feat: Adds reflect damage ability. Fixes magical barrier (#1184)
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5 changed files with 86 additions and 64 deletions
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@ -5761,6 +5761,11 @@ namespace Server
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public virtual void Damage(int amount, Mobile from = null, bool informMount = true)
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{
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if (amount <= 0)
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{
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return;
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}
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if (!CanBeDamaged() || Deleted)
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{
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return;
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@ -5771,67 +5776,64 @@ namespace Server
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return;
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}
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if (amount > 0)
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var oldHits = Hits;
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var newHits = oldHits - amount;
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m_Spell?.OnCasterHurt();
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// if (m_Spell != null && m_Spell.State == SpellState.Casting)
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// m_Spell.Disturb( DisturbType.Hurt, false, true );
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if (from != null)
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{
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var oldHits = Hits;
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var newHits = oldHits - amount;
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RegisterDamage(amount, from);
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}
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m_Spell?.OnCasterHurt();
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DisruptiveAction();
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// if (m_Spell != null && m_Spell.State == SpellState.Casting)
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// m_Spell.Disturb( DisturbType.Hurt, false, true );
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Paralyzed = false;
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if (from != null)
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{
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RegisterDamage(amount, from);
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}
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DisruptiveAction();
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Paralyzed = false;
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switch (VisibleDamageType)
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{
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case VisibleDamageType.Related:
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{
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SendVisibleDamageRelated(from, amount);
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break;
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}
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case VisibleDamageType.Everyone:
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{
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SendVisibleDamageEveryone(amount);
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break;
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}
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case VisibleDamageType.Selective:
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{
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SendVisibleDamageSelective(from, amount);
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break;
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}
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}
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OnDamage(amount, from, newHits < 0);
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if (informMount)
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{
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Mount?.OnRiderDamaged(amount, from, newHits < 0);
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}
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if (newHits < 0)
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{
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LastKiller = from;
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Hits = 0;
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if (oldHits >= 0)
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switch (VisibleDamageType)
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{
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case VisibleDamageType.Related:
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{
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Kill();
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SendVisibleDamageRelated(from, amount);
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break;
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}
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}
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else
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case VisibleDamageType.Everyone:
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{
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SendVisibleDamageEveryone(amount);
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break;
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}
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case VisibleDamageType.Selective:
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{
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SendVisibleDamageSelective(from, amount);
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break;
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}
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}
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OnDamage(amount, from, newHits < 0);
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if (informMount)
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{
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Mount?.OnRiderDamaged(amount, from, newHits < 0);
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}
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if (newHits < 0)
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{
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LastKiller = from;
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Hits = 0;
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if (oldHits >= 0)
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{
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Hits = newHits;
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Kill();
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}
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}
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else
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{
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Hits = newHits;
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}
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}
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public void SendVisibleDamageRelated(Mobile from, int amount)
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@ -194,24 +194,35 @@ namespace Server
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totalDamage = m.Hits;
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}
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var bcFrom = from as BaseCreature;
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if (from is { Deleted: false, Alive: true })
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{
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var reflectPhys = AosAttributes.GetValue(m, AosAttribute.ReflectPhysical);
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var reflectPhysAbility = bcFrom?.GetAbility(MonsterAbilityType.ReflectPhysicalDamage) as ReflectPhysicalDamage;
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if (reflectPhys != 0 && from is BaseCreature bcFrom)
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if (reflectPhysAbility
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?.CanTrigger(bcFrom, MonsterAbilityTrigger.CombatAction) == true)
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{
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var magicalBarrier = bcFrom.GetAbility(MonsterAbilityType.MagicalBarrier);
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magicalBarrier.AlterMeleeDamageFrom(bcFrom, m, ref reflectPhys);
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reflectPhys += reflectPhysAbility.PercentReflected;
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m.SendLocalizedMessage(1070844); // The creature repels the attack back at you.
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}
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if (reflectPhys != 0)
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if (reflectPhys > 0)
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{
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var reflectDamage = Scale(
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damage * phys * (100 - (ignoreArmor ? 0 : m.PhysicalResistance)) / 10000,
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reflectPhys
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);
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from.Damage(reflectDamage, m);
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bcFrom
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?.GetAbility(MonsterAbilityType.MagicalBarrier)
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?.AlterMeleeDamageFrom(bcFrom, m, ref reflectDamage);
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if (reflectDamage > 0)
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{
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from.Damage(reflectDamage, m);
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}
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}
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}
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@ -14,5 +14,6 @@ public enum MonsterAbilityType
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DeathExplosion,
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MassDrainLife,
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MagicalBarrier,
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EnergyBoltCounter
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EnergyBoltCounter,
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ReflectPhysicalDamage
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}
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@ -0,0 +1,11 @@
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namespace Server.Mobiles;
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public class ReflectPhysicalDamage : MonsterAbility
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{
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// This is handled manually in AOS.Damage()
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public override MonsterAbilityTrigger AbilityTrigger => MonsterAbilityTrigger.CombatAction;
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public override MonsterAbilityType AbilityType => MonsterAbilityType.ReflectPhysicalDamage;
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public virtual int PercentReflected => 10;
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}
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@ -64,6 +64,9 @@ namespace Server.Mobiles
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public override bool Uncalmable => true;
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private static MonsterAbility[] _abilities = { new ReflectPhysicalDamage() };
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public override MonsterAbility[] GetMonsterAbilities() => _abilities;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.FilthyRich);
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@ -71,12 +74,6 @@ namespace Server.Mobiles
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AddLoot(LootPack.Gems, 2);
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}
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/* TODO: Repel Magic
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* 10% chance of repelling a melee attack (why did they call it repel magic anyway?)
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* Cliloc: 1070844
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* Effect: damage is dealt to the attacker, no damage is taken by the fan dancer
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*/
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private void ThrowFan(Mobile to)
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{
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if (!(Utility.RandomDouble() < 0.8) || to.InRange(this, 1))
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