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>
This commit is contained in:
MagicBotandClaude Opus 5.5 committed 2026-10-22 12:10:29 -04:00
1 parent 098f5d2c38
commit 13e02707eb
5 files changed
+66 -9

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@@ -93,13 +93,13 @@ public class RuneBase extends AbstractGameObject {
// static_rune_runereq race/class rows are whitelists, its discipline rows prohibitions
this.discRestrict = true;
DbManager.RuneBaseQueries.GET_RUNE_REQS(this);
this.effectsList = DbManager.MobBaseQueries.GET_RUNEBASE_EFFECTS(this.getObjectUUID());
this.effectsList = MobBaseEffects.getEffectsForRune(this.getObjectUUID());
}
/**
* Rune Template Constructor
* type and subtype are server enums that don't map cleanly from rune_type/rune_sub_type, so they
* come from the static_rune_runebase row, as do the effects until 2.10.
* come from the static_rune_runebase row.
* Talents with the same sub type token replace each other by rank (client 0x4695D0), so no overwrite list.
*/
public RuneBase(RuneTemplate rune, RuneBase dbRuneBase) {
@@ -114,7 +114,7 @@ public class RuneBase extends AbstractGameObject {
this.description = rune.rune_dsc;
this.type = dbRuneBase.type;
this.subtype = dbRuneBase.subtype;
this.effectsList = dbRuneBase.effectsList;
this.effectsList = MobBaseEffects.getEffectsForRune(rune.template_id);
this.runeType = rune.rune_type;
this.rank = rune.rune_rank;
this.levelRequired = rune.item_level_req;