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@ -1340,119 +1340,119 @@ public class mbEnums {
@@ -1340,119 +1340,119 @@ public class mbEnums {
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@Override |
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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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return Behaviour.Behaviour(); |
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return Behaviour.Behaviour(caster, target, power, powerAction, effect, modifierEntry, rank); |
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} |
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}, |
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Flag { |
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@Override |
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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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return Behaviour.Flag(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.MapIntToInts(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.Standard(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.FPSubTypeAttr(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.SubTypeSourceType(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.SubTypePowerType(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.SubTypeSkill(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.FPSubTypeDmg(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.DD(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.StringBehaviour(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.SubTypeMod(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.SubTypePower(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.SubTypeDmg(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.FPSubTypeSkill(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.FPSubTypeMonster(); |
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) { |
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return Behaviour.ProcInfo(); |
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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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