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Add specials
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@@ -308,6 +308,9 @@ function _addModifications(module, modifiers, blueprint, grade) {
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} else if (modifiers.modifiers[i].name === 'mod_weapon_falloffrange_from_range') {
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// Obtain the falloff value directly from the range
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module.setModValue('fallofffromrange', 1);
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} else if (modifiers.modifiers[i].name && modifiers.modifiers[i].name.startsWith('special_')) {
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// We don't add special effects directly, but keep a note of them so they can be added when fetching values
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special = Modifications.specials[modifiers.modifiers[i].name];
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} else {
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// Look up the modifiers to find what we need to do
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const modifierActions = Modifications.modifierActions[modifiers.modifiers[i].name];
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@@ -327,11 +330,6 @@ function _addModifications(module, modifiers, blueprint, grade) {
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}
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}
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}
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// Note the special if present
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if (modifiers.modifiers[i].name && modifiers.modifiers[i].name.startsWith('special_')) {
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special = Modifications.specials[modifiers.modifiers[i].name];
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}
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}
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// Add the blueprint ID, grade and special
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