Fixes #1690. Addresses Blood Oath holistically — three bugs found while researching the spell against RunUO, ServUO, the UODemise/uo.com guides, and the archived UOGuide page. ## Bugs fixed ### 1. Expiry timing (the filed issue) The `ExpireTimer` polled every 1s, so expiry and death/delete cleanup lagged up to ~1s. Replaced with a **single-shot** timer plus centralized `[OnEvent]` handlers on `PlayerDeathEvent`/`PlayerDeletedEvent`/`CreatureDeathEvent`/`CreatureDeletedEvent` — the oath now breaks immediately on death/delete of either party. ### 2. Duration formula Used `/80` (the bugged in-game tooltip value) instead of the real OSI formula `((SpiritSpeak - Resist) / 8) + 8`. Confirmed by RunUO, ServUO, the emulator guides, and the code's own fixed-point comment. At GM Spirit Speak this changes duration from ~9.5s to 23s and makes Spirit Speak actually affect duration. ### 3. Damage reflection (`BaseCreature.Damage` vs `PlayerMobile.Damage`) `BaseCreature.Damage` diverged: it attributed the reflected hit to the attacker itself (`from.Damage(amount, from)`) instead of the caster, reflected the bonused (not original) amount, used `×1.1` vs `×1.2`, lacked the caster-survival guard, and had no Publish 48 resist mitigation. Unified both paths: reflect the **original** damage attributed to the **caster** at `×1.2`. Publish 48 resist mitigation now applies only to creature casters and is gated behind `Core.SA`. ## Internals - Collapsed the parallel `_oathTable` into a single `_table` keyed by both participants → shared timer, so `RemoveCurse` resolves from either side (required by the event handlers). - Extracted `GetDurationSeconds` and `ComputeReflectedDamage` as testable statics. ## Tests 13 new tests (duration formula, reflection mitigation, oath lifecycle, end-to-end event-driven removal). Full suite: **436/436 pass**.
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4 changed files with 223 additions and 56 deletions
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@ -1479,6 +1479,10 @@ namespace Server.Mobiles
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{
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var oldHits = Hits;
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// Blood oath reflects the original damage the attacker dealt, before other modifiers.
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var hasBloodOath = from != null && BloodOathSpell.GetBloodOath(from) == this;
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var reflectedDamage = hasBloodOath ? amount : 0;
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if (Core.AOS && !Summoned && Controlled && Utility.RandomDouble() < 0.2)
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{
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amount = (int)(amount * BonusPetDamageScalar);
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@ -1489,14 +1493,24 @@ namespace Server.Mobiles
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amount = (int)(amount * 1.25);
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}
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if (from != null && BloodOathSpell.GetBloodOath(from) == this)
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if (hasBloodOath)
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{
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amount = (int)(amount * 1.1);
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from.Damage(amount, from);
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amount = (int)(amount * 1.2);
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}
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base.Damage(amount, from, informMount);
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// If the blood oath caster will die then damage is not reflected back to the attacker.
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if (hasBloodOath && Alive && !Deleted && !IsDeadBondedPet)
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{
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// Reflect the original damage back to the attacker, attributed to the caster.
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// The caster is a creature, so the Publish 48 (SA+) resist mitigation applies.
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from.Damage(
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BloodOathSpell.ComputeReflectedDamage(reflectedDamage, from.Skills.MagicResist.Value, Core.SA),
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this
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);
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}
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if (SubdueBeforeTame && !Controlled && oldHits > HitsMax / 10 && Hits <= HitsMax / 10)
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{
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// * The creature has been beaten into subjugation! *
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