Initialize engine version: 5.3.5p4 (f55402cb6571) Forcing GfxDevice: Direct3D 9 GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 9.0c [igdumdim64.dll 20.19.15.4331] Renderer: Intel(R) HD Graphics Family Vendor: Intel VRAM: 2130 MB (via DXGI) Caps: Shader=30 DepthRT=1 NativeDepth=1 NativeShadow=1 DF16=1 INTZ=1 NULL=1 RESZ=1 SlowINTZ=0 Default GameObject BitMask: UI already registered (Filename: Line: 98) Begin MonoManager ReloadAssembly Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-CSharp.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-UnityScript-firstpass.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-UnityScript-firstpass.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-UnityScript.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Assembly-UnityScript.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.UI.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.UI.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Networking.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Networking.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Analytics.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.Analytics.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\CoherentUINet.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\CoherentUINet.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\uLink.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\uLink.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.CrashLog.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityEngine.CrashLog.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\Newtonsoft.Json.dll into Unity Child Domain Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\CoherentUICommon.dll (this message is harmless) Loading C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\CoherentUICommon.dll into Unity Child Domain - Completed reload, in 0.141 seconds Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Core.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Xml.dll (this message is harmless) Initializing input. Input initialized. desktop: 1366x768 60Hz; virtual: 1366x768 at 0,0 Initialized touch support. UnloadTime: 0.901625 ms WFTO Version: 'v1.4.1f1' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Settings Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) Initializing Coherent UI ver. 2.6.6.0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Coherent Browser system initialized.. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 6864 12:55:57.798241 Staring Coherent UI Host ver. 2.6.6.0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 6864 12:55:57.798241 Detected OS: Windows NT 6.2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 6864 12:55:57.856817 [8912:6864:INFO:UIContentClient.cpp(74)] GPU info collected in host process: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 6864 12:55:57.856817 [8912:6864:INFO:UIContentClient.cpp(79)] Main GPU vendor 32902 device 2582 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 6864 12:55:57.856817 [8912:6864:INFO:UIContentClient.cpp(99)] GPU driver Intel Corporation 20.19.15.4331 from 11-18-2015 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) Coherent UI context initialized successfully (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) View created successfully with id 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 6864 12:55:58.133914 Navigating view 0 to coui://uiresources/wftoUI/loading/LoadingDLC1.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 6864 12:55:58.191811 [8912:6864:INFO:(0)] Selected DirectX device in GPUproc info: (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 6864 12:55:58.191811 [8912:6864:INFO:(0)] Device name {\\.\DISPLAY1}, DeviceId {2582} (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 6864 12:55:58.191811 [8912:6864:INFO:(0)] VendorId {32902}, Driver ver. {5629581139579115} (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 9136 12:55:58.232632 [7392:4216:INFO:renderer_main.cc(214)] Running without renderer sandbox (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 8912 | 6864 12:55:58.595537 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-front.jpg with internal id 16 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 8912 | 6864 12:55:58.595537 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-back.jpg with internal id 17 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 8912 | 9136 12:55:58.780729 Could not recognize the mime type of coui://uiresources/wftoUI/common/fonts/narkism.ttf (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Coherent finished loading (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 0 - start async loading (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 2 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 3 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 4 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 5 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Runtime.Serialization.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Xml.Linq.dll (this message is harmless) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Data.dll (this message is harmless) Steam host name Konnek (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Steamworks initialized. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 6 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Received stats and achievements from Steam (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 7 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) 1366x768 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) 512 x 384 @ 60Hz,640 x 400 @ 60Hz,640 x 480 @ 60Hz,720 x 480 @ 60Hz,720 x 576 @ 60Hz,800 x 600 @ 60Hz,1024 x 768 @ 60Hz,1280 x 600 @ 60Hz,1280 x 720 @ 60Hz,1280 x 768 @ 60Hz,1360 x 768 @ 60Hz,1366 x 768 @ 60Hz,1920 x 1080 @ 60Hz, (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Index: 11 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) current resolution: 1366 768 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) Graphics device shutdown event received. Please restart Unity Editor. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) InitializeGame 8 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Shader 'Double-sidedColorSpecEmissve': fallback shader 'TransparentCutout' not found InitializeGame 9 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame.exe;-force-d3d9; (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Regular launch (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 5 Unused Serialized files (Serialized files now loaded: 0) [Coherent Browser] (Info) PID: 8912 | 6864 12:56:59.040852 Navigating view 0 to coui://uiresources/wftoUI/menu/menu.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) UnloadTime: 6.582970 ms Unloading 125 unused Assets to reduce memory usage. Loaded Objects now: 93673. Total: 91.544968 ms (FindLiveObjects: 5.744506 ms CreateObjectMapping: 11.206367 ms MarkObjects: 74.380539 ms DeleteObjects: 0.207642 ms) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 6864 12:57:31.390829 Navigating view 0 to coui://uiresources/wftoUI/loading/LoadingDLC1.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 8912 | 6864 12:57:31.728057 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-front.jpg with internal id 77 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 8912 | 6864 12:57:31.728559 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-back.jpg with internal id 78 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\System.Configuration.dll (this message is harmless) Initialize Network (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadBufferScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Switch level to BufferScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 39.902451 ms Unloading 1696 unused Assets to reduce memory usage. Loaded Objects now: 73231. Total: 91.744720 ms (FindLiveObjects: 9.375876 ms CreateObjectMapping: 13.999667 ms MarkObjects: 59.454372 ms DeleteObjects: 8.911247 ms) UnloadUnusedAssets (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 73240. Total: 89.335518 ms (FindLiveObjects: 5.707004 ms CreateObjectMapping: 21.249777 ms MarkObjects: 62.253994 ms DeleteObjects: 0.123558 ms) Switch level to Blank (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 7.089048 ms WLevel start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WantedSceneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 73256. Total: 79.277504 ms (FindLiveObjects: 8.899010 ms CreateObjectMapping: 17.564720 ms MarkObjects: 52.687843 ms DeleteObjects: 0.123953 ms) LoadPersistantData (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Loading game save file (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadServerDAO (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Level started ! Time to load (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EntryLoader.loadLevel(Level (WLevel), False). (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load factions (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load blocks (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load units (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load defences (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Threat map created (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) After terrain available (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 4532 12:58:08.786915 [8912:4532:INFO:CookieStore.cpp(325)] Flushing 912 worth of cookies (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) CameraSetup (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Fog of War setting: Disabled (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded done (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) ServerNetworkPreload done (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup Faction Gold (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Load COMPLETE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup AI Players (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 2 Unused Serialized files (Serialized files now loaded: 0) Start Level Play (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 681 unused Assets to reduce memory usage. Loaded Objects now: 666312. Total: 1278.937012 ms (FindLiveObjects: 69.582260 ms CreateObjectMapping: 22.441549 ms MarkObjects: 1185.032959 ms DeleteObjects: 1.879044 ms) [Coherent Browser] (Info) PID: 8912 | 6864 13:00:34.917242 Navigating view 0 to coui://uiresources/wftoUI/editor/Editor.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Shader 'WFTO/Additive Team Emissive': fallback shader 'Diffuse' not found WARNING: Shader Unsupported: 'WFTO/Additive Team Emissive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'WFTO/Additive Team Emissive' - Pass 'FORWARD' has no vertex shader WARNING: Shader Unsupported: 'WFTO/Additive Team Emissive' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'WFTO/Additive Team Emissive' - Pass 'PREPASS' has no vertex shader WARNING: Shader Unsupported: 'WFTO/Additive Team Emissive' - All passes removed WARNING: Shader Unsupported: 'WFTO/Additive Team Emissive' - Setting to default shader. Minimap first tick (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap LiveGameView:UI Camera (CustomCoherentUILiveGameView) start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click defence (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click defence (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click defence (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click defence (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click defence (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click defence (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click block (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click unit (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click defence (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Right Click defence (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 2 Unused Serialized files (Serialized files now loaded: 0) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 10712 unused Assets to reduce memory usage. Loaded Objects now: 717913. Total: 2163.487305 ms (FindLiveObjects: 147.362457 ms CreateObjectMapping: 30.408932 ms MarkObjects: 1941.579956 ms DeleteObjects: 44.133453 ms) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[15991].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Uninitialize Alerts (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Stop Server (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 6864 13:31:30.185852 Navigating view 0 to coui://uiresources/wftoUI/menu/menu.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 9013 unused Assets to reduce memory usage. Loaded Objects now: 91366. Total: 1284.803833 ms (FindLiveObjects: 44.545975 ms CreateObjectMapping: 18.629774 ms MarkObjects: 940.080200 ms DeleteObjects: 281.546326 ms) Unloading 4 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 25.924095 ms Unloading 2 unused Assets to reduce memory usage. Loaded Objects now: 111395. Total: 804.091125 ms (FindLiveObjects: 8.394905 ms CreateObjectMapping: 13.040011 ms MarkObjects: 782.390564 ms DeleteObjects: 0.264092 ms) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 4532 13:32:30.374457 [8912:4532:INFO:CookieStore.cpp(325)] Flushing 912 worth of cookies (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) GameLobby.OnNotifyGameStart (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) GameLobby.GameStart: NetworkServer.GetLevelMap().SaveFileName: beast lord fran the golden_76561198079784397 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) GameLobby.GameStart success (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Info) PID: 8912 | 6864 13:32:40.484747 Navigating view 0 to coui://uiresources/wftoUI/loading/LoadingDLC1.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 8912 | 6864 13:32:40.847964 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-front.jpg with internal id 273 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) [Coherent Browser] (Warning) PID: 8912 | 6864 13:32:40.847964 Requesting resource read for coui://uiresources/wftoUI/loading/images/bg-back.jpg with internal id 274 reported FAIL (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Initialize Network (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadBufferScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Switch level to BufferScene (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 43.671589 ms Unloading 1689 unused Assets to reduce memory usage. Loaded Objects now: 90959. Total: 837.489929 ms (FindLiveObjects: 5.232506 ms CreateObjectMapping: 13.191995 ms MarkObjects: 813.514771 ms DeleteObjects: 5.549496 ms) UnloadUnusedAssets (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 90968. Total: 827.382141 ms (FindLiveObjects: 5.390408 ms CreateObjectMapping: 20.417629 ms MarkObjects: 801.306458 ms DeleteObjects: 0.265276 ms) Switch level to Blank (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 3 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 10.468170 ms WLevel start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 unused Assets to reduce memory usage. Loaded Objects now: 90984. Total: 808.459900 ms (FindLiveObjects: 7.793690 ms CreateObjectMapping: 17.353523 ms MarkObjects: 783.039063 ms DeleteObjects: 0.272382 ms) WantedSceneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadPersistantData (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Loading game save file (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) LoadServerDAO (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup is multiplayer ! _gameSetup:True, Players.Count:1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Level started ! Time to load (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) EntryLoader.loadLevel(Level (WLevel), False). (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load factions (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load blocks (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load units (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) -load defences (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Threat map created (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) After terrain available (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) CameraSetup (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Fog of War setting: Regular (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) WaitEveryoneLoaded done (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) ServerNetworkPreload done (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup Faction Gold (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Load COMPLETE (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Setup AI Players (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Start Level Play (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 264 unused Assets to reduce memory usage. Loaded Objects now: 475587. Total: 1913.650391 ms (FindLiveObjects: 64.589767 ms CreateObjectMapping: 14.737468 ms MarkObjects: 1832.952148 ms DeleteObjects: 1.369412 ms) [Coherent Browser] (Info) PID: 8912 | 6864 13:33:56.107442 Navigating view 0 to coui://uiresources/wftoUI/ingame/GUI.html (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Initialize Alerts (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap first tick (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Minimap LiveGameView:UI Camera (CustomCoherentUILiveGameView) start (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Platform assembly: C:\Program Files (x86)\Steam\steamapps\common\War For The Overworld\WFTOGame_Data\Managed\UnityScript.Lang.dll (this message is harmless) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 482 unused Assets to reduce memory usage. Loaded Objects now: 511744. Total: 2552.459473 ms (FindLiveObjects: 93.249146 ms CreateObjectMapping: 22.235487 ms MarkObjects: 2435.112793 ms DeleteObjects: 1.852200 ms) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 511864. Total: 2192.495361 ms (FindLiveObjects: 60.384029 ms CreateObjectMapping: 17.597878 ms MarkObjects: 2113.855469 ms DeleteObjects: 0.655691 ms) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) desktop: 0x0 17039360Hz; virtual: 1366x768 at 0,0 [Coherent Browser] (Info) Graphics device shutdown event received. Please restart Unity Editor. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) desktop: 0x0 17039360Hz; virtual: 1366x768 at 0,0 [Coherent Browser] (Info) Graphics device shutdown event received. Please restart Unity Editor. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) desktop: 1366x768 60Hz; virtual: 1366x768 at 0,0 [Coherent Browser] (Info) Graphics device shutdown event received. Please restart Unity Editor. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 65 unused Assets to reduce memory usage. Loaded Objects now: 511764. Total: 2315.392822 ms (FindLiveObjects: 79.848717 ms CreateObjectMapping: 17.066141 ms MarkObjects: 2217.552246 ms DeleteObjects: 0.923731 ms) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 0 Unused Serialized files (Serialized files now loaded: 0) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 0 unused Assets to reduce memory usage. Loaded Objects now: 511747. Total: 2280.232666 ms (FindLiveObjects: 63.500637 ms CreateObjectMapping: 15.948188 ms MarkObjects: 2199.966309 ms DeleteObjects: 0.815963 ms) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) The 6 required slots for upgraded foundry trays are not provided. The template defines only 2 slots! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) The 6 required slots for upgraded foundry trays are not provided. The template defines only 2 slots! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) The 6 required slots for upgraded foundry trays are not provided. The template defines only 2 slots! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) The 6 required slots for upgraded foundry trays are not provided. The template defines only 2 slots! (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for PlayTargetVFX(bfootleft) at Behemoth_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Prop Prop_Shrine_Inhibitor(43418) of player 1 died! by Skarg_0(49570) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Trace:DataAccess.PropAttackableDataImpl`1:Die() DataAccess.PropAttackableDataImpl`1:setHealth(IAttackable, Single, List`1) DataAccess.PropAttackableDataImpl`1:attacked(IAttackable, Single, List`1) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:atk_OnAbilityImpact() WAttackable:tickAbilityImpact(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_1 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(63352) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(63360) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(63384) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(63430) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(63437) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(63422) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(63439) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(46203) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(46535) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(45885) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(45888) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(46049) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(46992) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(47331) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(47482) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(47485) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(47156) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 7956 unused Assets to reduce memory usage. Loaded Objects now: 563804. Total: 3690.722412 ms (FindLiveObjects: 442.972382 ms CreateObjectMapping: 40.154301 ms MarkObjects: 3125.105225 ms DeleteObjects: 82.488457 ms) tried to store '1000' gold to GOLD(46209) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Exception on invoking safe event with with 2 args 'Prop_Prison(48791), 2' to target 'Prop_Prison (WPrisonLogic)'. See exception log below. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) NullReferenceException: Object reference not set to an instance of an object at WPrisonLogic.AfterOwnerChange (IOwnedObjectRead prop, Int32 oldTeam) [0x00000] in :0 at Common.ExceptionSafeEventHandler`2[DataAccess.IOwnedObjectRead,System.Int32].invokeAll (IOwnedObjectRead arg1, Int32 arg2) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) Common.ExceptionSafeEventHandler`2:invokeAll(IOwnedObjectRead, Int32) DataAccess.AbstractOwnedObjectTemplate`2:setOwnerFactionId(Int32) DataAccess.BlockDataImpl`1:BlockDataImpl_afterOwnerChange(IOwnedObjectRead, Int32) Common.ExceptionSafeEventHandler`2:invokeAll(IOwnedObjectRead, Int32) DataAccess.AbstractOwnedObjectTemplate`2:setOwnerFactionId(Int32) DataAccess.BlockDataImpl`1:setOwnerFactionId(Int32) DataAccess.BlockDataImpl`1:claimRoom(Int32) GameLogic.AI.WorkerTaskSolveActions:claimRoom(IBlockData, Int32, Boolean) GameLogic.AI.WorkerTaskSolveActions:claimRoom(IBlockData, IUnitDataRead) GameLogic.AI.ClaimEnemyRoomAction:attempt(IBlockData, IUnitData, Single) GameLogic.AI.ClaimEnemyRoomAction:attempt(IDataObjectVisitable, IUnitData, Single) GameLogic.AI.WorkerTasking:attemptSolveTask(Single) GameLogic.AI.WorkerTasking:attemptSolveTask() BT.ClaimRoom:Execute() BT.Node:Tick() BT.SolveTask:Execute() BT.Node:Tick() BT.Sequence:Execute() BT.Node:Tick() BT.GetWorkerTask:Execute() BT.Node:Tick() BT.Event:Execute() BT.BringEvent:Execute() BT.Node:Tick() BT.WorkerTaskingRoot:Execute() BT.Node:Tick() BT.Reference:Execute() BT.Node:Tick() BT.PrioritySelector:Execute() BT.Node:Tick() BehaviorTree:Execute() GameLogic.Controllers.RtsUnitController:logicTick(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) tried to store '718' gold to GOLD(45876) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(63445) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(47007) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '800' gold to GOLD(47156) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(47313) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(47325) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(47334) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(45876) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(47482) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(47485) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[1] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[4000].attachedProp.Logic._occupants[2] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[8945].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[11027].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'enabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_enabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.Getenabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False enabled null _activeBlocks[15991].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'isActiveAndEnabled' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Behaviour.get_isActiveAndEnabled () <0x00075> at (wrapper dynamic-method) UnityEngine.Behaviour.GetisActiveAndEnabled (object) <0x00042> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False isActiveAndEnabled null _activeBlocks[15991].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'tag' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Component.get_gameObject () <0x00075> at UnityEngine.Component.get_tag () <0x0001c> at (wrapper dynamic-method) UnityEngine.Component.Gettag (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False tag null _activeBlocks[15991].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) null Newtonsoft.Json.JsonSerializationException: Error getting value from 'name' on 'WUnit'. ---> System.NullReferenceException: at (wrapper managed-to-native) UnityEngine.Object.get_name () <0x00075> at (wrapper dynamic-method) UnityEngine.Object.Getname (object) <0x0003e> at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (object) <0x00082> --- End of inner exception stack trace --- at Newtonsoft.Json.Serialization.DynamicValueProvider.GetValue (System.Object target) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.CalculatePropertyValues (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonContainerContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonProperty property, Newtonsoft.Json.Serialization.JsonContract& memberContract, System.Object& memberValue) [0x00000] in :0 at Newtonsoft.Json.Serialization.JsonSerializerInternalWriter.SerializeObject (Newtonsoft.Json.JsonWriter writer, System.Object value, Newtonsoft.Json.Serialization.JsonObjectContract contract, Newtonsoft.Json.Serialization.JsonProperty member, Newtonsoft.Json.Serialization.JsonContainerContract collectionContract, Newtonsoft.Json.Serialization.JsonProperty containerProperty) [0x00000] in :0 False name null _activeBlocks[15991].attachedProp.Logic._occupants[0] (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 1 Unused Serialized files (Serialized files now loaded: 0) Options Loaded (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Unloading 2662 unused Assets to reduce memory usage. Loaded Objects now: 595930. Total: 2944.377197 ms (FindLiveObjects: 99.019699 ms CreateObjectMapping: 20.009451 ms MarkObjects: 2805.354248 ms DeleteObjects: 19.992081 ms) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) tried to store '1000' gold to GOLD(46995) with no remaining capacity: 0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) storage of gold was impossible on current need satisfier. likely a fail. (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) No receivers for startAnimation() at Sentinel_0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Beastmaster 'BeastMaster_0(49550)' was unable to bring beast: Oculus_0(70409) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Beastmaster 'BeastMaster_0(67861)' was unable to bring beast: Bafu_0(71197) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Beastmaster 'BeastMaster_0(68777)' was unable to bring beast: Oculus_0(72141) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) Beastmaster 'BeastMaster_0(49556)' was unable to bring beast: Oculus_0(70409) (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37) StackOverflowException: The requested operation caused a stack overflow. at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:atk_OnAbilityImpact() WAttackable:tickAbilityImpact(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) StackOverflowException: The requested operation caused a stack overflow. at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:atk_OnAbilityImpact() WAttackable:tickAbilityImpact(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1) StackOverflowException: The requested operation caused a stack overflow. at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 at FightModule.DefaultMelee (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.DoShadowStrike (IAttackable unit, IAttackable opponent, IAbilityEffectRead eff) [0x00000] in :0 at FightModule.Action (AbilityAction action, IAttackable instiguator, IAttackable target, IAbilityEffectRead abl) [0x00000] in :0 at DataAccess.AbilityEffect.EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].EffectExecute () [0x00000] in :0 at DataAccess.AbilityImpl`1[E].Execute () [0x00000] in :0 at FightModule+OnAttack.UnitOnOnSuccessfullAttack (IAttackable attacker, IAttackable attacked, System.Collections.Generic.List`1 type, Single dmg) [0x00000] in :0 at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at (wrapper delegate-invoke) System.Action`4, single>:invoke_void__this___IAttackable_IAttackable_List`1_single (DataAccess.IAttackable,DataAccess.IAttackable,System.Collections.Generic.List`1,single) at DataAccess.UnitDataImpl`1[E].attack (IAttackable unitToAttack, Single hpAmount, System.Collections.Generic.List`1 types) [0x00000] in :0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:DoShadowStrike(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:Execute() OnAttack:UnitOnOnSuccessfullAttack(IAttackable, IAttackable, List`1, Single) DataAccess.UnitDataImpl`1:attack(IAttackable, Single, List`1) FightModule:DefaultMelee(IAttackable, IAttackable, IAbilityEffectRead) FightModule:Action(AbilityAction, IAttackable, IAttackable, IAbilityEffectRead) DataAccess.AbilityEffect:EffectExecute() DataAccess.AbilityImpl`1:EffectExecute() DataAccess.AbilityImpl`1:atk_OnAbilityImpact() WAttackable:tickAbilityImpact(Single) Ticker:unreliableTickGame(Int64) Ticker:TickGame() Game:Update() (Filename: Line: -1)