Behaviours return a java Object
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@@ -1338,126 +1338,126 @@ public class mbEnums {
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public enum ModBehaviorType {
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.Behaviour();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.Flag();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.MapIntToInts();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.Standard();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.FPSubTypeAttr();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.SubTypeSourceType();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.SubTypePowerType();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.SubTypeSkill();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.FPSubTypeDmg();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.DD();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.StringBehaviour();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.SubTypeMod();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.SubTypePower();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.SubTypeDmg();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.FPSubTypeSkill();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.FPSubTypeMonster();
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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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}
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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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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank) {
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Behaviour.ProcInfo();
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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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}
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};
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public abstract void apply(AbstractCharacter caster, AbstractWorldObject target, Power power,
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ActionEntry powerAction, Effect effect, ModifierEntry modifierEntry, Integer rank);
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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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}
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public enum MovementState {
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