.@r = getequiprefinerycnt(EQI_HEAD_TOP); if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) { bonus2 bSkillAtk,"DK_HACKANDSLASHER",(.@r-10)*12; bonus2 bSkillAtk,"DK_STORMSLASH",(.@r-10)*12; }
.@r = getequiprefinerycnt(EQI_HEAD_TOP); if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) { bonus2 bSkillAtk,"IG_IMPERIAL_CROSS",(.@r-10)*12; bonus2 bSkillAtk,"IG_OVERSLASH",(.@r-10)*12; }
.@r = getequiprefinerycnt(EQI_HEAD_TOP); if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) { bonus2 bSkillAtk,"IQ_EXPOSION_BLASTER",(.@r-10)*12; bonus2 bSkillAtk,"IQ_BLAZING_FLAME_BLAST",(.@r-10)*12; }
.@r = getequiprefinerycnt(EQI_HEAD_TOP); if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) { bonus2 bSkillAtk,"MT_ENERGY_CANNONADE",(.@r-10)*12; bonus2 bSkillAtk,"MT_SPARK_BLASTER",(.@r-10)*12; }
.@r = getequiprefinerycnt(EQI_HEAD_TOP); if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) { bonus2 bSkillAtk,"BO_DUST_EXPLOSION",(.@r-10)*12; bonus2 bSkillAtk,"BO_MYSTERY_POWDER",(.@r-10)*12; }
.@r = getequiprefinerycnt(EQI_HEAD_TOP); if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) { bonus2 bSkillAtk,"SHC_ETERNAL_SLASH",(.@r-10)*12; bonus2 bSkillAtk,"SHC_CROSS_SLASH",(.@r-10)*12; }
.@r = getequiprefinerycnt(EQI_HEAD_TOP); if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) { bonus2 bSkillAtk,"WH_CRESCIVE_BOLT",(.@r-10)*12; bonus2 bSkillAtk,"WH_WILD_WALK",(.@r-10)*12; }
.@r = getequiprefinerycnt(EQI_HEAD_TOP); if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) { bonus2 bSkillAtk,"TR_RHYTHMSHOOTING",(.@r-10)*12; bonus2 bSkillAtk,"TR_ROSEBLOSSOM",(.@r-10)*12; bonus2 bSkillAtk,"TR_ROSEBLOSSOM_ATK",(.@r-10)*12; }
.@r = getequiprefinerycnt(EQI_HEAD_TOP); if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) { bonus2 bSkillAtk,"SKE_NOON_BLAST",(.@r-10)*12; bonus2 bSkillAtk,"SKE_ALL_IN_THE_SKY",(.@r-10)*12; }
.@r = getequiprefinerycnt(EQI_HEAD_TOP); if (getenchantgrade(EQI_HEAD_TOP)>=ENCHANTGRADE_A && .@r>=10) { bonus2 bSkillAtk,"NW_MAGAZINE_FOR_ONE",(.@r-10)*12; bonus2 bSkillAtk,"NW_WILD_SHOT",(.@r-10)*12; }
bonus bMaxHPrate,10;
bonus bLongAtkRate,10; bonus bShortAtkRate,10;
bonus bDelayrate,-10;
bonus bPAtk,10;
bonus bAtkRate,10;