LANTERN purge B6: delete the legacy single-ability path (sockets are THE ability model)
AbilityRef, AbilityCooldown, EffectiveAbilityStats, DefaultAbility deleted. GoInGameServerSystem seeds the per-frame 4-socket Spark loadout UNCONDITIONALLY (was gym-only); ClassSelectReceiveSystem + DebugOp.SetClass swap FrameId + re-seed sockets + zero SocketCooldown; ClassSwapUtil.Apply drops newAbilityId; EquipSystem weapons become stat-sticks (GrantedAbilityId removed from the item blob/authoring); StatRecomputeSystem folds CharacterStatsRef + sockets only; HUD cooldown bar reads socket 0 of SocketCooldown/EffectiveSocketStats; class HUD readers are FrameId-only (ClassForAbility/AbilityFor deleted); DebugModifierInjectionSystem drops CycleAbility. 390 tests green; Play-verified: a non-gym spawn gets frame=2 with Sparks [7,8,6,9] and no console errors. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@@ -41,7 +41,6 @@ namespace ProjectM.Authoring
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Tier = def.Tier,
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StackMax = def.StackMax,
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EquipSlot = def.EquipSlot,
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GrantedAbilityId = def.GrantedAbilityId,
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Mod0 = ModAt(def, 0),
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Mod1 = ModAt(def, 1),
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Mod2 = ModAt(def, 2),
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