Key MobBase on its ID and stop reading loadID
Every static_npc_mobbase row has ID = loadID since 3.6 dropped the server-made rows, so the race rune and rune effects are looked up by ID and the loaders no longer filter on loadID. No value change (dev: 2375 of 2375 rows have ID = loadID). Mob.loadID and NPC.loadID are unchanged. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -164,7 +164,7 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
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writer.putInt(0);
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writer.putInt(0);
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int tid = (mob.mobBase != null) ? mob.mobBase.getLoadID() : 0;
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int tid = (mob.mobBase != null) ? mob.mobBase.getObjectUUID() : 0;
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if (mob.isPet()) {
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writer.putInt(2);
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writer.putInt(3);
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@@ -191,7 +191,7 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
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writer.putInt(0);
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if (mob.mobBase != null)
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writer.putInt(mob.mobBase.getLoadID());
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writer.putInt(mob.mobBase.getObjectUUID());
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else
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writer.putInt(mob.loadID);
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@@ -768,7 +768,7 @@ public class Mob extends AbstractIntelligenceAgent implements Delayed {
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bonus *= (1 + this.bonuses.getFloatPercentAll(ModType.Speed, SourceType.None));
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if (this.isPlayerGuard())
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switch (this.mobBase.getLoadID()) {
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switch (this.mobBase.getObjectUUID()) {
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case 2111:
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if (this.isWalk())
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if (this.isCombat())
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