Build effect modifiers from Effects.cfg
Each EffectsBase builds its modifiers from its EffectTemplate MODS lines, with ramps from the CompoundCurve helper. The Value mods now fill Item.enchantValues, replacing LOAD_ENCHANT_VALUES. The ItemName skip list of DB row IDs is gone; it only hid Centurion's and Imperturbable from ./makeitem. Value changes (cfg wins): weapon power X effects lose the DB-only OCV mod; PRE-210A..237A resists and SUF-153A..171A resists (doubled); Speed on SPRINT, SNT-010A, BHN-001A, HNT/RNG-037A, BRD-016A, PRS-031A, and RNG-049A loses Speed; ARM-058A Necromancy +1; TMP-040A, WLR-018A; PARRY/CRU-032A gain their Parry line. RESTORE's damage type is NONE (cfg typo, as the client reads it). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -20,6 +20,7 @@ import engine.net.AbstractNetMsg;
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import engine.net.client.msg.ModifyHealthKillMsg;
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import engine.net.client.msg.ModifyHealthMsg;
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import engine.objects.*;
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import engine.parsers.objects.wpak.EffectTemplate;
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import org.pmw.tinylog.Logger;
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import java.sql.ResultSet;
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@@ -41,6 +42,11 @@ public class HealthEffectModifier extends AbstractEffectModifier {
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}
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}
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public HealthEffectModifier(String IDString, EffectTemplate.ModEntry modEntry) {
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super(IDString, modEntry);
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this.damageType = mbEnums.DamageType.getDamageType(this.type);
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}
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public static float getMinDamage(float baseMin, float intelligence, float spirit, float focus) {
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float min = baseMin * (((float) Math.pow(intelligence, 0.75f) * 0.0311f) + (0.02f * (int) focus) + ((float) Math.pow(spirit, 0.75f) * 0.0416f));
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return (float) ((int) (min + 0.5f)); //round to nearest whole number
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