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https://github.com/bitburner-official/bitburner-src.git
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MISC: enforce eslint react checks (#640)
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import React from "react";
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import Accordion from "@mui/material/Accordion";
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import AccordionSummary from "@mui/material/AccordionSummary";
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import AccordionDetails from "@mui/material/AccordionDetails";
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import ExpandMoreIcon from "@mui/icons-material/ExpandMore";
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import Typography from "@mui/material/Typography";
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import Button from "@mui/material/Button";
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import { Adjuster } from "./Adjuster";
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import { Player } from "@player";
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const bigNumber = 1e27;
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export function StatsDev(): React.ReactElement {
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function modifyExp(stat: string, modifier: number) {
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return function (exp: number) {
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switch (stat) {
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case "hacking":
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if (exp) {
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Player.gainHackingExp(exp * modifier);
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}
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break;
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case "strength":
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if (exp) {
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Player.gainStrengthExp(exp * modifier);
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}
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break;
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case "defense":
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if (exp) {
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Player.gainDefenseExp(exp * modifier);
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}
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break;
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case "dexterity":
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if (exp) {
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Player.gainDexterityExp(exp * modifier);
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}
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break;
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case "agility":
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if (exp) {
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Player.gainAgilityExp(exp * modifier);
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}
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break;
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case "charisma":
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if (exp) {
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Player.gainCharismaExp(exp * modifier);
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}
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break;
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case "intelligence":
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if (exp) {
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Player.gainIntelligenceExp(exp * modifier);
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}
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break;
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}
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Player.updateSkillLevels();
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};
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}
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function modifyKarma(modifier: number) {
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return function (amt: number) {
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Player.karma += amt * modifier;
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};
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}
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function tonsOfExp(): void {
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Player.gainHackingExp(bigNumber);
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Player.gainStrengthExp(bigNumber);
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Player.gainDefenseExp(bigNumber);
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Player.gainDexterityExp(bigNumber);
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Player.gainAgilityExp(bigNumber);
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Player.gainCharismaExp(bigNumber);
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Player.gainIntelligenceExp(bigNumber);
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Player.updateSkillLevels();
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}
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function resetAllExp(): void {
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Player.exp.hacking = 0;
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Player.exp.strength = 0;
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Player.exp.defense = 0;
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Player.exp.dexterity = 0;
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Player.exp.agility = 0;
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Player.exp.charisma = 0;
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Player.exp.intelligence = 0;
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Player.updateSkillLevels();
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}
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function resetExperience(stat: string): () => void {
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return function () {
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switch (stat) {
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case "hacking":
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Player.exp.hacking = 0;
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break;
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case "strength":
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Player.exp.strength = 0;
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break;
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case "defense":
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Player.exp.defense = 0;
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break;
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case "dexterity":
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Player.exp.dexterity = 0;
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break;
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case "agility":
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Player.exp.agility = 0;
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break;
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case "charisma":
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Player.exp.charisma = 0;
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break;
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case "intelligence":
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Player.exp.intelligence = 0;
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break;
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}
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Player.updateSkillLevels();
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};
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}
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function resetKarma(): () => void {
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return function () {
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Player.karma = 0;
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};
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}
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function enableIntelligence(): void {
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if (Player.skills.intelligence === 0) {
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Player.skills.intelligence = 1;
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Player.updateSkillLevels();
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}
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}
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function disableIntelligence(): void {
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Player.exp.intelligence = 0;
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Player.skills.intelligence = 0;
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Player.updateSkillLevels();
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}
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return (
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<Accordion TransitionProps={{ unmountOnExit: true }}>
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<AccordionSummary expandIcon={<ExpandMoreIcon />}>
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<Typography>Experience / Stats</Typography>
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</AccordionSummary>
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<AccordionDetails>
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<table>
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<tbody>
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<tr>
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<td>
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<Typography>All:</Typography>
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</td>
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<td>
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<Button onClick={tonsOfExp}>Tons of exp</Button>
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<Button onClick={resetAllExp}>Reset</Button>
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</td>
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</tr>
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<tr>
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<td>
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<Typography>Hacking:</Typography>
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</td>
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<td>
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<Adjuster
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label="hacking"
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placeholder="exp"
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tons={() => modifyExp("hacking", 1)(bigNumber)}
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add={modifyExp("hacking", 1)}
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subtract={modifyExp("hacking", -1)}
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reset={resetExperience("hacking")}
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/>
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</td>
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</tr>
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<tr>
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<td>
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<Typography>Strength:</Typography>
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</td>
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<td>
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<Adjuster
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label="strength"
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placeholder="exp"
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tons={() => modifyExp("strength", 1)(bigNumber)}
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add={modifyExp("strength", 1)}
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subtract={modifyExp("strength", -1)}
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reset={resetExperience("strength")}
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/>
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</td>
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</tr>
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<tr>
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<td>
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<Typography>Defense:</Typography>
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</td>
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<td>
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<Adjuster
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label="defense"
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placeholder="exp"
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tons={() => modifyExp("defense", 1)(bigNumber)}
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add={modifyExp("defense", 1)}
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subtract={modifyExp("defense", -1)}
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reset={resetExperience("defense")}
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/>
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</td>
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</tr>
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<tr>
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<td>
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<Typography>Dexterity:</Typography>
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</td>
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<td>
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<Adjuster
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label="dexterity"
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placeholder="exp"
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tons={() => modifyExp("dexterity", 1)(bigNumber)}
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add={modifyExp("dexterity", 1)}
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subtract={modifyExp("dexterity", -1)}
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reset={resetExperience("dexterity")}
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/>
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</td>
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</tr>
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<tr>
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<td>
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<Typography>Agility:</Typography>
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</td>
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<td>
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<Adjuster
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label="agility"
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placeholder="exp"
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tons={() => modifyExp("agility", 1)(bigNumber)}
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add={modifyExp("agility", 1)}
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subtract={modifyExp("agility", -1)}
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reset={resetExperience("agility")}
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/>
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</td>
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</tr>
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<tr>
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<td>
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<Typography>Charisma:</Typography>
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</td>
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<td>
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<Adjuster
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label="charisma"
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placeholder="exp"
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tons={() => modifyExp("charisma", 1)(bigNumber)}
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add={modifyExp("charisma", 1)}
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subtract={modifyExp("charisma", -1)}
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reset={resetExperience("charisma")}
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/>
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</td>
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</tr>
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<tr>
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<td>
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<Typography>Intelligence:</Typography>
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</td>
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<td>
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<Adjuster
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label="intelligence"
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placeholder="exp"
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tons={() => modifyExp("intelligence", 1)(bigNumber)}
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add={modifyExp("intelligence", 1)}
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subtract={modifyExp("intelligence", -1)}
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reset={resetExperience("intelligence")}
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/>
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</td>
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<td>
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<Button onClick={enableIntelligence}>Enable</Button>
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</td>
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<td>
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<Button onClick={disableIntelligence}>Disable</Button>
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</td>
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</tr>
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<tr>
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<td>
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<Typography>Karma:</Typography>
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</td>
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<td>
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<Adjuster
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label="karma"
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placeholder="amt"
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tons={() => modifyExp("intelligence", 1)(100000)}
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add={modifyKarma(1)}
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subtract={modifyKarma(-1)}
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reset={resetKarma()}
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/>
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</td>
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</tr>
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</tbody>
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</table>
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</AccordionDetails>
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</Accordion>
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);
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}
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