Arguments filtered down to implementation methods.
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@@ -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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