Load player rune effects from item_user_power_action instead of static_npc_mobbase_effects
MobBaseEffects.getEffectsForRune builds each rune's list from the RUNE JSON on first use and caches it: exact repeats are dropped (54 rune files list their effects twice), the action id resolves to its effect through PowerActions.cfg, token = SBStringHash(effect id), rank = arg 0, reqLvl = arg 1. Used by Race, BaseClass, PromotionClass and RuneBase; MobBase stays on GET_RUNEBASE_EFFECTS until Task 3.4. Parity (scripts/p210b.py, token level): 1074 runes match. Differences: - Tireless, Tough as Nails, Taint of Madness: JSON action TRT-* resolves to the same effect the DB stores; no change - CSR 2901-2904, 2906, 2908, 2910, 2911, Non-Aggro Rune 252624: DB token was the NoNPCAggro action (no effect found, skipped); now NONPCAGGRO, which has no mods; no gameplay change - Mob-only 12021/12022 NECROPETSTATS and 13236 PEACE are server rows on the MobBase path, untouched Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -104,7 +104,7 @@ public class BaseClass extends AbstractGameObject {
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this.staminaMod = rs.getInt("staminaMod");
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this.skillsGranted = SkillReq.getSkillReqsForRune(this.getObjectUUID());
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this.powersGranted = PowerReq.getPowerReqsForRune(this.getObjectUUID());
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this.effectsList = (DbManager.MobBaseQueries.GET_RUNEBASE_EFFECTS(this.getObjectUUID()));
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this.effectsList = MobBaseEffects.getEffectsForRune(this.getObjectUUID());
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}
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@@ -127,7 +127,7 @@ public class BaseClass extends AbstractGameObject {
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this.staminaMod = rune.rune_stamina;
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this.skillsGranted = SkillReq.getSkillReqsForRune(this.getObjectUUID());
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this.powersGranted = PowerReq.getPowerReqsForRune(this.getObjectUUID());
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this.effectsList = (DbManager.MobBaseQueries.GET_RUNEBASE_EFFECTS(this.getObjectUUID()));
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this.effectsList = MobBaseEffects.getEffectsForRune(this.getObjectUUID());
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}
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public static void LoadAllBaseClasses() {
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