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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@@ -33,9 +33,6 @@ namespace ProjectM.Authoring
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[Tooltip("EquipSlotId byte: 0=Weapon, 1=Armor, 2=Trinket, 3=Tool, 255=not equippable.")]
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public byte EquipSlot = 255;
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[Tooltip("AbilityId granted when equipped in the Weapon slot (0=none): 1=Primary, 2=FastLight, 3=SlowHeavy.")]
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public byte GrantedAbilityId = 0;
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[Tooltip("Stat modifiers granted while equipped (first 4 used).")]
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public List<ItemModAuthoring> Mods = new List<ItemModAuthoring>();
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}
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