterity: return Stat.DexMod;
case UpgradeStat.Intelligence: return Stat.IntMod;
case UpgradeStat.Will: return Stat.WillMod;
case UpgradeStat.Luck: return Stat.LuckMod;
case UpgradeStat.MaxHP: return Stat.LifeMaxMod;
case UpgradeStat.MaxMP: return Stat.ManaMaxMod;
case UpgradeStat.MaxStamina: return Stat.StaminaMaxMod;
case UpgradeStat.MagicAttack: return Stat.MagicAttackMod;
case UpgradeStat.MagicDefense: return Stat.MagicDefenseMod;
case UpgradeStat.CombatPower: return Stat.CombatPowerMod;
case UpgradeStat.Lightning: return Stat.ElementLightning;
case UpgradeStat.Ice: return Stat.ElementIce;
case UpgradeStat.Fire: return Stat.ElementFire;
case UpgradeStat.PoisonImmunity: return Stat.PoisonImmuneMod;
case UpgradeStat.PiercingLevel: return Stat.ArmorPierceMod;
//case UpgradeStat.Quality: return Stat.;
//case UpgradeStat.StompDefense: return Stat.;
//case UpgradeStat.AttackSpeed: return Stat.;
//case UpgradeStat.LessenManaUsage: return Stat.;
//case UpgradeStat.StaminaUsage: return Stat.;
//case UpgradeStat.MusicBuffEffect: return Stat.;
//case UpgradeStat.MusicBuffDuration: return Stat.;
//case UpgradeStat.MarionetteMinDamage: return Stat.;
//case UpgradeStat.MarionetteMaxDamage: return Stat.;
//case UpgradeStat.MarionetteMagicDefense: return Stat.;
//case UpgradeStat.MarionetteHP: return Stat.;
//case UpgradeStat.MarionetteDefense: return Stat.;
//case UpgradeStat.MarionetteProtection: return Stat.;
//case UpgradeStat.ControlMarionetteMinDamage: return Stat.;
//case UpgradeStat.ControlMarionetteMaxDamage: return Stat.;
//case UpgradeStat.FrozenBlastDuration: return Stat.;
//case UpgradeStat.FrozenBlastRange: return Stat.;
//case UpgradeStat.FireAlchemicDamage: return Stat.;
//case UpgradeStat.WaterAlchemicDamage: return Stat.;
//case UpgradeStat.WindAlchemicDamage: return Stat.;
//case UpgradeStat.ClayAlchemicDamage: return Stat.;
//case UpgradeStat.AlchemySuccessRateIncreased: return Stat.;
//case UpgradeStat.BarrierSpikes: return Stat.;
//case UpgradeStat.BarrierSpikesDurability: return Stat.;
//case UpgradeStat.ControlCriticalRate: return Stat.;
//case UpgradeStat.ControlCriticalBalanceBoosted: return Stat.;
//case UpgradeStat.ExplosionDefense: return Stat.;
//case UpgradeStat.SynthesisSuccessRate: return Stat.;
//case UpgradeStat.CrystalMakingSuccessRate: return Stat.;
//case UpgradeStat.FragmentationSuccessRate: return Stat.;
default:
return Stat.None;
}
}
}