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.
110 lines
3.2 KiB
C#
110 lines
3.2 KiB
C#
using System;
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using Server.Targeting;
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namespace Server.Spells.Sixth
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{
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public class ExplosionSpell : MagerySpell, ITargetingSpell<Mobile>
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{
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private static readonly SpellInfo _info = new(
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"Explosion",
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"Vas Ort Flam",
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230,
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9041,
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Reagent.Bloodmoss,
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Reagent.MandrakeRoot
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);
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public ExplosionSpell(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.Sixth;
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public override bool SpellFocusingEligible => true;
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public override Type[] DelayedDamageSpellFamilyStacking => AOSNoDelayedDamageStackingSelf;
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public override bool DelayedDamage => false;
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public void Target(Mobile m)
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{
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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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if (Caster.CanBeHarmful(m) && CheckSequence())
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{
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var defender = m;
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SpellHelper.Turn(Caster, m);
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SpellHelper.CheckReflect((int)Circle, Caster, ref m);
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new InternalTimer(this, Caster, defender, m).Start();
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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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private class InternalTimer : Timer
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{
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private readonly Mobile _attacker;
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private readonly Mobile _defender;
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private readonly MagerySpell _spell;
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private readonly Mobile _target;
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public InternalTimer(MagerySpell spell, Mobile attacker, Mobile defender, Mobile target)
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: base(TimeSpan.FromSeconds(Core.AOS ? 3.0 : 2.5))
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{
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_spell = spell;
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_attacker = attacker;
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_defender = defender;
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_target = target;
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_spell?.StartDelayedDamageContext(_attacker, this);
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}
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protected override void OnTick()
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{
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if (_defender.Deleted || !_defender.Alive)
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{
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return;
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}
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if (_attacker.HarmfulCheck(_defender))
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{
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double damage;
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if (Core.AOS)
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{
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damage = _spell.GetNewAosDamage(40, 1, 5, _defender);
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}
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else
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{
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damage = Utility.Random(23, 22);
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if (_spell.CheckResisted(_target))
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{
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damage *= 0.75;
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_target.SendLocalizedMessage(501783); // You feel yourself resisting magical energy.
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}
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damage *= _spell.GetDamageScalar(_target);
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}
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_target.FixedParticles(0x36BD, 20, 10, 5044, EffectLayer.Head);
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_target.PlaySound(0x307);
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SpellHelper.Damage(_spell, _target, damage, 0, 100, 0, 0, 0);
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}
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_spell?.RemoveDelayedDamageContext(_attacker);
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}
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}
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}
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}
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