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	<title>Behavior ability pair - Revision history</title>
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	<updated>2026-06-21T03:31:25Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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		<id>http://www.gameai.com/manuals/index.php?title=Behavior_ability_pair&amp;diff=209&amp;oldid=prev</id>
		<title>Davemark: Initial Entries</title>
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		<updated>2021-10-09T02:46:52Z</updated>

		<summary type="html">&lt;p&gt;Initial Entries&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{IAUS Header}}&lt;br /&gt;
== Concept ==&lt;br /&gt;
A '''Behavior Ability Pair (BAP)''' is an object representing the combination of a [[behavior]] and an associated [[ability]]. &lt;br /&gt;
&lt;br /&gt;
== Implementation ==&lt;br /&gt;
=== Code ===&lt;br /&gt;
Because it is merely a combination of a [[behavior]] and an associated [[ability]], those are the only member objects in the class. There is an [[ability type]] and a pointer to the static behavior object. The rest of the information is held in the linked [[behavior#Code|behavior object]]. In fact, all of the accessors from the BAP simply route through to the associated behavior as syntactic sugar. In most cases, it is treated the same way as a regular behavior.&lt;br /&gt;
&lt;br /&gt;
=== Data ===&lt;br /&gt;
&lt;br /&gt;
{{Manual Footer}}&lt;/div&gt;</summary>
		<author><name>Davemark</name></author>
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