> [!IMPORTANT] > **Breaking change to API to fix NPC AI issues** ## Symptom `FamiliarAITests.HiddenCaster_FamiliarRefusesRetaliation` fails on main at `Assert.False(wolf.Warmode)`: the familiar's `Combatant` stays null as intended, but it is left in war stance. In-game the familiar of a hidden caster flips into warmode for a tick when struck, until `FamiliarAI.StandDown()` clears it on the next think. CI never saw it because the familiar tests are `SkippableFact` (they need client tiledata). ## Root cause #2644 and #2645 landed a day apart and are individually correct but conflict at one seam. Since #2645, a familiar (`Commandable == false`) is no longer "told to stand down", so `BaseCreature.AggressiveAction` continues past `AIObject.OnAggressiveAction(aggressor)` to its generic fallback: ```cs else if (Combatant == null && !BardPacified) { Warmode = true; Combatant = aggressor; } ``` `FamiliarAI.OnAggressiveAction` had already declined (caster hidden), but the hook was `void`, so the creature could not tell. The fallback raised `Warmode` before `BaseFamiliar.Combatant` vetoed the target. ## Fix This is the follow-up agreed in #2645: the retaliation policy moves into a virtual `BaseAI.OnAggressiveAction(aggressor) -> bool`. - **`BaseAI.OnAggressiveAction`** now holds the stand-down verdict, the closer-aggressor swap (`PreferCloserAggressor`), and the `IssueOrder(Attack)` vs `Combatant =` decision. Returns `false` when the creature stands down. - **`BaseCreature.AggressiveAction`** keeps only bookkeeping — `ControlMaster.Aggressors` entry, `StopFlee`, `ForceReacquire`, ethics `FinishShield` — keyed off the return, so an AI that declines is never second-guessed. - **`FamiliarAI`** overrides the whole policy: no orders to stand down on, never fights for a hidden caster or a hidden aggressor. Behaviour for every other AI is unchanged. Moving the fallback ahead of `StopFlee`/`ForceReacquire` is order-safe: both are pure field resets, `IssueAttack` does not `Think()`, and `OnCombatantChange` only derives `Warmode`. Two commits: the first is the minimal `bool` hook that alone fixes the test, the second the policy move. ## Not changed (noted for later) - `Warmode = true; Combatant = x;` (also in `FamiliarAI.Act`, `IssueAttack`) is redundant when the setter accepts — `BaseCreature.OnCombatantChange` derives `Warmode` — and is the dangling-warmode hazard whenever a `Combatant` setter vetoes. - Since #2614 a stood-down pet skips the ethics `FinishShield`; RunUO ran it unconditionally. Preserved as-is. ## Tests `HiddenCaster_FamiliarRefusesRetaliation` fails on main and passes here. Full `UOContent.Tests`: 1126 passed, 0 failed, 2 skipped (spawner fixture capture + benchmark).
691 lines
20 KiB
Markdown
691 lines
20 KiB
Markdown
# Items, Mobiles & Creatures Migration
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## Overview
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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.
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## Item Migration Step-by-Step
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### 1. Apply Foundation Changes
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- File-scoped namespace
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- `using ModernUO.Serialization;`
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- Rename `m_` fields to `_camelCase`
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- `[Constructable]` → `[Constructible]`
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- Replace `Console.WriteLine` with logging
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- Replace `DateTime.UtcNow` with `Core.Now`
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### 2. Add Serialization Attributes
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```csharp
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[SerializationGenerator(N, false)] // N = old version + 1; false if old Deserialize used ReadInt()
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public partial class MyItem : Item // Add partial
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```
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### 3. Convert Fields to [SerializableField]
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```csharp
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// RunUO
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private int m_Charges;
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[CommandProperty(AccessLevel.GameMaster)]
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public int Charges { get { return m_Charges; } set { m_Charges = value; InvalidateProperties(); } }
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// ModernUO
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[SerializableField(0)]
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[InvalidateProperties]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _charges;
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// Property auto-generated with InvalidateProperties
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```
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### 4. Delete Boilerplate
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- Delete `public MyItem(Serial serial) : base(serial) { }`
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- Delete `public override void Serialize(GenericWriter writer) { ... }`
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- Delete `public override void Deserialize(GenericReader reader) { ... }`
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### 5. Convert Timer Fields
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```csharp
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// RunUO
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private InternalTimer m_Timer;
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// + nested Timer class
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// ModernUO
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private TimerExecutionToken _timerToken;
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// + direct Timer.StartTimer() calls
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// + [AfterDeserialization] for timer restoration
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// + OnAfterDelete() for timer cancellation
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```
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### 6. Convert GetProperties
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```csharp
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// RunUO
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public override void GetProperties(ObjectPropertyList list)
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{
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base.GetProperties(list);
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list.Add(1060741, m_Charges.ToString());
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}
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// ModernUO
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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list.Add(1060741, $"{_charges}");
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}
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```
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### 7. Convert Context Menus (if present)
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```csharp
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// RunUO
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public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
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{
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base.GetContextMenuEntries(from, list);
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list.Add(new MyEntry(this));
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}
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// ModernUO
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public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
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{
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base.GetContextMenuEntries(from, ref list);
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list.Add(new MyEntry(this));
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}
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```
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## Complete Before/After: Item
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**RunUO:**
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```csharp
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using System;
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using Server;
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using Server.Network;
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namespace Server.Items
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{
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public class MagicLantern : Item
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{
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private int m_Charges;
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private Mobile m_Owner;
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private InternalTimer m_Timer;
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[CommandProperty(AccessLevel.GameMaster)]
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public int Charges
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{
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get { return m_Charges; }
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set { m_Charges = value; InvalidateProperties(); }
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}
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[CommandProperty(AccessLevel.GameMaster)]
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public Mobile Owner
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{
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get { return m_Owner; }
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set { m_Owner = value; }
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}
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[Constructable]
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public MagicLantern() : base(0xA25)
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{
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m_Charges = Utility.RandomMinMax(5, 15);
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Weight = 2.0;
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Light = LightType.Circle300;
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Name = "a magic lantern";
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m_Timer = new InternalTimer(this);
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m_Timer.Start();
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}
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public MagicLantern(Serial serial) : base(serial) { }
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public override void OnDelete()
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{
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if (m_Timer != null)
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m_Timer.Stop();
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base.OnDelete();
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}
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public override void GetProperties(ObjectPropertyList list)
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{
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base.GetProperties(list);
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list.Add(1060741, m_Charges.ToString());
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001);
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return;
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}
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if (m_Charges <= 0)
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{
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from.SendMessage("The lantern is depleted.");
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return;
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}
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m_Charges--;
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InvalidateProperties();
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from.SendMessage("The lantern flares brightly!");
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write((int)1); // version
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writer.Write(m_Owner);
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writer.Write(m_Charges);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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switch (version)
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{
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case 1:
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m_Owner = reader.ReadMobile();
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goto case 0;
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case 0:
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m_Charges = reader.ReadInt();
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break;
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}
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m_Timer = new InternalTimer(this);
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m_Timer.Start();
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}
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private void Glow()
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{
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if (m_Charges > 0)
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Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042);
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}
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private class InternalTimer : Timer
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{
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private MagicLantern m_Lantern;
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public InternalTimer(MagicLantern lantern) : base(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(3))
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{
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m_Lantern = lantern;
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Priority = TimerPriority.OneSecond;
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}
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protected override void OnTick()
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{
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m_Lantern.Glow();
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}
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}
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}
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}
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```
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**ModernUO:**
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```csharp
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using ModernUO.Serialization;
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namespace Server.Items;
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[SerializationGenerator(0)]
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public partial class MagicLantern : Item
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{
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[SerializableField(0)]
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[InvalidateProperties]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _charges;
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[SerializableField(1)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private Mobile _owner;
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private TimerExecutionToken _glowTimer;
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[Constructible]
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public MagicLantern() : base(0xA25)
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{
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_charges = Utility.RandomMinMax(5, 15);
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Weight = 2.0;
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Light = LightType.Circle300;
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StartGlow();
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}
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public override string DefaultName => "a magic lantern";
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private void StartGlow()
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{
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Timer.StartTimer(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(3), Glow, out _glowTimer);
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}
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[AfterDeserialization]
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private void AfterDeserialization() => StartGlow();
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public override void OnAfterDelete()
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{
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_glowTimer.Cancel();
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base.OnAfterDelete();
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}
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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list.Add(1060741, $"{_charges}");
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}
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public override void OnDoubleClick(Mobile from)
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{
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001);
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return;
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}
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if (_charges <= 0)
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{
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from.SendMessage("The lantern is depleted.");
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return;
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}
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Charges--;
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from.SendMessage("The lantern flares brightly!");
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}
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private void Glow()
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{
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if (_charges > 0)
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Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042);
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}
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}
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```
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**What changed:**
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- File-scoped namespace
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- `partial class` + `[SerializationGenerator(0)]` (omit `encoded` parameter)
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- `[Constructable]` → `[Constructible]`
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- `m_Charges`/`m_Owner` → `_charges`/`_owner` with `[SerializableField]`
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- Manual properties → auto-generated with `[SerializedCommandProperty]`
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- `InvalidateProperties()` in setter → `[InvalidateProperties]` attribute
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- `Name = "..."` → `DefaultName =>` property override
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- Serial constructor deleted
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- Serialize/Deserialize deleted
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- Nested InternalTimer class → `Timer.StartTimer()` + `TimerExecutionToken`
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- Timer in Deserialize → `[AfterDeserialization]`
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- `OnDelete()` timer stop → `OnAfterDelete()` + `_token.Cancel()`
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- `ObjectPropertyList` → `IPropertyList`
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- `GetProperties` uses string interpolation with holes
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## BaseCreature Migration
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BaseCreature subclasses follow the same pattern as items but have additional considerations.
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### Key Differences from Items
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1. Constructor calls `base(AIType, FightMode)` instead of `base(itemID)`
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2. Stats set with `SetStr()`, `SetDex()`, `SetInt()`, etc.
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3. Damage/resistance types set explicitly
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4. `GenerateLoot()` override for loot tables
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5. Many property overrides (CorpseName, Meat, Hides, etc.)
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### Before/After: Simple Creature
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**RunUO:**
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```csharp
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namespace Server.Mobiles
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{
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[CorpseName("a wolf corpse")]
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public class ForestWolf : BaseCreature
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{
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[Constructable]
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public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
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{
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Name = "a forest wolf";
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Body = 225;
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BaseSoundID = 0xE5;
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SetStr(80, 120);
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SetDex(90, 110);
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SetInt(20, 40);
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SetHits(60, 80);
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SetDamage(8, 14);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 25, 35);
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SetSkill(SkillName.MagicResist, 30.0, 50.0);
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SetSkill(SkillName.Tactics, 50.0, 70.0);
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SetSkill(SkillName.Wrestling, 50.0, 70.0);
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Fame = 600;
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Karma = 0;
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VirtualArmor = 28;
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Tamable = true;
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ControlSlots = 1;
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MinTameSkill = 50.1;
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}
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public ForestWolf(Serial serial) : base(serial) { }
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public override int Meat { get { return 1; } }
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public override int Hides { get { return 6; } }
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public override FoodType FavoriteFood { get { return FoodType.Meat; } }
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public override PackInstinct PackInstinct { get { return PackInstinct.Canine; } }
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public override void GenerateLoot()
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{
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AddLoot(LootPack.Meager);
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}
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public override void Serialize(GenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write((int)0);
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize(reader);
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int version = reader.ReadInt();
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}
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}
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}
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```
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**ModernUO:**
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```csharp
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using ModernUO.Serialization;
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namespace Server.Mobiles;
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[SerializationGenerator(0)]
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public partial class ForestWolf : BaseCreature
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{
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[Constructible]
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public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest)
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{
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Body = 225;
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BaseSoundID = 0xE5;
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SetStr(80, 120);
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SetDex(90, 110);
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SetInt(20, 40);
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SetHits(60, 80);
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SetDamage(8, 14);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 25, 35);
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SetSkill(SkillName.MagicResist, 30.0, 50.0);
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SetSkill(SkillName.Tactics, 50.0, 70.0);
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SetSkill(SkillName.Wrestling, 50.0, 70.0);
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Fame = 600;
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Karma = 0;
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VirtualArmor = 28;
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Tamable = true;
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ControlSlots = 1;
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MinTameSkill = 50.1;
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}
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public override string CorpseName => "a wolf corpse";
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public override string DefaultName => "a forest wolf";
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public override int Meat => 1;
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public override int Hides => 6;
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public override FoodType FavoriteFood => FoodType.Meat;
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public override PackInstinct PackInstinct => PackInstinct.Canine;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.Meager);
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}
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}
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```
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**What changed:**
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- `[CorpseName("...")]` attribute → `CorpseName` property override
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- `Name = "..."` → `DefaultName` property override
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- `BaseCreature(AI, Fight, 10, 1, 0.2, 0.4)` → `BaseCreature(AI, Fight)` (extra params have defaults)
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- Expression-bodied property overrides
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- Serialization boilerplate removed
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- Serial constructor removed
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## Key Creature Constructor Differences
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```csharp
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// RunUO — many parameters
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public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.2, 0.4)
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// 10 = RangePerception, 1 = RangeFight, 0.2 = ActiveSpeed, 0.4 = PassiveSpeed
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// ModernUO — simplified (defaults built in)
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public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest)
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```
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The extra parameters (RangePerception, RangeFight, ActiveSpeed, PassiveSpeed) have sensible defaults. Only specify them if they differ from defaults.
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## Common Creature Attribute Changes
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| RunUO | ModernUO |
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|---|---|
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| `[CorpseName("a corpse")]` attribute | `public override string CorpseName => "a corpse";` |
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| `Name = "a creature"` in constructor | `public override string DefaultName => "a creature";` |
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| `get { return value; }` | `=> value;` expression-bodied |
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## AI Movement: No `run` Argument
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RunUO's movement calls took a `run` flag that callers set inconsistently (`true` in
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combat, `false` for pets, gated by `dist > 5` inside `MoveTo`). The flag only selects the
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client's per-step animation time, so ModernUO derives it from the creature's step pace
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(`BaseAI.ShouldRun`) and the parameter is gone:
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```csharp
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// RunUO
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MoveTo(combatant, true, m_Mobile.RangeFight);
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WalkMobileRange(m_Mobile.ControlMaster, 1, false, 0, 1);
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// ModernUO
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MoveTo(combatant, Mobile.RangeFight);
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WalkMobileRange(Mobile.ControlMaster, 1, 0, 1);
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```
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`ApproachTarget`, `MoveToPoint` and `PathFollower.Follow` lose the argument the same way.
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To make a creature run, make it fast (`SetMoveSpeed` / `npc-speeds.json`), not flagged.
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An isolated step (after the creature stood for at least a walk interval) goes out as a
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walk regardless of pace — only a continuing cadence, or a pace faster than the run
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interpolation, flags run.
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## Retaliation: `OnAggressiveAction` Returns `bool`
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RunUO's `BaseAI.OnAggressiveAction` was a `void` hook that only swapped to a closer
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aggressor; `BaseCreature.AggressiveAction` then decided the response itself and set
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`Combatant` regardless of what the AI had done. ModernUO moves the whole retaliation policy
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into the hook — the stand-down verdict for commanded pets, the closer-aggressor swap
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(`PreferCloserAggressor`), and the `IssueOrder(Attack)` vs `Combatant =` choice — and
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`BaseCreature` only runs its bookkeeping (`StopFlee`, `ForceReacquire`, ethics shield) when
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the hook returns `true`:
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```csharp
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// RunUO — swap only; BaseCreature picks the combatant afterwards
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public override void OnAggressiveAction(Mobile aggressor)
|
|
{
|
|
if (m_Mobile.Combatant == null)
|
|
{
|
|
m_Mobile.Combatant = aggressor;
|
|
return;
|
|
}
|
|
|
|
base.OnAggressiveAction(aggressor);
|
|
}
|
|
|
|
// ModernUO — the AI owns the response; false = stood down, nothing else fires
|
|
public override bool OnAggressiveAction(Mobile aggressor)
|
|
{
|
|
if (Mobile.Combatant == null)
|
|
{
|
|
Mobile.Combatant = aggressor;
|
|
}
|
|
else
|
|
{
|
|
PreferCloserAggressor(aggressor);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
```
|
|
|
|
An override that used to `return;` early to refuse a fight now returns `false`; calling
|
|
`base.OnAggressiveAction` runs the full stock policy, including setting `Combatant`, so an AI
|
|
that only wants the closer-aggressor swap calls `PreferCloserAggressor` instead.
|
|
|
|
## Target Acquisition: `AcquireOnApproach` Is a Delay
|
|
|
|
RunUO's `AcquireOnApproach` bool (paragon insta-aggro on approach) is now
|
|
`AcquireOnApproachDelay`, a `TimeSpan` reaction-time gradient that applies to every
|
|
creature — enemy movement inside `AcquireOnApproachRange` schedules a scan within the
|
|
delay instead of waiting out the 10 s `ReacquireDelay` poll:
|
|
|
|
```csharp
|
|
// RunUO
|
|
public override bool AcquireOnApproach => true;
|
|
|
|
// ModernUO — Zero is the old instant behavior; larger values are dumber
|
|
public override TimeSpan AcquireOnApproachDelay => TimeSpan.Zero;
|
|
```
|
|
|
|
`AcquireOnApproachRange` stays 10 for all creatures (reactive aggro is on-screen; the
|
|
periodic `ReacquireDelay` scan still sweeps the full `RangePerception`). The
|
|
acquired target comes from the normal FightMode-ranked scan, not from whichever mobile
|
|
happened to move. See `content-patterns.md` § Target Acquisition.
|
|
|
|
## Damage Entries: Inline `ValueLinkList`, Not `List<DamageEntry>`
|
|
|
|
RunUO's `Mobile.DamageEntries` was a `List<DamageEntry>` allocated for every mobile.
|
|
ModernUO keeps damage entries in an inline `ValueLinkList<DamageEntry>` struct held by
|
|
the mobile itself, ordered least recent → most recent, so a mobile that never takes
|
|
damage owns no list object and `RegisterDamage` relinks in O(1). The property is
|
|
`ref readonly`; expired entries are pruned when it is read.
|
|
|
|
```csharp
|
|
// RunUO
|
|
for (var i = m.DamageEntries.Count - 1; i >= 0; --i)
|
|
{
|
|
var de = m.DamageEntries[i]; // indexer
|
|
...
|
|
}
|
|
m.DamageEntries.Clear();
|
|
var rights = BaseCreature.GetLootingRights(m.DamageEntries, m.HitsMax); // List<DamageEntry>
|
|
|
|
// ModernUO — needs `using Server.Collections;` for the enumerator extensions
|
|
foreach (var de in m.DamageEntries.ByDescending()) // most recent first
|
|
{
|
|
...
|
|
}
|
|
foreach (var de in m.DamageEntries) // least recent first
|
|
{
|
|
...
|
|
}
|
|
m.ClearDamageEntries();
|
|
var rights = BaseCreature.GetLootingRights(m.DamageEntries, m.HitsMax); // in ValueLinkList<DamageEntry>
|
|
```
|
|
|
|
What no longer compiles: the indexer, `.Add`, `.Remove`, `.RemoveAt`, `.Clear`, and
|
|
passing the property where a `List<DamageEntry>` is expected. `.Count`,
|
|
`FindDamageEntryFor`, `FindMostRecentDamager` and the other `Find*` methods, and
|
|
`RegisterDamage` are unchanged. `DamageEntry` now carries `Next`/`Previous`/`OnLinkList`
|
|
link fields; never set them yourself, and never call a `ValueLinkList` mutator on the
|
|
`ref readonly` property — it compiles against a copy and corrupts the node's link state.
|
|
Mutate only through `RegisterDamage` and `ClearDamageEntries`.
|
|
|
|
## Item Name Changes
|
|
|
|
```csharp
|
|
// 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:
|
|
|
|
```csharp
|
|
// 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]`:
|
|
```csharp
|
|
[TypeAlias("Server.Items.OldName")]
|
|
[SerializationGenerator(0)]
|
|
public partial class NewName : Item { }
|
|
```
|
|
|
|
### 2. OnDoubleClick Validation
|
|
ModernUO patterns prefer:
|
|
```csharp
|
|
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:
|
|
```csharp
|
|
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
|