public void changeStat(byte slot, int type, int amount) {
        Equip sel = (Equip) c.getPlayer().getInventory(MapleInventoryType.EQUIPPED).getItem(slot);
        switch (type) {
            case 0:
                sel.setStr((short) amount);
                break;
            case 1:
                sel.setDex((short) amount);
                break;
            case 2:
                sel.setInt((short) amount);
                break;
            case 3:
                sel.setLuk((short) amount);
                break;
            case 4:
                sel.setHp((short) amount);
                break;
            case 5:
                sel.setMp((short) amount);
                break;
            case 6:
                sel.setWatk((short) amount);
                break;
            case 7:
                sel.setMatk((short) amount);
                break;
            case 8:
                sel.setWdef((short) amount);
                break;
            case 9:
                sel.setMdef((short) amount);
                break;
            case 10:
                sel.setAcc((short) amount);
                break;
            case 11:
                sel.setAvoid((short) amount);
                break;
            case 12:
                sel.setHands((short) amount);
                break;
            case 13:
                sel.setSpeed((short) amount);
                break;
            case 14:
                sel.setJump((short) amount);
                break;
            case 15:
                sel.setUpgradeSlots((byte) amount);
                break;
            case 16:
                sel.setViciousHammer((byte) amount);
                break;
            case 17:
                sel.setLevel((byte) amount);
                break;
            case 18:
                sel.setEnhance((byte) amount);
                break;
            case 19:
                sel.setPotential1(amount);
                break;
            case 20:
                sel.setPotential2(amount);
                break;
            case 21:
                sel.setPotential3(amount);
                break;
            case 22:
                sel.setBonusPotential1(amount);
                break;
            case 23:
                sel.setBonusPotential2(amount);
                break;
            case 24:
                sel.setOwner(getText());
                break;
            default:
                break;
        }
        c.getPlayer().equipChanged();
        c.getPlayer().fakeRelog();
    }