AdvancedCombatModule
Deep module boundary for [Alpha] Advanced Combat System classes.
Bukkit adapters submit player intent here; this object alone coordinates progression, run locks, resources, passives, threat, contribution and presentation. Active abilities have no cooldowns: resource costs are the only pacing.
Functions
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Stable observation seam for the external every-class behavior probe.
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public static Optional<AdvancedCombatModule.AbilityResourceSnapshot> abilityResourceSnapshot(Player player, AbilitySlot slot)
Read-only presentation of the same cost and affordability check used when casting.
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The same effective lineage used for activation, including an instance's locked class.
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Weapon affinities of the active form; empty without an active class.
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Same raw reward for every contributor; damage share never enters this method.
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Active form, including the selection locked for an instance run.
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Whether this client can express the F-key layer at all (Bedrock clients cannot).
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Resets one subtree and immediately releases any affected active class mechanics.
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Refreshes the awarded selection after the trial has removed its participant.
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Announces the outside-content control toggle to players with an unlocked class.
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Read-only presentation snapshot; callers never receive the mutable resource controller.
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Loot-debug fixture: scales every class tree to the requested effective level.
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public ClassProgressionSetResult setClassLevelForAdministration(Player player, String formId, int effectiveLevel)
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