830 lines
18 KiB
C++
830 lines
18 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef RY_BRICK_FAMILIES_H
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#define RY_BRICK_FAMILIES_H
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#include "nel/misc/types_nl.h"
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#include "brick_types.h"
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namespace BRICK_FAMILIES
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{
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enum TBrickFamily
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{
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// COMBAT
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// ********
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BeginCombat= 0,
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// ROOT COMBAT
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BeginCombatRoot= BeginCombat,
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BFPA= BeginCombatRoot,
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EndCombatRoot= BFPA,
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// MANDATORY COMBAT
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//BeginCombatMandatory,
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//EndCombatMandatory = ???,
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// OPTION COMBAT
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BeginCombatOption,
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BFOA = BeginCombatOption,
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BFOB,
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BFOC,
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BFOD,
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BFOE,
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BFOF,
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EndCombatOption = BFOF,
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// PARAMETER COMBAT
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BeginCombatParameter,
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BFMA = BeginCombatParameter,
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BFMB,
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BFMC,
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BFMD,
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BFME,
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BFMF,
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BFMG,
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BFMH,
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BFMRF, // Range dmg Fire
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BFMRT, // Range dmg Poison
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BFMRW, // Range dmg Shockwave
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BFMRE, // Range dmg Electricity
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BFHME,
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BFAHHME,
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BFAHCME,
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BFAHAME,
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BFAHHAME,
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BFAHLME,
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BFAHFME,
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BFKME,
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BFAKHME,
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BFAKCME,
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BFAKAME,
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BFAKHAME,
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BFAKLME,
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BFAKFME,
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BFQME,
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BFAQHME,
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BFAQCME,
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BFAQAME,
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BFAQHAME,
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BFAQLME,
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BFAQFME,
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// deprecated: only used in saibricks
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BFM1MC,
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BFM2MC,
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BFM1HMC,
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BFM1PMC,
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BFM1BMC,
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BFM1SMC,
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BFM2PMC,
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BFM2BMC,
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BFM2SMC,
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BFR1MC,
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BFR2MC,
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BFM1MD,
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BFM2MD,
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BFR1MD,
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BFR2MD,
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BFM1ME,
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BFM2ME,
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BFR1ME,
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BFR2ME,
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BFM1MF,
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BFM2MF,
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BFR1MF,
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BFR2MF,
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BFM1BMG,
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BFM2BMG,
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BFM2SMG,
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BFM1BMH,
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BFM2BMH,
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BFM2SMH,
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BFM1BMI,
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BFM2BMI,
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BFM1SMJ,
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BFM1PMK,
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BFM2PMK,
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BFR2LFML,
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BFM2SSFML,
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BFM2SAFML,
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BFM1SAFML,
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BFM1BMTMM,
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BFM2BMTMM,
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BFR1HTMM,
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BFR1BTMM,
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BFM1BSZMN,
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BFM1PSZMN,
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BFR2BZMN,
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BFM2PPZMN,
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BFM1PDMMO,
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BFR1PMMO,
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BFM1SSMMO,
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BFR2RMMO,
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BFMMQ,
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BFMR,
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BFMK,
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BFMP,
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// end deprecated
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EndCombatParameter = BFMP,
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// CREDIT COMBAT
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BeginCombatCredit,
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BFCA = BeginCombatCredit,
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BFCB,
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BFCC,
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BFCD,
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BFCE,
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BFCF,
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BFCG,
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EndCombatCredit = BFCG,
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EndCombat= EndCombatCredit,
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// MAGIC
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// ********
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BeginMagic,
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// ROOT MAGIC
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BeginMagicRoot= BeginMagic,
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BMPA = BeginMagicRoot,
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EndMagicRoot = BMPA,
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// MANDATORY MAGIC
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BeginMagicMandatory,
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BMDALEA = BeginMagicMandatory,
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BMDHTEA,
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BMOALEA,
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BMOELEA,
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BMOETEA,
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BMSTEA,
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EndMagicMandatory = BMSTEA,
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// OPTION MAGIC
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BeginMagicOption,
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BMOF = BeginMagicOption,
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BMOG,
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BMOH,
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BMOR,
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BMOV,
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EndMagicOption = BMOV,
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// PARAMETER MAGIC
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BeginMagicParameter,
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BMTODMB = BeginMagicParameter,
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BMDALMF,
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BMDALMM,
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BMDALMS,
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BMDHTMA,
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BMDHTMP,
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BMDHTMT,
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BMOALMA,
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BMOALMB,
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BMOALMD,
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BMOALMM,
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BMOALMR,
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BMOELMA,
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BMOELMC,
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BMOELME,
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BMOELMF,
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BMOELMP,
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BMOELMR,
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BMOELMS,
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BMOETMA,
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BMOETMC,
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BMOETME,
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BMOETMF,
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BMOETMP,
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BMOETMR,
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BMOETMS,
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BMSTMA,
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BMSTMC,
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BMSTMP,
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BMSTMT,
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EndMagicParameter = BMSTMT,
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// CREDIT MAGIC
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BeginMagicCredit,
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BMCA = BeginMagicCredit,
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BMCC,
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BMCP,
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BMCR,
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EndMagicCredit = BMCR,
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EndMagic= EndMagicCredit ,
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// FABER
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// ********
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BeginFaber,
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// ROOT FABER
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BeginFaberRoot= BeginFaber,
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BCPA= BeginFaberRoot,
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EndFaberRoot= BCPA,
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// MANDATORY FABER
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BeginFaberMandatory,
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BCCMEA = BeginFaberMandatory,
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BCCREA,
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BCCPEA,
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BCCAEA,
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BCCAEB,
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BCCAEC,
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BCCAED,
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BCCSEA,
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BCBMEA,
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BCBREA,
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BCFMEA,
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BCFREA,
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BCFPEA,
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BCFAEA,
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BCFAEB,
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BCFAEC,
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BCFAED,
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BCFSEA,
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BCFJEA,
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BCMMEA,
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BCMREA,
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BCMPEA,
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BCMAEA,
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BCMAEB,
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BCMAEC,
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BCMAED,
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BCMSEA,
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BCMJEA,
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BCTMEA,
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BCTREA,
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BCTPEA,
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BCTAEA,
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BCTAEB,
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BCTAEC,
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BCTAED,
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BCTSEA,
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BCTJEA,
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BCZMEA,
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BCZREA,
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BCZPEA,
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BCZAEA,
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BCZAEB,
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BCZAEC,
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BCZAED,
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BCZSEA,
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BCZJEA,
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BCRMEA,
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BCRAEA,
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BCKAMMI,
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BCKARMI,
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BCOKAMM01,
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BCOKAMR01,
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BCOKAMT01,
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BCOKARM01,
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BCOKARR01,
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BCOKART01,
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BCOKAMM02,
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BCOKAMR02,
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BCOKAMT02,
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BCOKARM02,
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BCOKARR02,
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BCOKART02,
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EndFaberMandatory = BCOKART02,
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// OPTION FABER
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BeginFaberOption,
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BCOA = BeginFaberOption,
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BCOB,
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BCOC,
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BCOD,
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BCFAOA,
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BCFMOA,
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BCFROA,
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BCFPOA,
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BCFSOA,
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BCFJOA,
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BCMAOA,
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BCMMOA,
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BCMROA,
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BCMPOA,
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BCMSOA,
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BCMJOA,
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BCTAOA,
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BCTMOA,
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BCTROA,
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BCTPOA,
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BCTSOA,
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BCTJOA,
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BCZAOA,
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BCZMOA,
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BCZROA,
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BCZPOA,
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BCZSOA,
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BCZJOA,
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BCFAOB,
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BCFMOB,
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BCFROB,
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BCFPOB,
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BCFSOB,
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BCFJOB,
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BCMAOB,
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BCMMOB,
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BCMROB,
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BCMPOB,
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BCMSOB,
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BCMJOB,
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BCTAOB,
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BCTMOB,
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BCTROB,
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BCTPOB,
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BCTSOB,
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BCTJOB,
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BCZAOB,
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BCZMOB,
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BCZROB,
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BCZPOB,
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BCZSOB,
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BCZJOB,
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BCFAOC,
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BCFMOC,
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BCFROC,
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BCFPOC,
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BCFSOC,
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BCFJOC,
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BCMAOC,
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BCMMOC,
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BCMROC,
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BCMPOC,
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BCMSOC,
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BCMJOC,
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BCTAOC,
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BCTMOC,
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BCTROC,
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BCTPOC,
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BCTSOC,
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BCTJOC,
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BCZAOC,
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BCZMOC,
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BCZROC,
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BCZPOC,
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BCZSOC,
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BCZJOC,
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BCFAOD,
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BCFMOD,
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BCFROD,
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BCFPOD,
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BCFSOD,
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BCFJOD,
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BCMAOD,
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BCMMOD,
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BCMROD,
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BCMPOD,
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BCMSOD,
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BCMJOD,
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BCTAOD,
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BCTMOD,
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BCTROD,
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BCTPOD,
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BCTSOD,
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BCTJOD,
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BCZAOD,
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BCZMOD,
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BCZROD,
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BCZPOD,
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BCZSOD,
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BCZJOD,
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EndFaberOption = BCZJOD,
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// CREDIT FABER
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BeginFaberCredit,
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BCFACA = BeginFaberCredit,
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BCFMCA,
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BCFRCA,
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BCFPCA,
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BCFSCA,
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BCFJCA,
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BCCMCA,
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BCCRCA,
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BCCPCA,
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BCMACA,
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BCMMCA,
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BCMRCA,
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BCMPCA,
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BCMSCA,
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BCMJCA,
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BCTACA,
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BCTMCA,
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BCTRCA,
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BCTPCA,
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BCTSCA,
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BCTJCA,
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BCZACA,
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BCZMCA,
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BCZRCA,
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BCZPCA,
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BCZSCA,
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BCZJCA,
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BCKAMBCA,
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BCKARBCA,
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BCFTCA,
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BCMTCA,
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BCTTCA,
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BCZTCA,
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EndFaberCredit = BCZTCA,
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// MISC FABER
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BeginFaberRawMaterial,
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FARawMaterial = BeginFaberRawMaterial,
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EndFaberRawMaterial = FARawMaterial,
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BeginFaberTool,
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FATool = BeginFaberTool,
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EndFaberTool = FATool,
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EndFaber= EndFaberTool,
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// FORAGE PROSPECTION
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// ******************
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BeginForageProspection,
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BeginForageProspectionRoot= BeginForageProspection,
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BHFPPA = BeginForageProspectionRoot,
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BHFSPA,
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BHFGPA,
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EndForageProspectionRoot = BHFGPA,
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BeginForageProspectionOption,
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BHFPPOA = BeginForageProspectionOption,
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BHFPPOB,
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BHFPPOC,
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BHFPPOD,
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BHFPPOE,
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BHFPPOF,
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BHFPPOG,
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BHFPPOH,
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BHFPPOI,
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BHFPPOJ,
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BHFPPOK,
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BHFPPOL,
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BHFPSOA,
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EndForageProspectionOption = BHFPSOA,
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BeginForageProspectionParameter,
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BHFPMA = BeginForageProspectionParameter,
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BHFPMB,
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BHFPRMFMA,
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BHFPRMFMB,
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BHFPRMFMC,
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BHFPRMFMD,
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BHFPRMFME,
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BHFPRMFMF,
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BHFPRMFMG,
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BHFPRMFMH,
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BHFPRMFMI,
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BHFPRMFMJ,
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BHFPRMFMK,
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BHFPRMFML,
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BHFPRMFMM,
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BHFPRMFMN,
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BHFPRMFMO,
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BHFPRMFMP,
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BHFPRMFMQ,
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BHFPRMFMR,
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BHFPRMFMS,
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BHFPRMFMT,
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BHFPRMFMU,
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BHFPRMFMV,
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BHFPRMFMW,
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BHFPRMFMX,
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BHFPMC,
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BHFPMD,
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BHFPME,
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BHFPMF,
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BHFPMG,
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BHFPMH,
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BHFPMI,
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BHFPMJ,
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BHFPMK,
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BHFPML,
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BHFPMM,
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EndForageProspectionParameter = BHFPMM,
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BeginForageProspectionCredit,
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BHFPCA = BeginForageProspectionCredit,
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EndForageProspectionCredit = BHFPCA,
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EndForageProspection = EndForageProspectionCredit,
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// FORAGE EXTRACTION
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// *****************
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BeginForageExtraction,
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BeginForageExtractionRoot= BeginForageExtraction,
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BHFEPA = BeginForageExtractionRoot,
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EndForageExtractionRoot = BHFEPA,
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BeginForageExtractionOption,
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BHFEOA = BeginForageExtractionOption,
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BHFEOB,
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BHFEOC,
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BHFEOD,
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BHFEOE,
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BHFEOF,
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BHFEOG,
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BHFEOH,
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EndForageExtractionOption = BHFEOH,
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BeginForageExtractionMandatory,
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BHFEEA = BeginForageExtractionMandatory,
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BHFEEB,
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BHFEEC,
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EndForageExtractionMandatory = BHFEEC,
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BeginForageExtractionParameter,
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BHFEMA = BeginForageExtractionParameter,
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BHFEMB,
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BHFEMC,
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BHFEMD,
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BHFEME,
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BHFEMF,
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BHFEMG,
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BHFEMK,
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EndForageExtractionParameter = BHFEMK,
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BeginForageExtractionCredit,
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BHFECA = BeginForageExtractionCredit,
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EndForageExtractionCredit = BHFECA,
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EndForageExtraction = EndForageExtractionCredit,
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// HARVEST
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// ********
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BeginHarvest,
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BeginHarvestRoot= BeginHarvest,
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RootHarvest,
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EndHarvestRoot= RootHarvest,
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EndHarvest = EndHarvestRoot,
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// TRAINING
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// ********
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BeginTraining,
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BTFOC = BeginTraining,
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BTHP,
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BTSAP,
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BTSTA,
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// special for carac buying
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BeginCharacBuy,
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BPPC = BeginCharacBuy,
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BPPM,
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BPPI,
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BPPW,
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BPPS,
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BPPB,
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BPPD,
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BPPL,
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EndCharacBuy = BPPL,
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EndTraining = EndCharacBuy,
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// Bonuses
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BeginBonus,
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BPBCA = BeginBonus, // Craft: Durability Bonus
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BPBHFEA, // Harvest Forage Extraction: Time Bonus
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BPBGLA, // Generic Landmark: Extender Bonus
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EndBonus = BPBGLA,
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// TITLE
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// ******
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BeginTitle,
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BPTEA = BeginTitle,
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EndTitle = BPTEA,
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// SPECIAL FOR INTERFACE (no interaction)
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// ********
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BeginInterface,
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BIF = BeginInterface, // Interface for Fight Action representation
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BIG, // Interface General bricks.
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EndInterface = BIG,
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// FOR SPECIAL POWERS
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// ********
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BeginSpecialPowers,
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// root power
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BeginPowerRoot = BeginSpecialPowers,
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BSXPA = BeginSpecialPowers, // root power/aura
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EndPowerRoot = BSXPA,
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// mndatory power
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BeginPowerMandatory,
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BSXEA = BeginPowerMandatory, // power
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BSXEB, // aura
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BSCEA, // consumable power
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EndPowerMandatory = BSCEA,
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// parameters power
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BeginPowerParameter,
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BeginFightPowerParameter = BeginPowerParameter,
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BSFMA = BeginFightPowerParameter, // taunt power
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BSFMB, // shielding power
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BSFMC, // stamina aura
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BSFMD, // protection aura
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BSFME, // umbrella aura
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BSFMF, // berserk
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BSFMG, // war cry
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BSFMH, // heal stamina
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BSFMI, // fire wall
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BSFMJ, // thorn wall
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BSFMK, // water wall
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BSFML, // lightning
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EndFightPowerParameter = BSFML,
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BSXMA, // life aura
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BSXMB, // invulnerability
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BSXMC, // heal Hp
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BSDMA, // speed
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// G for general ??
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BSGMA, // heal focus
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BSGMB, // enchant weapon
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BSGMBA,
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BSGMBC,
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BSGMBE,
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BSGMBF,
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BSGMBP,
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BSGMBR,
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BSGMBS,
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BeginMagicPowerParameter,
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BSMMA = BeginMagicPowerParameter, // sap aura
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BSMMB, // anti magic shield
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BSMMC, // balance hp
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BSMMD, // heal sap
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EndMagicPowerParameter = BSMMD,
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// consumable powers
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BSCMA, // heal Hp
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BSCMB, // heal Sap
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BSCMC, // heal Sta
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BSCMD, // heal Focus
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EndPowerParameter = BSCMD,
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BeginMagicPowerCredit,
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BSXCA = BeginMagicPowerCredit, // recast time
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EndMagicPowerCredit = BSXCA,
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EndSpecialPowers = EndMagicPowerCredit,
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// FOR TIMED ACTIONS
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// ********
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BeginTimedActions,
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BAPA = BeginTimedActions,
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EndTimedActions = BAPA,
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/* If you add a new brick Type, you should change
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isRootFamily(), isMandatoryFamily(), isOptionFamily(), isCreditFamily()
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brickType()
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*/
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BeginProcEnchantement,
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BEPA = BeginProcEnchantement,
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EndProcEnchantement = BEPA,
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NbFamilies,
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Unknown,
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// Yoyo: just for code below work (isRoot etc....). remove entries when true families described
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AutoCodeCheck,
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BeginCombatMandatory= AutoCodeCheck,
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EndCombatMandatory= AutoCodeCheck,
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BeginFaberParameter= AutoCodeCheck,
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EndFaberParameter= AutoCodeCheck,
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BeginHarvestMandatory= AutoCodeCheck,
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EndHarvestMandatory= AutoCodeCheck,
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BeginHarvestOption= AutoCodeCheck,
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EndHarvestOption= AutoCodeCheck,
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BeginHarvestCredit= AutoCodeCheck,
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EndHarvestCredit= AutoCodeCheck,
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BeginHarvestParameter= AutoCodeCheck,
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EndHarvestParameter= AutoCodeCheck,
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BeginForageProspectionMandatory= AutoCodeCheck,
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EndForageProspectionMandatory= AutoCodeCheck
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};
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/**
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* get the right brick family from the input string
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* \param str the input string
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* \return the TBrickFamily associated to this string (Unknown if the string cannot be interpreted)
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*/
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TBrickFamily toSBrickFamily(const std::string &str);
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/**
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* get the string associated to a brick family
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* \param family the TBrickFamily to convert into a string
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* \return the family as a string
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*/
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const std::string &toString(TBrickFamily family);
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/**
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* \return true if the family is a root one
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*/
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inline bool isRootFamily(TBrickFamily family)
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{
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return ( (family >= BeginCombatRoot && family <=EndCombatRoot) ||
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(family >= BeginMagicRoot && family <=EndMagicRoot) ||
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(family >= BeginFaberRoot && family <=EndFaberRoot) ||
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(family >= BeginHarvestRoot && family <=EndHarvestRoot) ||
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(family >= BeginForageProspectionRoot && family <=EndForageProspectionRoot) ||
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(family >= BeginForageExtractionRoot && family <=EndForageExtractionRoot) ||
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(family >= BeginPowerRoot && family <=EndPowerRoot) ||
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(family >= BeginProcEnchantement && family <=EndProcEnchantement)
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) ;
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}
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/**
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* \return true if the family is a mandatory one
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*/
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inline bool isMandatoryFamily(TBrickFamily family)
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{
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return ( (family >= BeginCombatMandatory && family <=EndCombatMandatory) ||
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(family >= BeginMagicMandatory && family <=EndMagicMandatory) ||
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(family >= BeginFaberMandatory && family <=EndFaberMandatory) ||
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(family >= BeginHarvestMandatory && family <=EndHarvestMandatory) ||
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(family >= BeginForageProspectionMandatory && family <=EndForageProspectionMandatory) ||
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(family >= BeginForageExtractionMandatory && family <=EndForageExtractionMandatory) ||
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(family >= BeginPowerMandatory && family <=EndPowerMandatory)
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);
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}
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/**
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* \return true if the family is a optional one
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*/
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inline bool isOptionFamily(TBrickFamily family)
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{
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return ( (family >= BeginCombatOption && family <=EndCombatOption) ||
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(family >= BeginMagicOption && family <=EndMagicOption) ||
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(family >= BeginFaberOption && family <=EndFaberOption) ||
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(family >= BeginHarvestOption && family <=EndHarvestOption) ||
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(family >= BeginForageProspectionOption && family <=EndForageProspectionOption) ||
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(family >= BeginForageExtractionOption && family <=EndForageExtractionOption)
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);
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}
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/**
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* \return true if the family is a cred one
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*/
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inline bool isCreditFamily(TBrickFamily family)
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{
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return ( (family >= BeginCombatCredit && family <=EndCombatCredit) ||
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(family >= BeginMagicCredit && family <=EndMagicCredit) ||
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(family >= BeginFaberCredit && family <=EndFaberCredit) ||
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(family >= BeginHarvestCredit && family <=EndHarvestCredit) ||
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(family >= BeginForageProspectionCredit && family <=EndForageProspectionCredit) ||
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(family >= BeginForageExtractionCredit && family <=EndForageExtractionCredit) ||
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(family >= BeginMagicPowerCredit && family <=EndMagicPowerCredit)
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);
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}
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/**
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* \return true if the family is a parameter one
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*/
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inline bool isParameterFamily(TBrickFamily family)
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{
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return ( (family >= BeginCombatParameter && family <=EndCombatParameter) ||
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(family >= BeginMagicParameter && family <=EndMagicParameter) ||
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(family >= BeginFaberParameter && family <=EndFaberParameter) ||
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(family >= BeginHarvestParameter && family <=EndHarvestParameter) ||
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(family >= BeginForageProspectionParameter && family <=EndForageProspectionParameter) ||
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(family >= BeginForageExtractionParameter && family <=EndForageExtractionParameter) ||
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(family >= BeginPowerParameter && family <=EndPowerParameter)
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);
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}
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/**
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* \return true if the family is a special charac buy family
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*/
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inline bool isCharacBuyFamily(TBrickFamily family)
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{
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return (family >= BeginCharacBuy && family <=EndCharacBuy);
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}
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/**
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* get the brick type from the brick family
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*/
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BRICK_TYPE::EBrickType brickType( TBrickFamily family );
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}; // BRICK_TYPE
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#endif // RY_BRICK_FAMILIES_H
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/* End of brick_families.h */
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