public EquipmentBuilder(IStatFactory statFactory, ItemSlot slot)
 {
     _statFactory = statFactory;
     _slotName    = slot.GetName();
 }
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 public FlagStatBuilders(IStatFactory statFactory) : base(statFactory)
 {
 }
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 public GemStatBuilders(IStatFactory statFactory) : base(statFactory)
 {
 }
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 public RequirementStatBuilders(IStatFactory statFactory) : base(statFactory)
 {
 }
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 public FlaskStatBuilders(IStatFactory statFactory) : base(statFactory, "Flask")
 {
 }
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 public TrapStatBuilders(IStatFactory statFactory) : base(statFactory, "Trap")
 {
 }
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 public TotemStatBuilders(IStatFactory statFactory) : base(statFactory, "Totem")
 {
 }
 public SkillBuilderCollection(
     IStatFactory statFactory, IEnumerable <IKeywordBuilder> keywords,
     IEnumerable <SkillDefinition> skills)
     : this(statFactory, new KeywordsCoreBuilder(keywords), skills)
 {
 }
 public GroundEffectBuilder(IStatFactory statFactory)
     : base(statFactory, CoreBuilder.Create("ConsecratedGround"))
 {
 }
 public EquipmentBuilderCollection(IStatFactory statFactory)
     : base(Keys, s => new EquipmentBuilder(statFactory, s))
 {
 }
 public EvasionStatBuilder(IStatFactory statFactory)
     : base(statFactory, LeafCoreStatBuilder.FromIdentity(statFactory, Prefix, typeof(uint)))
 {
 }
 public ConditionBuilders(IStatFactory statFactory) => _statFactory = statFactory;
 public DamageStatBuilder(IStatFactory statFactory, ICoreStatBuilder coreStatBuilder)
     : this(statFactory, coreStatBuilder,
            new DamageStatConcretizer(statFactory, new DamageSpecificationBuilder(), canApplyToSkillDamage : true),
            (_, s) => new[] { s })
 {
 }
 public BlockActionBuilder(IStatFactory statFactory, IEntityBuilder entity)
     : base(statFactory, CoreBuilder.Create("Block"), entity)
 {
 }
 public DamageTypeBuilder(IStatFactory statFactory, ICoreBuilder <IEnumerable <DamageType> > coreDamageType)
 {
     _coreDamageType = coreDamageType;
     _statFactory    = statFactory;
 }
 public StunEffectBuilder(IStatFactory statFactory)
     : base(statFactory, CoreBuilder.Create("Stun"))
 {
 }
 public AilmentBuilderCollection(IStatFactory statFactory, IReadOnlyList <Ailment> keys)
     : base(keys, a => new AilmentBuilder(statFactory, CoreBuilder.Create(a)))
 {
 }
 public EffectBuilder(IStatFactory statFactory, ICoreBuilder <string> identity)
 {
     StatFactory = statFactory;
     Identity    = identity;
 }
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 public MineStatBuilders(IStatFactory statFactory) : base(statFactory, "Mine")
 {
 }
 public KnockbackEffectBuilder(IStatFactory statFactory)
     : base(statFactory, CoreBuilder.Create("Knockback"))
 {
 }
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 public AttributeStatBuilders(IStatFactory statFactory) : base(statFactory)
 {
 }
 public AvoidableEffectBuilder(IStatFactory statFactory, ICoreBuilder <string> identity) : base(statFactory, identity)
 {
 }
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 public DodgeStatBuilders(IStatFactory statFactory) : base(statFactory, "Dodge")
 {
 }
 public GroundEffectBuilders(IStatFactory statFactory)
 {
     Consecrated = new GroundEffectBuilder(statFactory);
 }
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 public ProjectileStatBuilders(IStatFactory statFactory) : base(statFactory, "Projectile")
 {
 }
 public DamageTakenConversionBuilder(IStatFactory statFactory, ICoreStatBuilder coreStat)
 {
     _statFactory = statFactory;
     _coreStat    = coreStat;
 }
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 public ModifiersApplyToOtherStatCoreStatBuilder(
     IStatBuilder source, IStatBuilder target, Form form, IStatFactory statFactory)
 => (_target, _source, _form, _statFactory) = (target, source, form, statFactory);
 public DamageTypeBuilder(IStatFactory statFactory, DamageType damageType)
     : this(statFactory, CoreBuilder.Create(new[] { damageType }))
 {
 }
 public BehaviorFactory(IStatFactory statFactory)
 {
     _statFactory = statFactory;
 }
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 public ChargeTypeBuilder(IStatFactory statFactory, ICoreBuilder <ChargeType> chargeType)
 {
     _statFactory = statFactory;
     _chargeType  = chargeType;
 }