ModernUO/dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md

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Items, Mobiles & Creatures Migration

Overview

Most RunUO migration work involves converting Item, Mobile, and BaseCreature subclasses. This doc combines all prior system changes (serialization, timers, property lists, naming) into complete step-by-step conversion guides for the most common content types.

Item Migration Step-by-Step

1. Apply Foundation Changes

  • File-scoped namespace
  • using ModernUO.Serialization;
  • Rename m_ fields to _camelCase
  • [Constructable][Constructible]
  • Replace Console.WriteLine with logging
  • Replace DateTime.UtcNow with Core.Now

2. Add Serialization Attributes

[SerializationGenerator(N, false)]  // N = old version + 1; false if old Deserialize used ReadInt()
public partial class MyItem : Item  // Add partial

3. Convert Fields to [SerializableField]

// RunUO
private int m_Charges;
[CommandProperty(AccessLevel.GameMaster)]
public int Charges { get { return m_Charges; } set { m_Charges = value; InvalidateProperties(); } }

// ModernUO
[SerializableField(0)]
[InvalidateProperties]
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _charges;
// Property auto-generated with InvalidateProperties

4. Delete Boilerplate

  • Delete public MyItem(Serial serial) : base(serial) { }
  • Delete public override void Serialize(GenericWriter writer) { ... }
  • Delete public override void Deserialize(GenericReader reader) { ... }

5. Convert Timer Fields

// RunUO
private InternalTimer m_Timer;
// + nested Timer class

// ModernUO
private TimerExecutionToken _timerToken;
// + direct Timer.StartTimer() calls
// + [AfterDeserialization] for timer restoration
// + OnAfterDelete() for timer cancellation

6. Convert GetProperties

// RunUO
public override void GetProperties(ObjectPropertyList list)
{
    base.GetProperties(list);
    list.Add(1060741, m_Charges.ToString());
}

// ModernUO
public override void GetProperties(IPropertyList list)
{
    base.GetProperties(list);
    list.Add(1060741, $"{_charges}");
}

7. Convert Context Menus (if present)

// RunUO
public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
{
    base.GetContextMenuEntries(from, list);
    list.Add(new MyEntry(this));
}

// ModernUO
public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
{
    base.GetContextMenuEntries(from, ref list);
    list.Add(new MyEntry(this));
}

Complete Before/After: Item

RunUO:

using System;
using Server;
using Server.Network;

namespace Server.Items
{
    public class MagicLantern : Item
    {
        private int m_Charges;
        private Mobile m_Owner;
        private InternalTimer m_Timer;

        [CommandProperty(AccessLevel.GameMaster)]
        public int Charges
        {
            get { return m_Charges; }
            set { m_Charges = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public Mobile Owner
        {
            get { return m_Owner; }
            set { m_Owner = value; }
        }

        [Constructable]
        public MagicLantern() : base(0xA25)
        {
            m_Charges = Utility.RandomMinMax(5, 15);
            Weight = 2.0;
            Light = LightType.Circle300;
            Name = "a magic lantern";

            m_Timer = new InternalTimer(this);
            m_Timer.Start();
        }

        public MagicLantern(Serial serial) : base(serial) { }

        public override void OnDelete()
        {
            if (m_Timer != null)
                m_Timer.Stop();

            base.OnDelete();
        }

        public override void GetProperties(ObjectPropertyList list)
        {
            base.GetProperties(list);
            list.Add(1060741, m_Charges.ToString());
        }

        public override void OnDoubleClick(Mobile from)
        {
            if (!IsChildOf(from.Backpack))
            {
                from.SendLocalizedMessage(1042001);
                return;
            }

            if (m_Charges <= 0)
            {
                from.SendMessage("The lantern is depleted.");
                return;
            }

            m_Charges--;
            InvalidateProperties();
            from.SendMessage("The lantern flares brightly!");
        }

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);
            writer.Write((int)1); // version

            writer.Write(m_Owner);
            writer.Write(m_Charges);
        }

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);
            int version = reader.ReadInt();

            switch (version)
            {
                case 1:
                    m_Owner = reader.ReadMobile();
                    goto case 0;
                case 0:
                    m_Charges = reader.ReadInt();
                    break;
            }

            m_Timer = new InternalTimer(this);
            m_Timer.Start();
        }

        private void Glow()
        {
            if (m_Charges > 0)
                Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042);
        }

        private class InternalTimer : Timer
        {
            private MagicLantern m_Lantern;

            public InternalTimer(MagicLantern lantern) : base(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(3))
            {
                m_Lantern = lantern;
                Priority = TimerPriority.OneSecond;
            }

            protected override void OnTick()
            {
                m_Lantern.Glow();
            }
        }
    }
}

ModernUO:

using ModernUO.Serialization;

namespace Server.Items;

[SerializationGenerator(0)]
public partial class MagicLantern : Item
{
    [SerializableField(0)]
    [InvalidateProperties]
    [SerializedCommandProperty(AccessLevel.GameMaster)]
    private int _charges;

    [SerializableField(1)]
    [SerializedCommandProperty(AccessLevel.GameMaster)]
    private Mobile _owner;

    private TimerExecutionToken _glowTimer;

    [Constructible]
    public MagicLantern() : base(0xA25)
    {
        _charges = Utility.RandomMinMax(5, 15);
        Weight = 2.0;
        Light = LightType.Circle300;
        StartGlow();
    }

    public override string DefaultName => "a magic lantern";

    private void StartGlow()
    {
        Timer.StartTimer(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(3), Glow, out _glowTimer);
    }

    [AfterDeserialization]
    private void AfterDeserialization() => StartGlow();

    public override void OnAfterDelete()
    {
        _glowTimer.Cancel();
        base.OnAfterDelete();
    }

    public override void GetProperties(IPropertyList list)
    {
        base.GetProperties(list);
        list.Add(1060741, $"{_charges}");
    }

    public override void OnDoubleClick(Mobile from)
    {
        if (!IsChildOf(from.Backpack))
        {
            from.SendLocalizedMessage(1042001);
            return;
        }

        if (_charges <= 0)
        {
            from.SendMessage("The lantern is depleted.");
            return;
        }

        Charges--;
        from.SendMessage("The lantern flares brightly!");
    }

    private void Glow()
    {
        if (_charges > 0)
            Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042);
    }
}

What changed:

  • File-scoped namespace
  • partial class + [SerializationGenerator(0)] (omit encoded parameter)
  • [Constructable][Constructible]
  • m_Charges/m_Owner_charges/_owner with [SerializableField]
  • Manual properties → auto-generated with [SerializedCommandProperty]
  • InvalidateProperties() in setter → [InvalidateProperties] attribute
  • Name = "..."DefaultName => property override
  • Serial constructor deleted
  • Serialize/Deserialize deleted
  • Nested InternalTimer class → Timer.StartTimer() + TimerExecutionToken
  • Timer in Deserialize → [AfterDeserialization]
  • OnDelete() timer stop → OnAfterDelete() + _token.Cancel()
  • ObjectPropertyListIPropertyList
  • GetProperties uses string interpolation with holes

BaseCreature Migration

BaseCreature subclasses follow the same pattern as items but have additional considerations.

Key Differences from Items

  1. Constructor calls base(AIType, FightMode) instead of base(itemID)
  2. Stats set with SetStr(), SetDex(), SetInt(), etc.
  3. Damage/resistance types set explicitly
  4. GenerateLoot() override for loot tables
  5. Many property overrides (CorpseName, Meat, Hides, etc.)

Before/After: Simple Creature

RunUO:

namespace Server.Mobiles
{
    [CorpseName("a wolf corpse")]
    public class ForestWolf : BaseCreature
    {
        [Constructable]
        public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
        {
            Name = "a forest wolf";
            Body = 225;
            BaseSoundID = 0xE5;

            SetStr(80, 120);
            SetDex(90, 110);
            SetInt(20, 40);

            SetHits(60, 80);

            SetDamage(8, 14);

            SetDamageType(ResistanceType.Physical, 100);

            SetResistance(ResistanceType.Physical, 25, 35);

            SetSkill(SkillName.MagicResist, 30.0, 50.0);
            SetSkill(SkillName.Tactics, 50.0, 70.0);
            SetSkill(SkillName.Wrestling, 50.0, 70.0);

            Fame = 600;
            Karma = 0;

            VirtualArmor = 28;

            Tamable = true;
            ControlSlots = 1;
            MinTameSkill = 50.1;
        }

        public ForestWolf(Serial serial) : base(serial) { }

        public override int Meat { get { return 1; } }
        public override int Hides { get { return 6; } }
        public override FoodType FavoriteFood { get { return FoodType.Meat; } }
        public override PackInstinct PackInstinct { get { return PackInstinct.Canine; } }

        public override void GenerateLoot()
        {
            AddLoot(LootPack.Meager);
        }

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);
            writer.Write((int)0);
        }

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);
            int version = reader.ReadInt();
        }
    }
}

ModernUO:

using ModernUO.Serialization;

namespace Server.Mobiles;

[SerializationGenerator(0)]
public partial class ForestWolf : BaseCreature
{
    [Constructible]
    public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest)
    {
        Body = 225;
        BaseSoundID = 0xE5;

        SetStr(80, 120);
        SetDex(90, 110);
        SetInt(20, 40);

        SetHits(60, 80);

        SetDamage(8, 14);

        SetDamageType(ResistanceType.Physical, 100);

        SetResistance(ResistanceType.Physical, 25, 35);

        SetSkill(SkillName.MagicResist, 30.0, 50.0);
        SetSkill(SkillName.Tactics, 50.0, 70.0);
        SetSkill(SkillName.Wrestling, 50.0, 70.0);

        Fame = 600;
        Karma = 0;

        VirtualArmor = 28;

        Tamable = true;
        ControlSlots = 1;
        MinTameSkill = 50.1;
    }

    public override string CorpseName => "a wolf corpse";
    public override string DefaultName => "a forest wolf";
    public override int Meat => 1;
    public override int Hides => 6;
    public override FoodType FavoriteFood => FoodType.Meat;
    public override PackInstinct PackInstinct => PackInstinct.Canine;

    public override void GenerateLoot()
    {
        AddLoot(LootPack.Meager);
    }
}

What changed:

  • [CorpseName("...")] attribute → CorpseName property override
  • Name = "..."DefaultName property override
  • BaseCreature(AI, Fight, 10, 1, 0.2, 0.4)BaseCreature(AI, Fight) (extra params have defaults)
  • Expression-bodied property overrides
  • Serialization boilerplate removed
  • Serial constructor removed

Key Creature Constructor Differences

// RunUO — many parameters
public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
// 10 = RangePerception, 1 = RangeFight, 0.2 = ActiveSpeed, 0.4 = PassiveSpeed

// ModernUO — simplified (defaults built in)
public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest)

The extra parameters (RangePerception, RangeFight, ActiveSpeed, PassiveSpeed) have sensible defaults. Only specify them if they differ from defaults.

Common Creature Attribute Changes

RunUO ModernUO
[CorpseName("a corpse")] attribute public override string CorpseName => "a corpse";
Name = "a creature" in constructor public override string DefaultName => "a creature";
get { return value; } => value; expression-bodied

Item Name Changes

// RunUO
Name = "a magic gem";  // Set in constructor

// ModernUO — prefer property overrides
public override string DefaultName => "a magic gem";
// OR for cliloc:
public override int LabelNumber => 1234567;

Equipment/Weapon/Armor Migration

Weapons and armor follow the same item pattern but inherit from specialized base classes:

// ModernUO weapon example
[SerializationGenerator(0)]
public partial class MySpecialSword : BaseSword
{
    [Constructible]
    public MySpecialSword() : base(0x13FF) // Katana graphic
    {
        Weight = 6.0;
        Layer = Layer.TwoHanded;
    }

    public override string DefaultName => "a special sword";
    public override int AosStrengthReq => 25;
    public override int AosMinDamage => 11;
    public override int AosMaxDamage => 13;
    public override int AosSpeed => 44;
    public override float MlSpeed => 2.50f;
}

Common Base Classes

RunUO ModernUO Notes
BaseWeapon BaseWeapon Same, add partial
BaseSword / BaseMace / etc. Same Same, add partial
BaseArmor BaseArmor Same, add partial
BaseClothing BaseClothing Same, add partial
BaseJewel BaseJewel Same, add partial
BaseContainer BaseContainer Same, add partial
Food Food Same, add partial
BasePotion BasePotion Same, add partial

Edge Cases & Gotchas

1. [TypeAlias] for Save Compatibility

If a class changed namespace or name, use [TypeAlias]:

[TypeAlias("Server.Items.OldName")]
[SerializationGenerator(0)]
public partial class NewName : Item { }

2. OnDoubleClick Validation

ModernUO patterns prefer:

if (!IsChildOf(from.Backpack))
{
    from.SendLocalizedMessage(1042001);
    return;
}

3. CorpseName as Property Override

RunUO uses [CorpseName] attribute. ModernUO uses a property override instead.

4. SetMana(0) for Non-Casters

Always call SetMana(0) for creatures that shouldn't have mana.

5. Decrement via Generated Property

Use the generated property name (PascalCase) when decrementing to trigger dirty tracking:

Charges--;  // Uses generated property — triggers MarkDirty + InvalidateProperties
// NOT: _charges--;  // Bypasses tracking

See Also

  • dev-docs/content-patterns.md — ModernUO content creation patterns
  • dev-docs/serialization.md — Serialization system
  • 02-serialization.md — Serialization migration details
  • 03-timers.md — Timer migration
  • 06-property-lists.md — Property list migration