Read the weapon block from the cache template item_weapon
Range, speed, damage list and swing anims now come from engine.parsers.objects.ItemTemplate.getWeapon(templateID). Non-weapons and missing templates get an empty block, matching the legacy zero defaults. Offline parity (scripts/p15b.py, 811 WEAPON rows vs COBJECTS/ITEM): 0 differences in speed, range, projectile, idle anim, damage list or either anim list. No duplicate damage types exist, so sum vs first is moot; first entry is used as before. 26 weapons (ammo, lutes, no-stats crossbows) have an empty damage list, same as the DB. No value changes. No comparator removed. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -3791,8 +3791,8 @@ public class PlayerCharacter extends AbstractCharacter {
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this.bonuses.setBool(ModType.Parry, SourceType.None, false);
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if ((this.baseClass != null && this.baseClass.getObjectUUID() == 2500)
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|| (this.promotionClass != null && this.promotionClass.getObjectUUID() == 2520))
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if (wbMain == null || wbMain.item_weapon_max_range < MBServerStatics.RANGED_WEAPON_RANGE)
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if (wbOff == null || wbOff.item_weapon_max_range < MBServerStatics.RANGED_WEAPON_RANGE)
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if (wbMain == null || engine.parsers.objects.ItemTemplate.getWeapon(wbMain.template_id).weapon_max_range < MBServerStatics.RANGED_WEAPON_RANGE)
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if (wbOff == null || engine.parsers.objects.ItemTemplate.getWeapon(wbOff.template_id).weapon_max_range < MBServerStatics.RANGED_WEAPON_RANGE)
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this.bonuses.setBool(ModType.Parry, SourceType.None, true);
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}
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