ModernUO/Projects/UOContent/Items/Weapons/BaseMeleeWeapon.cs
Jack 7be8b5f7f6
feat: T2A defensive spells (#2378)
## Summary

Implements T2A-accurate mechanics for the three defensive spells based on UO98 demo scripts. Pre-UOR (`!Core.UOR`) triggers the new behavior; UOR and AOS paths are unchanged.

- **Reactive Armor**: percentage-based melee damage reflection (10-35% based on target Magery), targeted, timed (25-75s). Guards exempt, ranged attacks beyond 1 tile unaffected. Reflected damage is sourceless.
- **Protection**: temporary AC bonus (casterMagery/10, 1-10 AR) via VirtualArmorMod, targeted, timed (12-120s). Shared table with Arch Protection — only one protection buff per mobile.
- **Magic Reflect**: single-use spell reflection using MagicDamageAbsorb as a flag. No timer, no DefensiveSpell lock. Consumed on first reflected spell.
- **Arch Protection**: T2A path applies Protection via shared table with area sound (0x1F7 vs 0x1ED).
- No DefensiveSpell mutual exclusion for T2A — all three spells operate independently.

## Test plan

- [x] Set expansion to T2A
- [x] Cast Reactive Armor on self → verify particles (0x376A) and sound (0x1F2)
- [x] Get hit in melee → verify attacker takes reflected damage with spark effect and sound
- [x] Get hit by ranged weapon from > 1 tile → verify no reflection
- [x] Wait for RA to expire → verify effect ends silently
- [x] Cast RA on target that already has it → verify "This spell is already in effect"
- [x] Cast Protection on another player → verify particles (0x375A) and sound (0x1ED)
- [x] Check target's AR → verify it increased by casterMagery/10
- [x] Wait for Protection to expire → verify AR returns to normal
- [x] Cast Protection on self, then cast Protection on another player → verify both succeed
- [x] Cast Arch Protection on ground near allies → verify each gets AR bonus with sound 0x1F7
- [x] Cast Arch Protection near a target already protected → verify that target is skipped
- [x] Cast Magic Reflect on self → verify particles (0x375A) and sound (0x1E9)
- [x] Have an enemy cast a harmful spell at you → verify spell reflects back, effect consumed
- [x] Cast Magic Reflect again → verify it can be recast after consumption
- [x] Cast Magic Reflect when already active → verify "This spell is already in effect"
- [x] Verify all three spells can be active simultaneously on the same mobile
- [x] Switch expansion to UOR → verify existing UOR behavior unchanged
- [x] Switch expansion to AOS → verify existing AOS behavior unchanged
2026-03-22 11:18:34 -07:00

44 lines
1.1 KiB
C#

using Server.Spells.First;
using Server.Spells.Spellweaving;
namespace Server.Items
{
public abstract class BaseMeleeWeapon : BaseWeapon
{
public BaseMeleeWeapon(int itemID) : base(itemID)
{
}
public BaseMeleeWeapon(Serial serial) : base(serial)
{
}
public override int AbsorbDamage(Mobile attacker, Mobile defender, int damage)
{
damage = base.AbsorbDamage(attacker, defender, damage);
AttuneWeaponSpell.TryAbsorb(defender, ref damage);
if (Core.AOS)
{
return damage;
}
ReactiveArmorSpell.HandleMeleeHit(attacker, defender, ref damage);
return damage;
}
// ReSharper disable once RedundantOverriddenMember
public override void Serialize(IGenericWriter writer)
{
base.Serialize(writer);
}
// ReSharper disable once RedundantOverriddenMember
public override void Deserialize(IGenericReader reader)
{
base.Deserialize(reader);
}
}
}