Load mob effects from the race rune's item_user_power_action
MobBase now takes its effects from MobBaseEffects.getEffectsForRune (the 2.10b builder) and adds the DB rows the rune doesn't have on top. Parity (scripts/p34.py, 2375 mobbases): 1028 identical, 1344 empty on both sides, 3 with server-only DB rows that stay in the DB: - 12021 Grobones, 12022 Wight: 50 NECROPETSTATS rows each - 13236 Wild Boar: PEACE rank 40, reqLvl 1 No value changes. Effect order does not matter: applyMobbaseEffects keeps the highest eligible rank per effect. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -19,6 +19,7 @@ import java.sql.ResultSet;
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import java.sql.SQLException;
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import java.util.ArrayList;
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import java.util.HashSet;
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import java.util.Objects;
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import java.util.concurrent.ConcurrentHashMap;
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@@ -115,5 +116,23 @@ public class MobBaseEffects {
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return reqLvl;
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}
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@Override
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public boolean equals(Object other) {
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if (this == other)
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return true;
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if (!(other instanceof MobBaseEffects))
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return false;
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MobBaseEffects effect = (MobBaseEffects) other;
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return this.token == effect.token && this.rank == effect.rank && this.reqLvl == effect.reqLvl;
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}
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@Override
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public int hashCode() {
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return Objects.hash(this.token, this.rank, this.reqLvl);
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}
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}
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