Caster added to signature.
Proper wpak class used for actions.
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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.objects.*;
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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.ModifierEntry;
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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 org.pmw.tinylog.Logger;
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@@ -1339,125 +1339,125 @@ public class mbEnums {
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Behavior {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.Behaviour();
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}
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},
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Flag {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.Flag();
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}
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},
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MapIntToInts {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.MapIntToInts();
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}
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},
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Standard {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.Standard();
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}
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},
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FPSubTypeAttr {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.FPSubTypeAttr();
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}
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},
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SubTypeSourceType {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.SubTypeSourceType();
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}
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},
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SubTypePowerType {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.SubTypePowerType();
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}
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},
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SubTypeSkill {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.SubTypeSkill();
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}
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},
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FPSubTypeDmg {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.FPSubTypeDmg();
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}
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},
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DD {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.DD();
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}
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},
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String {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.StringBehaviour();
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}
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},
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SubTypeMod {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.SubTypeMod();
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}
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},
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SubTypePower {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.SubTypePower();
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}
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},
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SubTypeDmg {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.SubTypeDmg();
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}
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},
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FPSubTypeSkill {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.FPSubTypeSkill();
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}
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},
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FPSubTypeMonster {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.FPSubTypeMonster();
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}
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},
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ProcInfo {
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@Override
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public void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.ProcInfo();
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}
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};
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public abstract void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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PowerAction powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank);
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank);
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}
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public enum MovementState {
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