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>