Load rune powers from item_power_grant instead of static_rune_powers
Parity (scripts/p28.py): all 1066 DB runes with a JSON file match in value and order; token = SBStringHash(power_type), rank = power_value, name = obj_name. The 14 Magister Captain guard contract ids (848, 952, 1052, 1182, 1252, 1352, 1452, 1502, 1527, 1552, 1557, 1602, 1652, 980102) have no rune file; guard spells are server-made, so they keep their DB rows. The JSON adds 170 class/discipline/talent runes; none is a mobbase, and the trainer contracts among them never reach the guard contract path in MobAI, so no reachable value change. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -39,6 +39,7 @@ import engine.parsers.cache.RuneParser;
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import engine.parsers.objects.DeedTemplate;
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import engine.parsers.objects.ItemTemplate;
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import engine.parsers.objects.RuneTemplate;
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import engine.powers.RunePowerEntry;
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import engine.powers.RuneSkillAdjustEntry;
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import engine.server.MBServerStatics;
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import engine.util.MapLoader;
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@@ -358,7 +359,7 @@ public class WorldServer {
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DbManager.MobBaseQueries.GET_ALL_MOBBASES();
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Logger.info("Loading Rune Powers");
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PowersManager._allRunePowers = dbRuneBaseHandler.LOAD_RUNE_POWERS();
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PowersManager._allRunePowers = RunePowerEntry.loadAllRunePowers(dbRuneBaseHandler.LOAD_RUNE_POWERS());
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Logger.info("Loading Rune Skill Adjusts");
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PowersManager._allRuneSkillAdjusts = RuneSkillAdjustEntry.loadAllRuneSkillAdjusts();
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