stats.put("atkb",newStat(FightProperty.FIGHT_PROP_BASE_ATTACK.toString(),FightProperty.FIGHT_PROP_BASE_ATTACK,false));// This doesn't seem to get used to recalculate ATK, so it's only useful for stuff like Bennett's buff.
stats.put("resall",newStat(FightProperty.FIGHT_PROP_SUB_HURT.toString(),FightProperty.FIGHT_PROP_SUB_HURT,true));// This seems to get reset after attacks
CommandHandler.sendMessage(sender,String.format("Spawned %s of %s.",amount,entity));
}catch(NumberFormatExceptionignored){
CommandHandler.sendMessage(sender,"Invalid item or player ID.");
if(gadgetData!=null){
entity=newEntityVehicle(scene,targetPlayer.getSession().getPlayer(),gadgetData.getId(),0,pos,targetPlayer.getRotation());// TODO: does targetPlayer.getSession().getPlayer() have some meaning?