ModernUO/Projects/UOContent/Spells/Sixth/Explosion.cs
Crome696 28513b00dd feat: implement Spell Focusing Sash (Closes #22)
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.
2026-07-10 08:03:19 +02:00

110 lines
3.2 KiB
C#

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