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@ -1335,123 +1335,41 @@ public class mbEnums { |
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} |
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} |
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} |
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public enum ModBehaviorType { |
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@FunctionalInterface |
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public interface ModBehaviorFunction { |
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Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank); |
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} |
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Flag { |
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public enum ModBehaviorType { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.Flag(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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MapIntToInts { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.MapIntToInts(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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Standard { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.Standard(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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FPSubTypeAttr { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.FPSubTypeAttr(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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SubTypeSourceType { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.SubTypeSourceType(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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SubTypePowerType { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.SubTypePowerType(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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SubTypeSkill { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.SubTypeSkill(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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FPSubTypeDmg { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.FPSubTypeDmg(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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DD { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.DD(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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String { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.StringBehaviour(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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SubTypeMod { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.SubTypeMod(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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SubTypePower { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.SubTypePower(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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SubTypeDmg { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.SubTypeDmg(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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FPSubTypeSkill { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.FPSubTypeSkill(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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FPSubTypeMonster { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.FPSubTypeMonster(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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ProcInfo { |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.ProcInfo(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}; |
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public abstract Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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Flag(Behaviour::Flag), |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank); |
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MapIntToInts(Behaviour::MapIntToInts), |
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Standard(Behaviour::Standard), |
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FPSubTypeAttr(Behaviour::FPSubTypeAttr), |
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SubTypeSourceType(Behaviour::SubTypeSourceType), |
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SubTypePowerType(Behaviour::SubTypePowerType), |
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SubTypeSkill(Behaviour::SubTypeSkill), |
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FPSubTypeDmg(Behaviour::FPSubTypeDmg), |
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DD(Behaviour::DD), |
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String(Behaviour::StringBehaviour), |
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SubTypeMod(Behaviour::SubTypeMod), |
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SubTypePower(Behaviour::SubTypePower), |
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SubTypeDmg(Behaviour::SubTypeDmg), |
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FPSubTypeSkill(Behaviour::FPSubTypeSkill), |
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FPSubTypeMonster(Behaviour::FPSubTypeMonster), |
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ProcInfo(Behaviour::ProcInfo); |
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private final ModBehaviorFunction function; |
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ModBehaviorType(ModBehaviorFunction function) { |
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this.function = function; |
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} |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return function.apply(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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} |
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public enum MovementState { |
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public enum MovementState { |
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