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@ -16,10 +16,10 @@ import engine.math.Vector3f; |
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import engine.math.Vector3fImmutable; |
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import engine.math.Vector3fImmutable; |
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import engine.objects.*; |
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import engine.objects.*; |
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import engine.powers.EffectsBase; |
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import engine.powers.EffectsBase; |
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import engine.wpak.data.ActionEntry; |
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import engine.wpak.data.Effect; |
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import engine.wpak.data.Effect; |
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import engine.wpak.data.ModifierEntry; |
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import engine.wpak.data.ModifierEntry; |
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import engine.wpak.data.Power; |
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import engine.wpak.data.Power; |
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import engine.wpak.data.PowerAction; |
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import engine.wpakpowers.Behaviour; |
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import engine.wpakpowers.Behaviour; |
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import org.pmw.tinylog.Logger; |
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import org.pmw.tinylog.Logger; |
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@ -1340,118 +1340,118 @@ public class mbEnums { |
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Flag { |
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Flag { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.Flag(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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MapIntToInts { |
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MapIntToInts { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.MapIntToInts(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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Standard { |
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Standard { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.Standard(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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FPSubTypeAttr { |
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FPSubTypeAttr { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.FPSubTypeAttr(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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SubTypeSourceType { |
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SubTypeSourceType { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.SubTypeSourceType(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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SubTypePowerType { |
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SubTypePowerType { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.SubTypePowerType(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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SubTypeSkill { |
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SubTypeSkill { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.SubTypeSkill(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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FPSubTypeDmg { |
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FPSubTypeDmg { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.FPSubTypeDmg(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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DD { |
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DD { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.DD(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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String { |
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String { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.StringBehaviour(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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SubTypeMod { |
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SubTypeMod { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.SubTypeMod(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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SubTypePower { |
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SubTypePower { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.SubTypePower(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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SubTypeDmg { |
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SubTypeDmg { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.SubTypeDmg(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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FPSubTypeSkill { |
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FPSubTypeSkill { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.FPSubTypeSkill(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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FPSubTypeMonster { |
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FPSubTypeMonster { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.FPSubTypeMonster(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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}, |
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}, |
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ProcInfo { |
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ProcInfo { |
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@Override |
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@Override |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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public Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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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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return Behaviour.ProcInfo(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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} |
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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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public abstract Object apply(AbstractCharacter caster, AbstractWorldObject target, Power power, |
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank); |
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank); |
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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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