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