## 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
175 lines
6.3 KiB
C#
175 lines
6.3 KiB
C#
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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namespace Server.Spells.Fifth
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{
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public class MagicReflectSpell : MagerySpell
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{
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private static readonly SpellInfo _info = new(
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"Magic Reflection",
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"In Jux Sanct",
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242,
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9012,
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Reagent.Garlic,
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Reagent.MandrakeRoot,
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Reagent.SpidersSilk
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);
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private static readonly Dictionary<Mobile, ResistanceMod[]> _table = new();
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public MagicReflectSpell(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.Fifth;
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public override bool CheckCast()
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{
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if (Core.AOS)
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{
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return true;
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}
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if (Caster.MagicDamageAbsorb > 0)
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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 (!Core.UOR)
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{
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return true;
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}
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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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return false;
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}
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return true;
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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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/* The magic reflection spell decreases the caster's physical resistance, while increasing the caster's elemental resistances.
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* Physical decrease = 25 - (Inscription/20).
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* Elemental resistance = +10 (-20 physical, +10 elemental at GM Inscription)
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* The magic reflection 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 (CheckSequence())
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{
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if (_table.Remove(Caster, out var mods))
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{
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Caster.PlaySound(0x1ED);
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Caster.FixedParticles(0x375A, 10, 15, 5037, EffectLayer.Waist);
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for (var i = 0; i < mods.Length; ++i)
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{
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Caster.RemoveResistanceMod(mods[i]);
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}
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(Caster as PlayerMobile)?.RemoveBuff(BuffIcon.MagicReflection);
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}
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else
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{
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Caster.PlaySound(0x1E9);
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Caster.FixedParticles(0x375A, 10, 15, 5037, EffectLayer.Waist);
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var physiMod = -25 + (int)(Caster.Skills.Inscribe.Value / 20);
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const int otherMod = 10;
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mods =
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[
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new ResistanceMod(ResistanceType.Physical, "PhysicalResistMagicResist", physiMod),
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new ResistanceMod(ResistanceType.Fire, "FireResistMagicResist", otherMod),
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new ResistanceMod(ResistanceType.Cold, "ColdResistMagicResist", otherMod),
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new ResistanceMod(ResistanceType.Poison, "PoisonResistMagicResist", otherMod),
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new ResistanceMod(ResistanceType.Energy, "EnergyResistMagicResist", otherMod)
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];
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_table[Caster] = mods;
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for (var i = 0; i < mods.Length; ++i)
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{
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Caster.AddResistanceMod(mods[i]);
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}
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var buffFormat = $"{physiMod}\t+{otherMod}\t+{otherMod}\t+{otherMod}\t+{otherMod}";
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(Caster as PlayerMobile)?.AddBuff(
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new BuffInfo(BuffIcon.MagicReflection, 1075817, args: buffFormat, retainThroughDeath: true)
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);
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}
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}
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}
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else if (!Core.UOR)
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{
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if (Caster.MagicDamageAbsorb > 0)
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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 (CheckSequence())
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{
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Caster.MagicDamageAbsorb = 1;
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Caster.FixedParticles(0x375A, 10, 15, 5037, EffectLayer.Waist);
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Caster.PlaySound(0x1E9);
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}
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}
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else
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{
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if (Caster.MagicDamageAbsorb > 0)
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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 = (int)(Caster.Skills.Magery.Value + Caster.Skills.Inscribe.Value);
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value = (int)(8 + value / 200.0 * 7.0); // absorb from 8 to 15 "circles"
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Caster.MagicDamageAbsorb = value;
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Caster.FixedParticles(0x375A, 10, 15, 5037, EffectLayer.Waist);
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Caster.PlaySound(0x1E9);
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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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}
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FinishSequence();
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}
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[OnEvent(nameof(PlayerMobile.PlayerDeletedEvent))]
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public static void EndReflect(Mobile m)
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{
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if (!_table.Remove(m, out var mods))
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{
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return;
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}
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for (var i = 0; i < mods?.Length; ++i)
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{
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m.RemoveResistanceMod(mods[i]);
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}
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(m as PlayerMobile)?.RemoveBuff(BuffIcon.MagicReflection);
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}
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}
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}
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