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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@@ -11,6 +11,7 @@ package engine.powers.effectmodifiers;
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import engine.jobs.AbstractEffectJob;
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import engine.objects.*;
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import engine.parsers.objects.wpak.EffectTemplate;
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import java.sql.ResultSet;
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import java.sql.SQLException;
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@@ -22,6 +23,10 @@ public class IgnoreDamageCapEffectModifier extends AbstractEffectModifier {
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super(rs);
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}
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public IgnoreDamageCapEffectModifier(String IDString, EffectTemplate.ModEntry modEntry) {
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super(IDString, modEntry);
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}
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@Override
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protected void _applyEffectModifier(AbstractCharacter source, AbstractWorldObject awo, int trains, AbstractEffectJob effect) {
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