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refactor: item set passive abilities come from the CDClient and item scripts
The server hardcoded each item set's passives by set ID. They now come from data: - On-kill bonuses (Paradox imagination, Sentinel armor repair, Bat Lord heal) are the set's DarkInspiration skills in ItemSetSkills. The client turns those into a status effect that casts the behavior's action when the wearer kills something of a faction in faction_list; the server now runs the same behavior on the smashed enemy, so the amounts, faction check and extra effects (e.g. rank 3 Sorcerer team imagination) follow the data. A behavior repeated in a higher tier does not stack. - Low imagination / low armor skills are what the live equipmenttriggers item scripts do. Items link to those scripts through their ScriptComponent; the script vars (skill, items required, set, cooldown) only exist in the scripts, so they are mirrored in a small table keyed by script name. The Sentinel scripts have no cooldown (was 11s). - Knockback immunity while quickbuilding comes from the Immunity behavior's immune_quickbuild_interrupts (the 5 item Assembly rank 2/3 set skill) instead of a set ID list; ImmunityBehavior now pops its immunities when an equip skill is uncast. Removes eItemSetPassiveAbilityID and InventoryComponent::HasAnyPassive (unused now). Refs #691 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -466,6 +466,19 @@ void SkillComponent::HandleUnmanaged(const uint32_t behaviorId, const LWOOBJID t
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behavior->Handle(&context, bitStream, { target });
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}
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void SkillComponent::CalculateUnmanaged(const uint32_t behaviorId, const LWOOBJID caster, const LWOOBJID target) {
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BehaviorContext context{ caster, true };
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context.unmanaged = true;
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context.caster = caster;
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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RakNet::BitStream bitStream{};
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behavior->Calculate(&context, bitStream, { target });
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}
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void SkillComponent::HandleUnCast(const uint32_t behaviorId, const LWOOBJID target) {
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BehaviorContext context{ target };
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