Adds the Stygian Abyss-era Spell Focusing Sash with full lifecycle, equipment stat block, and damage sequence behavior: - New SpellFocusingSash (BaseMiddleTorso) with Brittle, Mana Increase, Defense Chance Increase, +10 Strength Requirement, and 255/255 durability. - Context-menu enable/disable on the worn sash. - Sequence damage modifier: -30 -> 0 over six casts, then +2 per cast capped at +30 (PvM) or +20 held for five casts (PvP), resetting at the peak, on target change, on unequip, on disable, on death, and on logout. - Centralized eligibility gate (SpellFocusingEligible) and shared SpellHelper.Damage hooks, plus a direct hook in PainSpike. - Brittle is forced on under Core.SA via AOS.IsBrittle. - Regression tests covering stats/property ordering, enable state serialization, context-menu toggle, PvM and PvP sequences, target resets, disabled state, and non-eligible spells.
79 lines
2.2 KiB
C#
79 lines
2.2 KiB
C#
using System;
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using Server.Spells.Mysticism;
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using Server.Targeting;
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namespace Server.Spells.First
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{
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public class MagicArrowSpell : MagerySpell, ITargetingSpell<Mobile>
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{
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private static readonly SpellInfo _info = new(
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"Magic Arrow",
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"In Por Ylem",
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212,
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9041,
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Reagent.SulfurousAsh
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);
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public MagicArrowSpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
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{
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}
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public override SpellCircle Circle => SpellCircle.First;
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public override bool SpellFocusingEligible => true;
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private static readonly Type[] _delayedDamageSpellFamilyStacking = Core.AOS ? [typeof(NetherBoltSpell)] : null;
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public override Type[] DelayedDamageSpellFamilyStacking => _delayedDamageSpellFamilyStacking;
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public override bool DelayedDamage => true;
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public void Target(Mobile m)
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{
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if (CheckHSequence(m))
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{
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var source = Caster;
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SpellHelper.Turn(source, m);
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if (Core.SA && HasDelayedDamageContext(m))
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{
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DoHurtFizzle();
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return;
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}
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SpellHelper.CheckReflect((int)Circle, ref source, ref m);
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double damage;
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if (Core.AOS)
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{
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damage = GetNewAosDamage(10, 1, 4, m);
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}
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else
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{
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damage = Utility.Random(4, 4);
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if (CheckResisted(m))
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{
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damage *= 0.75;
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m.SendLocalizedMessage(501783); // You feel yourself resisting magical energy.
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}
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damage *= GetDamageScalar(m);
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}
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source.MovingParticles(m, 0x36E4, 5, 0, false, false, 0, 0, 3006, 0, 0, EffectLayer.RightHand, 0);
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source.PlaySound(0x1E5);
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SpellHelper.Damage(this, m, damage, 0, 100, 0, 0, 0);
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}
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}
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public override void OnCast()
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{
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Caster.Target = new SpellTarget<Mobile>(this, TargetFlags.Harmful);
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}
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}
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}
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