This is prohibited since the associations are stored on the Equipment. Thankfully, bonuses are usually exported through the Equipment, via getBonusList(Equipment) or via getActiveBonuses(Equipment, PC), not as a stand-alone behavior.
(PlayerCharacter pc)
| 84 | * as a stand-alone behavior. |
| 85 | */ |
| 86 | @Override |
| 87 | public List<BonusObj> getBonusList(PlayerCharacter pc) |
| 88 | { |
| 89 | throw new UnsupportedOperationException( |
| 90 | "Cannot resolve bonuses on EqMod via PlayerCharacter - requires Equipment"); |
| 91 | } |
| 92 | |
| 93 | /** |
| 94 | * This method assumes that there can only be one bonus in any given |