public static void applyNormalAbilities(LivingEntity entity, MobAbilityConfig ma)
	{
		if (ma == null)
		{
			ma = MMComponent.getAbilities().getConfig().getMobConfig(entity.getWorld().getName(), ExtendedEntityType.valueOf(entity), null);
			if (ma == null)
			{
				return;
			}
		}
		ValueChance<Ability> abilityChance;
		// Cycle through each type of ability and apply them 
		// Note: Make sure we do not apply abilitySets (hence i < types.length - 1)
		AbilityType[] types = AbilityType.values();
		for (int i = 0; i < types.length - 1; ++i)
		{
			if (!types[i].isValueChanceAbility())
				continue;
			
			abilityChance = ma.attributes.get(types[i]);
			
			if (abilityChance == null)
				continue;
			
			Ability ability = abilityChance.getBonus();
			
			if (ability == null)
				continue;
			
			ability.addAbility(entity);
		}
	}