## 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
243 lines
8.1 KiB
C#
243 lines
8.1 KiB
C#
using System;
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using System.Collections.Generic;
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using ModernUO.CodeGeneratedEvents;
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using Server.Engines.BuffIcons;
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using Server.Mobiles;
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using Server.Targeting;
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namespace Server.Spells.Second
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{
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public class ProtectionSpell : MagerySpell, ITargetingSpell<Mobile>
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{
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private static readonly SpellInfo _info = new(
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"Protection",
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"Uus Sanct",
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236,
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9011,
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Reagent.Garlic,
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Reagent.Ginseng,
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Reagent.SulfurousAsh
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);
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private static Dictionary<Mobile, Tuple<ResistanceMod, DefaultSkillMod>> _table;
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// T2A: stores the AR bonus per mobile (shared with ArchProtection)
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private static Dictionary<Mobile, int> _t2aTable;
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public ProtectionSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
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{
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}
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public static Dictionary<Mobile, int> Registry { get; } = new();
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public override SpellCircle Circle => SpellCircle.Second;
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public static bool HasT2AProtection(Mobile m) => _t2aTable?.ContainsKey(m) ?? false;
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public static void RemoveT2AProtection(Mobile m)
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{
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if (_t2aTable?.Remove(m, out var bonus) == true)
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{
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m.VirtualArmorMod -= Math.Min(bonus, m.VirtualArmorMod);
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}
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}
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public static void ApplyT2AProtection(Mobile caster, Mobile target)
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{
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if (HasT2AProtection(target))
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{
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return;
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}
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var magery = caster.Skills.Magery.Value;
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var bonus = (int)(magery / 10);
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var duration = TimeSpan.FromSeconds(6 * magery / 5);
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_t2aTable ??= [];
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_t2aTable[target] = bonus;
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target.VirtualArmorMod += bonus;
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target.FixedParticles(0x375A, 9, 20, 5016, EffectLayer.Waist);
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new InternalTimer(target, duration).Start();
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}
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public override bool CheckCast()
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{
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if (Core.AOS || !Core.UOR)
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{
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return true;
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}
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if (Registry.ContainsKey(Caster))
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{
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Caster.SendLocalizedMessage(1005559); // This spell is already in effect.
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return false;
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}
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if (Caster.CanBeginAction<DefensiveSpell>())
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{
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return true;
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}
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Caster.SendLocalizedMessage(1005385); // The spell will not adhere to you at this time.
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return false;
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}
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public void Target(Mobile m)
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{
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if (!Caster.CanBeBeneficial(m))
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{
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return;
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}
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if (HasT2AProtection(m))
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{
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Caster.SendLocalizedMessage(1005559); // This spell is already in effect.
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return;
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}
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if (CheckBSequence(m))
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{
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Caster.DoBeneficial(m);
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SpellHelper.Turn(Caster, m);
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ApplyT2AProtection(Caster, m);
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m.PlaySound(0x1ED);
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}
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}
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// AOS+ only
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public static void Toggle(Mobile caster, Mobile target)
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{
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/* Players under the protection spell effect can no longer have their spells "disrupted" when hit.
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* Players under the protection spell have decreased physical resistance stat value (-15 + (Inscription/20),
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* a decreased "resisting spells" skill value by -35 + (Inscription/20),
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* and a slower casting speed modifier (technically, a negative "faster cast speed") of 2 points.
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* The protection spell has an indefinite duration, becoming active when cast, and deactivated when re-cast.
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* Reactive Armor, Protection, and Magic Reflection will stay on even after logging out,
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* even after dying, until you turn them off by casting them again.
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*/
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if (_table?.Remove(target, out var mods) == true)
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{
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target.PlaySound(0x1ED);
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target.FixedParticles(0x375A, 9, 20, 5016, EffectLayer.Waist);
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Registry.Remove(target);
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target.RemoveResistanceMod(mods.Item1);
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target.RemoveSkillMod(mods.Item2);
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(target as PlayerMobile)?.RemoveBuff(BuffIcon.Protection);
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}
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else
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{
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target.PlaySound(0x1E9);
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target.FixedParticles(0x375A, 9, 20, 5016, EffectLayer.Waist);
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var physLoss = -15 + (int)(caster.Skills.Inscribe.Value / 20);
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var resistLoss = -35 + (int)(caster.Skills.Inscribe.Value / 20);
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var physMod = new ResistanceMod(ResistanceType.Physical, "PhysicalResistProtectionSpell", physLoss);
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var resistMod = new DefaultSkillMod(SkillName.MagicResist, "MagicResistProtectionSpell", true, resistLoss);
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_table ??= [];
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_table[target] = Tuple.Create(physMod, resistMod);
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Registry[target] = 1000; // 100.0% protection from disruption
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target.AddResistanceMod(physMod);
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target.AddSkillMod(resistMod);
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var args = $"{physLoss}\t{resistLoss}";
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(target as PlayerMobile)?.AddBuff(new BuffInfo(BuffIcon.Protection, 1075814, 1075815, args: args));
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}
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}
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[OnEvent(nameof(PlayerMobile.PlayerDeletedEvent))]
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public static void EndProtection(Mobile m)
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{
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RemoveT2AProtection(m);
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if (_table?.Remove(m, out var mods) != true)
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{
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return;
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}
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Registry.Remove(m);
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m.RemoveResistanceMod(mods.Item1);
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m.RemoveSkillMod(mods.Item2);
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(m as PlayerMobile)?.RemoveBuff(BuffIcon.Protection);
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}
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public override void OnCast()
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{
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if (Core.AOS)
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{
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if (CheckSequence())
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{
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Toggle(Caster, Caster);
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}
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FinishSequence();
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}
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else if (!Core.UOR)
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{
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Caster.Target = new SpellTarget<Mobile>(this, TargetFlags.Beneficial);
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}
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else
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{
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if (Registry.ContainsKey(Caster))
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{
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Caster.SendLocalizedMessage(1005559); // This spell is already in effect.
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}
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else if (!Caster.CanBeginAction<DefensiveSpell>())
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{
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Caster.SendLocalizedMessage(1005385); // The spell will not adhere to you at this time.
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}
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else if (CheckSequence())
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{
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if (Caster.BeginAction<DefensiveSpell>())
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{
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var value = (Caster.Skills.EvalInt.Value +
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Caster.Skills.Meditation.Value +
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Caster.Skills.Inscribe.Value) * 10 / 4;
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Registry.Add(Caster, Math.Clamp((int)value, 0, 750)); // 75.0% protection from disruption
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var duration = TimeSpan.FromSeconds(Math.Clamp(Caster.Skills.Magery.Value * 2.0, 15, 240));
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new InternalTimer(Caster, duration).Start();
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Caster.FixedParticles(0x375A, 9, 20, 5016, EffectLayer.Waist);
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Caster.PlaySound(0x1ED);
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}
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else
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{
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Caster.SendLocalizedMessage(1005385); // The spell will not adhere to you at this time.
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}
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}
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FinishSequence();
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}
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}
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private class InternalTimer : Timer
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{
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private readonly Mobile _mobile;
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public InternalTimer(Mobile mobile, TimeSpan duration) : base(duration) => _mobile = mobile;
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protected override void OnTick()
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{
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if (!Core.UOR)
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{
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RemoveT2AProtection(_mobile);
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}
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else
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{
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Registry.Remove(_mobile);
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DefensiveSpell.Nullify(_mobile);
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}
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}
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}
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}
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}
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