// USE (Finesse bigger than Intelligence)
IF
CharacterStatusApplied((CHARACTERGUID)_Player, "EA_STATSWITCH", _)
AND
DB_IsPlayer(_Player)
AND
CharacterGetAttribute(_Player, "Finesse", _PlayerFinesse)
AND
CharacterGetAttribute(_Player, "Intelligence", _PlayerIntelligence)
AND
_PlayerFinesse > _PlayerIntelligence
AND
IntegerSubtract(_PlayerFinesse, _PlayerIntelligence, _Bonus)
THEN
CharacterRemoveAttribute(_Player, "Finesse", _Bonus);
CharacterAddAttribute(_Player, "Intelligence", _Bonus);
EA_ClearStatSwitchBonus(_Player);
DB_EA_StatSwitchBonus(_Player, _Bonus);
//USE (Finesse smaller than Intelligence)
IF
CharacterStatusApplied((CHARACTERGUID)_Player, "EA_STATSWITCH", _)
AND
DB_IsPlayer(_Player)
AND
CharacterGetAttribute(_Player, "Finesse", _PlayerFinesse)
AND
CharacterGetAttribute(_Player, "Intelligence", _PlayerIntelligence)
AND
_PlayerFinesse < _PlayerIntelligence
AND
IntegerSubtract(_PlayerIntelligence, _PlayerFinesse, _Bonus)
THEN
CharacterRemoveAttribute(_Player, "Intelligence", _Bonus);
CharacterAddAttribute(_Player, "Finesse", _Bonus);
EA_ClearStatSwitchBonus(_Player);
DB_EA_StatSwitchBonus(_Player, _Bonus);