Fixes#1690. Addresses Blood Oath holistically — three bugs found while researching the spell against RunUO, ServUO, the UODemise/uo.com guides, and the archived UOGuide page.
## Bugs fixed
### 1. Expiry timing (the filed issue)
The `ExpireTimer` polled every 1s, so expiry and death/delete cleanup lagged up to ~1s. Replaced with a **single-shot** timer plus centralized `[OnEvent]` handlers on `PlayerDeathEvent`/`PlayerDeletedEvent`/`CreatureDeathEvent`/`CreatureDeletedEvent` — the oath now breaks immediately on death/delete of either party.
### 2. Duration formula
Used `/80` (the bugged in-game tooltip value) instead of the real OSI formula `((SpiritSpeak - Resist) / 8) + 8`. Confirmed by RunUO, ServUO, the emulator guides, and the code's own fixed-point comment. At GM Spirit Speak this changes duration from ~9.5s to 23s and makes Spirit Speak actually affect duration.
### 3. Damage reflection (`BaseCreature.Damage` vs `PlayerMobile.Damage`)
`BaseCreature.Damage` diverged: it attributed the reflected hit to the attacker itself (`from.Damage(amount, from)`) instead of the caster, reflected the bonused (not original) amount, used `×1.1` vs `×1.2`, lacked the caster-survival guard, and had no Publish 48 resist mitigation.
Unified both paths: reflect the **original** damage attributed to the **caster** at `×1.2`. Publish 48 resist mitigation now applies only to creature casters and is gated behind `Core.SA`.
## Internals
- Collapsed the parallel `_oathTable` into a single `_table` keyed by both participants → shared timer, so `RemoveCurse` resolves from either side (required by the event handlers).
- Extracted `GetDurationSeconds` and `ComputeReflectedDamage` as testable statics.
## Tests
13 new tests (duration formula, reflection mitigation, oath lifecycle, end-to-end event-driven removal). Full suite: **436/436 pass**.
## Issue
Fixes#2452. A player with 30 Ninjitsu reported that the Animal Form menu showed **every** form; selecting one above their skill (e.g. Dog, req 40) **consumed mana** and returned "you need at least 40 skill", and afterwards the **gump never reopened** — every recast silently re-attempted the unusable form and drained more mana.
## Root cause
Three linked bugs, all reproduced from the code:
1. **Gump not gated by skill.** `AnimalFormGump.BuildLayout` compared `Skill.Fixed` (which is `Value * 10`, so 30 skill → `300`) against the raw 0–100 `ReqSkill` (Dog = `40`). `300 >= 40` is always true, so all forms were shown. `Morph` itself correctly uses `.Value`.
2. **Mana charged on a no-skill cast.** `Morph` returns `MorphResult.NoSkill` for an under-skilled form, but both call sites (`OnCast`, `OnResponse`) only special-cased `MorphResult.Fail`; `NoSkill` fell through to the branch that deducts mana.
3. **Menu never reopened.** Per OSI ([uo.com](https://uo.com/wiki/ultima-online-wiki/skills/ninjitsu/), [uoguide](https://www.uoguide.com/Animal_Form)), casting while **standing still always opens the selection menu**, and casting while **moving** quick-transforms into the last selected form. ModernUO only opened the menu when `lastAnimalForm == -1`, so once any form was selected a stationary recast skipped the menu.
## Fix
- Add `AnimalForm.CanSelectEntry` (compares `Skill.Value` to `ReqSkill`, plus the talisman check) and use it for the gump's per-entry enable check.
- `OnCast`: standing still always opens the menu; moving quick-transforms into the last form. `NoSkill` no longer costs mana.
- `OnResponse`: handle `Success` / `Fail` / `NoSkill` explicitly so `NoSkill` costs no mana.
## Tests
Adds `AnimalFormTests`:
- `CanSelectEntry` rejects forms above skill, accepts forms at/below skill, and requires a talisman for talisman-gated forms.
- `Morph` returns `NoSkill` (without transforming) when under-skilled, and `Success` when sufficiently skilled.
Verified the gating test catches the regression (reintroducing `.Fixed` fails it). Full solution build is clean; the 5 new tests plus 284 other UOContent tests pass (the pathfinding/AI sequential tests were excluded only because they deadlock under concurrent local runs — they are unrelated to this change).
## Summary
Overhauls the fame and karma system to be more era-accurate, based on original design documents and publish notes.
### Karma on player kill → karma on murder report
- Removes karma gain/loss on player kill (was immediate on death)
- Karma is now set to `Kills * -1000` on murder **report** instead
- Fame on player kill now uses the same formula as monster kills (`Fame / 100`)
This karma loss on murder report behaviour was tested on both the demo and live servers, behaviour was matching in terms of karma loss on report. Official UO servers karma loss AMOUNT match with my memory of T2A/UOR with one caveat - it's doubled on live servers (-2000 * kill count). I'm not sure when this changed and this behaviour has always had very poor and incorrect documentation, even 10-20 years ago. I was obsessed with the dread lord title on OSI and the only way I knew how to get it was reach 10 kills then macro them off. Even in publish 16 (when "The Murderer" title was removed) it still required 10 kills. Maybe it changed to -2000*Kills in AOS - that's where I've put the era gating diff.
### Era gates
- **Karma lock** (ankh toggle + auto-lock on negative karma) gated to `Core.UOTD && !Core.AOS` — [didn't exist before Jan 28, 2001](https://web.archive.org/web/20010128092700/http://update.uo.com/design_300.html)
- **Felucca fame/karma +30% bonus** gated to `Core.LBR` — [added in Publish 16, July 2002](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/publish-16-part-2-5-23rd-july/)
- **Fame/karma splitting** among damage dealers gated to `Core.UOR` — pre-UOR awards go to last hit only
### Skill karma penalties
- **Provocation** on innocent NPC: NPC says cliloc 501591, karma loss (floor -7500)
- **Stealing** attempt: karma loss on every attempt (floor -5000). Stealing did not cause karma loss at all before!
- **Summon Daemon**: karma loss on successful cast (floor -7000)
- **Corpse carving** (human): -70 for innocent corpses (floor -7000), -20 for freely-aggressable (floor -2000)
- **Bounty head turn-in**: karma gain capped at 2000 (was awarding flat +2000)
### Beneficial action karma
- **Beneficial spells** (heal, cure, etc.): `AwardKarma(caster, target.Karma / 5)` — healing good targets raises karma, healing evil targets lowers it - source is UO98 demo scripts
- **Bandages**: same formula but gain only (skipped if target karma ≤ 0) - see stratics link ("only ever gain karma, not lose it")
Sources: UO98 Demo scripts and playing, [Fame and Karma wiki](https://uo.com/wiki/ultima-online-wiki/player/fame-and-karma/), [UO design doc (Jan 2001)](https://web.archive.org/web/20010128092700/http://update.uo.com/design_300.html), [Publish 16](https://uo.com/wiki/ultima-online-wiki/technical/previous-publishes/2002-2/publish-16-part-2-5-23rd-july/), [Stratics healing reference](https://web.archive.org/web/20001209014200fw_/http://uo.stratics.com/heal.shtml)
### Refactoring
- Extracted `Titles.ComputeKillAwards(killed, map)` shared by player kill and creature kill paths
- Extracted `Titles.SetKarma(m, value, message)` for direct karma assignment (used by murder report)
- Extracted `SendKarmaMessage` and `CheckKarmaLock` helpers from `AwardKarma`
## 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
## 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
## Summary
- Adds `public virtual bool Murderer => Kills >= 5` property to `Mobile`, replacing ~30 scattered `Kills >= 5` / `Kills < 5` magic-number checks across the codebase
- `BaseCreature` overrides `Murderer` to also return `true` when `AlwaysMurderer` is set
- Updates `Corpse` serialization to v15, storing `_murderer` as a `bool` field (migrated from `int Kills >= 5` in earlier versions)
### Summary
- Adds [Code Generated Events](https://github.com/modernuo/CodeGeneratedEvents)
- Removes EventSink.PlayerDeath
- Adds `PlayerDeathEvent` and `CreatureDeathEvent` using code generated events
> [!Important]
> **Developer Note**
> Use `[OnEvent(nameof(PlayerMobile.PlayerDeathEvent))]` instead of `EventSink.PlayerDeath` delegate
> Check this commit for examples of how to use this.
> [!Important]
> **Developer Note**
> This code change will **completely move gumps out of the core**
### Summary
- Adds `GetGumps()` convenience which exposes methods to Find/Close/Send multiple gumps. This helper is a performance improvement by eliminating the Dictionary<Player, List> lookup for gumps.
### Summary
- Drastically streamlines the spell targeting by collapsing the target classes into a single `SpellTarget<T>` class.
- Moves TargetRange to the spell itself so it can be used by MageAI.
- Changes range check in MageAI to use TargetRange. This should fix target acquisition bugs
### Summary
- Fixes timer intervals not continuing
- Fixes `Timer.Index` being off by 1. Should start at 0 for the first OnTick
- Simplifies Gift of Renewal end check
- Fixes force of nature not applying at the proper time and simplifies the timer logic.
### Summary
- Cleans up target cancellation being called incorrectly.
- An invalid target type (which should never happen), now calls `OnTargetUntargetable` instead of `OnTargetCanceled`
- Removes double calls to `FinishSequence` in Spells.
### Summary
- Fixes various memory leaks related to spells
- Fixes Spell Plague
- Added ability to determine if `sdi` should take effect for Spell Damage.
- Fixes animal form timer ticking non-stop while logged out.
### Summary
- Fixes some serialization issues with spell items
- Fixes accessibility issues with field spells and removes the awkward "InternalItem" concept
- Codegens the fields/items used in spells
# New Gump API
We are pleased to release a new API that is faster, allocates nearly zero memory, and still feels very similar to the original API. The API is broken into 3 types of gumps, dynamic, static with placeholders, and static without placeholders.
### Dynamic Gumps
These gumps will inherit `DynamicGump` and are meant for gumps that have a dynamic layout. This includes specifying dynamic arguments to HtmlLocalized entries.
## Static Gumps
Static gumps are those where the function to the build the layout is called only once and cached forever. They can optionally have placeholders. These placeholders allow the developer to specify the string values later, dynamically in a `BuildStrings` method on the gump. If a gump does not have any placeholders, the string entries will also be cached forever.
## Benchmarks
To make sure we were going in the right direction and not wasting time, we took copious benchmarks. Here are the final benchmarks for a really simple gump.
Note:
* The majority of creating a gump is compressing the layout and the strings. Compressing each section takes ~6,000ns (12us total).
```cs
| Method | Mean | Error | StdDev | Median | Ratio | RatioSD | Gen0 | Allocated | Alloc Ratio |
|------------------------------- |-------------:|-------------:|-------------:|-------------:|------:|--------:|-------:|----------:|------------:|
| OldGump | 13,308.29 ns | 1,059.695 ns | 1,883.608 ns | 14,330.72 ns | 1.000 | 0.00 | 0.1526 | 2400 B | 1.00 |
| DynamicLayoutGump | 13,357.86 ns | 129.144 ns | 226.185 ns | 13,323.60 ns | 1.029 | 0.17 | - | 48 B | 0.02 |
| StaticLayoutDynamicStringsGump | 6,653.10 ns | 81.815 ns | 143.292 ns | 6,617.45 ns | 0.514 | 0.09 | - | 40 B | 0.02 |
| StaticLayoutGump | 86.33 ns | 0.760 ns | 1.350 ns | 86.07 ns | 0.007 | 0.00 | 0.0020 | 32 B | 0.01 |
```
# Non-Breaking Changes
* All gump components in the core have been moved to `Gumps/Legacy`.
* All legacy gumps will still inherit `Gump`, which now inherits `BaseGump`
# Special Thanks
Thank you to @stefanomerotta for considerable contributions/benchmarking/testing to make this effort a reality! We collectively went through over 10 iterations, but it is finally ready.
> [!IMPORTANT]
> Please read through these changes, as they changed certain expectations for how the internal AI thinking/movement work.
> Note that some mobs still don't have smooth movement on ClassicUO due to how the client handles animations/movement.
### Summary
- **Important Change**: Mobs will now move at a more regular pace. If the OnThink results in a move, but the cooldown would otherwise prevent the move, then the movement is scheduled on another timer.
- Added a 400ms delay to mobs turning to face a player to attack in order to avoid glitching between moving and turning.
- Reverted AI thinking speeds back to RunUO specific speeds.
- Reverted the AI thinking to moving conversion delays back to RunUO.
- For thinking speeds that are not exactly the predefined speeds from RunUO, there is a new calculation to determine the correct conversion to movement speed. This stops speeds like `0.35` from being faster than `0.3`
> [!NOTE]
> **Developer Note**
> BaseAI.CheckMove() no longer contains the check for whether or not a mob is on movement cooldown. This function can now be overwritten without causing issues to figuring out that cooldown.