Files
DarkflameServer/dGame/dBehaviors/ImmunityBehavior.cpp
Aaron Kimbrell e44eaf1862 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>
2026-09-28 22:30:58 -05:00

4.0 KiB