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PhysicalDamageResist unique for Quality 1-6 ???


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Is it possible to make diffrent value for PhysicalDamageResist each quality level ?

example:
Quality 1
<passive_effect name="PhysicalDamageResist" operation="base_add" value="6"/>

Quality 2
<passive_effect name="PhysicalDamageResist" operation="base_add" value="7"/>

Quality 3
<passive_effect name="PhysicalDamageResist" operation="base_add" value="8"/>

Quality 4
<passive_effect name="PhysicalDamageResist" operation="base_add" value="9"/>

Quality 5
<passive_effect name="PhysicalDamageResist" operation="base_add" value="10"/

Quality 6
<passive_effect name="PhysicalDamageResist" operation="base_add" value="11"/

instead of all quality level, random

<passive_effect name="PhysicalDamageResist" operation="base_add" value="6,11"/>

------------------------------
<item name="armorClothPants">
    <property name="Extends" value="armorClothMaster" param1="CustomIcon"/>
    <property name="Tags" value="lowerbody,legs,armor,armorLegs,lightArmor,padded,canHaveCosmetic,lightArmorDeg"/>
    <property name="EquipSlot" value="Legs"/>
    <effect_group>
        <passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
        <passive_effect name="ModPowerBonus" operation="base_add" value="300" tags="EconomicValue"/>
        <passive_effect name="PhysicalDamageResist" operation="base_add" value="6,11"/>
        <passive_effect name="DegradationMax" operation="base_set" value="150,300" tier="1,6"/>
        <passive_effect name="DegradationPerUse" operation="base_set" value="1"/>
        <display_value name="dStaminaChangeOT" value="0"/>
        <passive_effect name="BuffResistance" operation="base_add" value=".103" tags="buffInfectionCatch,buffInjuryBleeding,buffInjuryStunned01"/><passive_effect name="BuffResistance" operation="base_add" value=".02" tags="buffInfectionCatch"/><passive_effect name="BuffResistance" operation="base_add" value=".01" tags="buffInjuryBleeding"/>
    </effect_group>
    <property class="UMA">
        <property name="Mesh" value="armor_cloth_legs"/>
        <property name="Overlay0" value="armor_cloth_legs"/>
        <property name="Layer" value="3"/>
        <property name="UISlot" value="LegArmor"/>
    </property>
</item>

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