ModernUO/Projects/UOContent/Items/Skill Items
Kamron Batman 992bc95164
feat: Refactor Poison system, implement Darkglow & Parasitic effects (#2385)
## Summary

- Refactors the poison system to separate `Index` (globally unique ID) from `Level` (tier within a family), enabling multiple poison families (Standard, Darkglow, Parasitic) to coexist without collisions
- Implements Darkglow and Parasitic poison special effects from Mondain's Legacy: Darkglow boosts damage by 10% when attacker is ranged, Parasitic heals the attacker for damage dealt in melee range
- Fixes several bugs: `Register()` crashing on duplicate `Level` values across families, `IncreaseLevel()` crossing family boundaries, `InfectiousStrike` and `NinjaWeapons` stripping poison family via level-based lookups, and `ArchCure`/`CleansingWinds` using raw `Level + 1` instead of `IncreaseLevel()`

## Changes

**`Projects/Server/Poison.cs`** — Adds `PoisonFamily` enum and abstract `Family` property. Adds `Index` as unique identifier. Fixes `Register()` to check `Index` uniqueness (not `Level`) and validate the new poison's name (not the existing one's). Fixes `IncreaseLevel()` to use `Index + 1`, naturally respecting family boundaries via Index gaps. Replaces linear name lookup with `Dictionary`-based `PoisonsByName`.

**`Projects/UOContent/Misc/Poison.cs`** — Adds `family` parameter to `PoisonImpl`. Implements Darkglow effect (10% damage boost when `From` >1 tile, cliloc 1072850) and Parasitic effect (heals `From` for damage dealt within 1 tile, cliloc 1060203) in `PoisonTimer.OnTick()`. Renames `m_` fields to `_` convention.

**`Projects/UOContent/Misc/PoisonKinds.cs`** — New file. Moves poison registration out of `PoisonImpl` into `PoisonKinds.Configure()`. Adds `PoisonFamily` to Darkglow/Parasitic registrations. Provides extension properties (`Lesser`, `Deadly`, `LesserDarkglow`, etc.), `GetPoison(int level)` (standard-only), `GetPoisonByFamilyAndLevel()`, and `IsDarkglow`/`IsParasitic` instance helpers.

**`Projects/UOContent/Items/Weapons/Abilities/InfectiousStrike.cs`** — Family-aware poison scaling: Darkglow caps at Deadly (Poisoning/33.3), Parasitic caps at Lethal (Poisoning/25), Standard unchanged. Level bump uses `IncreaseLevel()` with family boundary check.

**`Projects/UOContent/Items/Skill Items/Ninjitsu/NinjaWeapons.cs`** — EvilOmen level bump uses `Poison.IncreaseLevel()` instead of `Poison.GetPoison(Level + 1)`.

**`Projects/UOContent/Spells/Fourth/ArchCure.cs`** and **`CleansingWindsSpell.cs`** — Replace `poison.Level + 1` with `Poison.IncreaseLevel(poison).Level` for family-safe cure chance calculation.

**`Projects/Server/Serialization/SerializationExtensions.cs`** — Serializes/deserializes `Index` instead of `Level`.

**`DarkglowPotion.cs`** / **`ParasiticPotion.cs`** — Point to actual Darkglow/Parasitic poisons instead of placeholder `Greater`.

**`PotionKeg.cs`** / **`BasePotion.cs`** — Adds Darkglow, Parasitic, Invisibility, and FlintsPungentBrew to `PotionEffect` enum and keg label support.

## Test plan

- [ ] `dotnet build` compiles cleanly (verified, 0 warnings 0 errors)
- [ ] Verify `PoisonKinds.Configure()` registers all poisons without throwing (Register bug fix)
- [ ] Standard poison behavior unchanged — PoisonField, PoisonSpell, SerpentArrow, SavageShaman, TrappableContainer all use `GetPoison(int level)` which now correctly filters to Standard family
- [ ] Darkglow: poison tick deals +10% damage when attacker is >1 tile away, sends "Darkglow poison increases your damage!" message
- [ ] Parasitic: poison tick heals attacker for damage dealt when within 1 tile, sends heal message
- [ ] InfectiousStrike preserves poison family and respects family-specific skill scaling
- [ ] EvilOmen + NinjaWeapons level bump stays within poison family
- [ ] ArchCure/CleansingWinds cure chance calculations work correctly across all poison families
- [ ] Serialization round-trips correctly using Index
2026-03-21 21:27:22 -07:00
..
Blacksmith Items/Misc fix: Codegens blacksmith, camping, and carpenter skill items (#1278) 2022-11-24 00:57:23 -08:00
Camping feat: Adds new decay system and SkipSerialization (#2311) 2026-01-08 11:43:51 -08:00
Carpenter Items chore: Use var everywhere (#2294) 2025-12-27 16:47:28 -08:00
Fishing fix: Eliminates List allocations in various places. (#2158) 2025-11-16 18:33:53 -08:00
Harvest Tools fix: Optimizes items to use default weights. (Part 3) (#2242) 2025-07-24 16:21:27 -07:00
Lumberjack fix: Optimizes items to use default weights. (Part 4) (#2243) 2025-07-24 23:29:29 -07:00
Magical feat: Refactor Poison system, implement Darkglow & Parasitic effects (#2385) 2026-03-21 21:27:22 -07:00
Misc fix: Optimizes items to use default weights. (Part 4) (#2243) 2025-07-24 23:29:29 -07:00
Musical Instruments fix: Optimizes items to use default weights. (Part 2) (#2241) 2025-07-24 15:41:44 -07:00
Ninjitsu feat: Refactor Poison system, implement Darkglow & Parasitic effects (#2385) 2026-03-21 21:27:22 -07:00
Specialized fix: Optimizes items to use default weights. (Part 4) (#2243) 2025-07-24 23:29:29 -07:00
Tailor Items fix: Optimizes items to use default weights. (Part 4) (#2243) 2025-07-24 23:29:29 -07:00
Thief feat: T2A ping-pong mechanic and consider sins behaviour (#2356) 2026-03-10 23:10:27 -07:00
Tinkering fix: Optimizes items to use default weights. (Part 4) (#2243) 2025-07-24 23:29:29 -07:00
Tools fix: Optimizes items to use default weights. (Part 4) (#2243) 2025-07-24 23:29:29 -07:00