Added fear mechanic.
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// • ▌ ▄ ·. ▄▄▄· ▄▄ • ▪ ▄▄· ▄▄▄▄· ▄▄▄· ▐▄▄▄ ▄▄▄ .
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// ·██ ▐███▪▐█ ▀█ ▐█ ▀ ▪██ ▐█ ▌▪▐█ ▀█▪▐█ ▀█ •█▌ ▐█▐▌·
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// ▐█ ▌▐▌▐█·▄█▀▀█ ▄█ ▀█▄▐█·██ ▄▄▐█▀▀█▄▄█▀▀█ ▐█▐ ▐▌▐▀▀▀
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// ██ ██▌▐█▌▐█ ▪▐▌▐█▄▪▐█▐█▌▐███▌██▄▪▐█▐█ ▪▐▌██▐ █▌▐█▄▄▌
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// ▀▀ █▪▀▀▀ ▀ ▀ ·▀▀▀▀ ▀▀▀·▀▀▀ ·▀▀▀▀ ▀ ▀ ▀▀ █▪ ▀▀▀
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// Magicbane Emulator Project © 2013 - 2022
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// www.magicbane.com
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package engine.powers.effectmodifiers;
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import engine.Enum.GameObjectType;
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import engine.Enum.ModType;
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import engine.Enum.SourceType;
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import engine.jobs.FearWanderJob;
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import engine.job.JobContainer;
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import engine.job.JobScheduler;
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import engine.jobs.AbstractEffectJob;
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import engine.objects.*;
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import java.sql.ResultSet;
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import java.sql.SQLException;
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public class FearEffectModifier extends AbstractEffectModifier {
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public FearEffectModifier(ResultSet rs) throws SQLException {
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super(rs);
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}
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@Override
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protected void _applyEffectModifier(AbstractCharacter source, AbstractWorldObject awo, int trains, AbstractEffectJob effect) {
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// Optional: custom logic when fear is applied
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}
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@Override
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public void applyBonus(AbstractCharacter ac, int trains) {
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PlayerBonuses bonus = ac.getBonuses();
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bonus.setBool(this.modType, this.sourceType, true);
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ac.cancelOnFear();
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ac.setIsCasting(false);
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ac.stopMovement(ac.getLoc());
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// Schedule the wander job if not already scheduled
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if (ac.getTimers().get("FearWander") == null) {
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JobContainer wanderJob = JobScheduler.getInstance().scheduleJob(
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new FearWanderJob(ac), 2000
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);
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ac.getTimers().put("FearWander", wanderJob);
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}
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}
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@Override
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public void applyBonus(Item item, int trains) {}
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@Override
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public void applyBonus(Building building, int trains) {}
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}
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