feat: Refactor Poison system, implement Darkglow & Parasitic effects (#2385)
## Summary - Refactors the poison system to separate `Index` (globally unique ID) from `Level` (tier within a family), enabling multiple poison families (Standard, Darkglow, Parasitic) to coexist without collisions - Implements Darkglow and Parasitic poison special effects from Mondain's Legacy: Darkglow boosts damage by 10% when attacker is ranged, Parasitic heals the attacker for damage dealt in melee range - Fixes several bugs: `Register()` crashing on duplicate `Level` values across families, `IncreaseLevel()` crossing family boundaries, `InfectiousStrike` and `NinjaWeapons` stripping poison family via level-based lookups, and `ArchCure`/`CleansingWinds` using raw `Level + 1` instead of `IncreaseLevel()` ## Changes **`Projects/Server/Poison.cs`** — Adds `PoisonFamily` enum and abstract `Family` property. Adds `Index` as unique identifier. Fixes `Register()` to check `Index` uniqueness (not `Level`) and validate the new poison's name (not the existing one's). Fixes `IncreaseLevel()` to use `Index + 1`, naturally respecting family boundaries via Index gaps. Replaces linear name lookup with `Dictionary`-based `PoisonsByName`. **`Projects/UOContent/Misc/Poison.cs`** — Adds `family` parameter to `PoisonImpl`. Implements Darkglow effect (10% damage boost when `From` >1 tile, cliloc 1072850) and Parasitic effect (heals `From` for damage dealt within 1 tile, cliloc 1060203) in `PoisonTimer.OnTick()`. Renames `m_` fields to `_` convention. **`Projects/UOContent/Misc/PoisonKinds.cs`** — New file. Moves poison registration out of `PoisonImpl` into `PoisonKinds.Configure()`. Adds `PoisonFamily` to Darkglow/Parasitic registrations. Provides extension properties (`Lesser`, `Deadly`, `LesserDarkglow`, etc.), `GetPoison(int level)` (standard-only), `GetPoisonByFamilyAndLevel()`, and `IsDarkglow`/`IsParasitic` instance helpers. **`Projects/UOContent/Items/Weapons/Abilities/InfectiousStrike.cs`** — Family-aware poison scaling: Darkglow caps at Deadly (Poisoning/33.3), Parasitic caps at Lethal (Poisoning/25), Standard unchanged. Level bump uses `IncreaseLevel()` with family boundary check. **`Projects/UOContent/Items/Skill Items/Ninjitsu/NinjaWeapons.cs`** — EvilOmen level bump uses `Poison.IncreaseLevel()` instead of `Poison.GetPoison(Level + 1)`. **`Projects/UOContent/Spells/Fourth/ArchCure.cs`** and **`CleansingWindsSpell.cs`** — Replace `poison.Level + 1` with `Poison.IncreaseLevel(poison).Level` for family-safe cure chance calculation. **`Projects/Server/Serialization/SerializationExtensions.cs`** — Serializes/deserializes `Index` instead of `Level`. **`DarkglowPotion.cs`** / **`ParasiticPotion.cs`** — Point to actual Darkglow/Parasitic poisons instead of placeholder `Greater`. **`PotionKeg.cs`** / **`BasePotion.cs`** — Adds Darkglow, Parasitic, Invisibility, and FlintsPungentBrew to `PotionEffect` enum and keg label support. ## Test plan - [ ] `dotnet build` compiles cleanly (verified, 0 warnings 0 errors) - [ ] Verify `PoisonKinds.Configure()` registers all poisons without throwing (Register bug fix) - [ ] Standard poison behavior unchanged — PoisonField, PoisonSpell, SerpentArrow, SavageShaman, TrappableContainer all use `GetPoison(int level)` which now correctly filters to Standard family - [ ] Darkglow: poison tick deals +10% damage when attacker is >1 tile away, sends "Darkglow poison increases your damage!" message - [ ] Parasitic: poison tick heals attacker for damage dealt when within 1 tile, sends heal message - [ ] InfectiousStrike preserves poison family and respects family-specific skill scaling - [ ] EvilOmen + NinjaWeapons level bump stays within poison family - [ ] ArchCure/CleansingWinds cure chance calculations work correctly across all poison families - [ ] Serialization round-trips correctly using Index
This commit is contained in:
parent
3bb38bcb5b
commit
992bc95164
12 changed files with 316 additions and 205 deletions
|
|
@ -46,25 +46,30 @@ namespace Server.Items
|
|||
|
||||
--weapon.PoisonCharges;
|
||||
|
||||
var poisoningSkill = attacker.Skills.Poisoning.Value;
|
||||
|
||||
// Infectious strike special move now uses poisoning skill to help determine potency
|
||||
var maxLevel = Math.Max((int)(attacker.Skills.Poisoning.Value / 20), 0);
|
||||
var family = p.Family;
|
||||
|
||||
int maxLevel = family switch
|
||||
{
|
||||
PoisonFamily.Darkglow => Math.Min((int)(poisoningSkill / 33.3), 3),
|
||||
PoisonFamily.Parasitic => Math.Min((int)(poisoningSkill / 25), 4),
|
||||
_ => Math.Max((int)(poisoningSkill / 20), 0)
|
||||
};
|
||||
|
||||
if (p.Level > maxLevel)
|
||||
{
|
||||
p = Poison.GetPoison(maxLevel);
|
||||
p = Poison.GetPoisonByFamilyAndLevel(family, maxLevel);
|
||||
}
|
||||
|
||||
if (attacker.Skills.Poisoning.Value / 100.0 > Utility.RandomDouble())
|
||||
// Check if the poison can be increased.
|
||||
var newPoison = Poison.IncreaseLevel(p);
|
||||
if (newPoison != p && poisoningSkill / 100.0 > Utility.RandomDouble())
|
||||
{
|
||||
var level = p.Level + 1;
|
||||
var newPoison = Poison.GetPoison(level);
|
||||
|
||||
if (newPoison != null)
|
||||
{
|
||||
p = newPoison;
|
||||
|
||||
attacker.SendLocalizedMessage(1060080); // Your precise strike has increased the level of the poison by 1
|
||||
defender.SendLocalizedMessage(1060081); // The poison seems extra effective!
|
||||
}
|
||||
p = newPoison;
|
||||
attacker.SendLocalizedMessage(1060080); // Your precise strike has increased the level of the poison by 1
|
||||
defender.SendLocalizedMessage(1060081); // The poison seems extra effective!
|
||||
}
|
||||
|
||||
defender.PlaySound(0xDD);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue