Read item eq slots from the cache template
isTwoHanded, validForSlot, getSwingAnimation and the mob equipment set read getItemEqSlotsOr/And, which drop the exporter's NONE. Offline parity (p15c.py, 7586 rows): 0 differences once NONE is ignored. Value changes: - validForSlot: items whose only slot is NONE no longer pass for slot NONE. - getSwingAnimation: the 7 slotless weapons (Rock 19297, Arrow 25650, siege ammo 29000/29010/29020/29030/29350) return the default 75 instead of indexing their empty left-hand anim list. - MobBase equipment sets skip slotless items instead of keying them under NONE. No EQUIP booty entry references one (the 104 sets that do are ITEM booty sets). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -127,9 +127,13 @@ public class MobBase extends AbstractGameObject {
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for (BootySetEntry equipmentSetEntry : equipList) {
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Item item = new Item(equipmentSetEntry.templateID);
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if (item.template.cacheTemplate.getItemEqSlotsOr().isEmpty())
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continue;
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item.objectUUID = ItemManager.lastNegativeID.decrementAndGet();
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item.drop_chance = equipmentSetEntry.dropChance;
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item.equipSlot = item.template.item_eq_slots_or.iterator().next();
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item.equipSlot = item.template.cacheTemplate.getItemEqSlotsOr().iterator().next();
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equip.put(item.equipSlot, item);
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}
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