Item.template is now the cache template from CObjectTemplate.lookup
instead of the legacy DB ItemTemplate, so item.template.cacheTemplate.X
becomes item.template.X. MobLoot, LootManager, ItemManager.isTwoHanded/
isShield and CombatManager.getSwingAnimation take a CObjectTemplate.
No value changes: every getter already read the cache template through
the bridge, and the lookup resolves the same 7586 ids as
static_item_templates with the same item_type (offline parity p17.py,
0 differences).
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The 30% cut never applied: each hand was passed itself as the other
hand, and the check compared the template to ItemType.WEAPON. The
client (0x466EB0 / 0x46D200) multiplies min and max damage by 0.7 when
both held slots contain an item_type WEAPON. Value change: players
wielding two weapons now deal 70% damage per hand; single weapon,
weapon + shield and unarmed are unchanged.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
CombatManager shield checks, weapon skill/mastery lookups in
AbstractCharacter, armor defense and PlayerCharacter.validEquip read
getItemSkillUsed/getItemSkillMasteryUsed. Offline parity (p15d.py, 7586
rows): 0 mastery differences; skill used differs only where the legacy
loader blanked it.
The cache keeps "Cloth" (226 ARMOR templates), which the legacy loader
turned into "". Cloth is a placeholder in Skills.cfg that no character
has, so getArmorDefense now checks for it explicitly and still returns the
flat defense rating. No weapon uses Cloth and no power equip prereq names
it, so the other sites behave the same.
Value changes:
- 195340 Fortified Dragon Plate Helm of the Lion: skill used is the
unresolved hash "2624663" instead of "". Defense is still the flat
rating (no such skill), but players wearing it now hit the
"armor equipped without the necessary skill" error log.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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>
item_defense_rating, item_bulk_factor and item_primary_attr are
Item-only fields, not on CObjectTemplate, so their consumers read
engine.parsers.objects.ItemTemplate._items by templateID, like the
RuneTemplate and DeedTemplate consumers. The primary attr checks
compare with == because the cache template leaves the attr null
(legacy: None) on non-weapons.
Parity (offline, scripts/p14.py, 7586 templates): 0 differences in
item_defense_rating, item_bulk_factor and item_primary_attr. Every DB
ARMOR and WEAPON template is in the ITEM folder, so both sides gate
these fields on the same templates. No value changes expected.
JSON-Refactor-Plan Task 1.4.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Every consumer of the legacy ItemTemplate item_type now reads
template.cacheTemplate.getItemType(). Left on the legacy field: the
type count in dbItemHandler.LOAD_ITEM_TEMPLATES, which runs before the
bridge is linked. The charter checks already read DeedTemplate.
Parity (offline, static_item_templates vs the template
CObjectIndex.lookup picks, scripts/p14.py, 7586 templates: ITEM 4011,
DEED 880, RUNE 2695): 0 differences in item_type. No value changes
expected.
JSON-Refactor-Plan Task 1.4.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
AbstractCharacter mob damage/ATR and CombatManager.getNaturalAttack now
read RuneTemplate._runes instead of the legacy ItemTemplate map.
Parity (offline, static_item_templates vs COBJECTS/RUNE, 2695 runes):
0 differences in rune_min_damage, rune_max_damage, rune_attack and
rune_naturalattacks. All 2366 runes with natural attacks use the
10-value layout. No value changes expected.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Damaging a siege engine on a city grid adds the attacker (or the owning
player, for pets) to that city's outlaw list, unless they are in the
city's nation or an allied nation.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
A siege engine switches to whoever damages it, player or pet, even when
it already has a target. Pre-roll melee retaliation, harmful-power
direct aggro (which also fires on misses) and Taunt no longer change a
siege engine's target. The attack timer is untouched, so a switched
engine still waits for its next cycle before firing.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Unarmed base damage was a hardcoded 1-3 (TODO). Read it from the race
rune natural attack for the swinging hand (1-4 for all races), then
scale it with the existing formula, matching the client (0x46D200).
Falls back to 1-3 if the rune has no natural attack.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client (0x466570) gives mobiles their ATR straight from the rune
ATTACK. Read rune_attack from the rune template, falling back to the
mobbase atr when the rune has none.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The client (ArcMobile, 0x46D200) takes mob damage straight from the rune
MINDAMAGE/MAXDAMAGE with no stat scaling; natural attack damage is only
scaled for non-mobile characters. Read rune_min_damage/rune_max_damage
from the rune template, falling back to the mobbase row when the rune
has none. 2689 of 2770 mobbase rows already match the rune.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Unarmed mobs now add their rune natural attack range in processAttack
and use it in getRange. Most melee runes have 0, so they are unchanged;
ranged plant mobs (Gasser, Spitter, Needler, ...) get 150, Shuggra 50.
Natural range is not subject to the unverified 80 clamp.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Siege engine range was hardcoded to 300. Read it from the rune natural
attack instead (350 for Trebuchet, Mangonel and Ballista), matching the
client's RecalcMinWeaponRange. Falls back to 300 if the rune has none.
getNaturalAttack now returns the whole entry so speed and range share
the lookup.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>