ModernUO/dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md
Kamron Batman 843a29e7dc
refactor: master views over BaseCreature's one master reference (#2674)
## Summary

After #2670, `BaseCreature` stores one master. Callers still reached it through three differently gated names plus hand-rolled combinations of the `Controlled`/`Summoned` flags. Each gate is now one named view:

| Member | Definition | Meaning |
|---|---|---|
| `Master` | the reference; its setter does the follower bookkeeping; serialized as before | whoever the creature answers to |
| `ControlMaster` | `Controlled ? Master : null` | the owner |
| `SummonMaster` | `Summoned ? Master : null` | the summoner |
| `GetMaster()` | `ControlMaster ?? SummonMaster` | who answers for the creature |

`ControlMaster` and `SummonMaster` stay settable so custom code keeps compiling: both setters assign `Master`. There is no guard, so a write through either one can read back as null until the matching flag is set.

An enraged creature is the one shape with a master and neither flag. It keeps its meer through `Master`, while `GetMaster()` stays null, so the meer never answers for it (notoriety, kill credit).

Readers move onto the view they mean:
- "Owner or summoner" pairs and `ControlMaster ?? SummonMaster` collapse into `GetMaster()`: pack instinct, familiars, golem, house access, mounts, pack horse, Solen friendship, spell target and guild checks, and the `[` pet command.
- Checks such as `Controlled && ControlMaster == from` drop the flag the view already applies. Checks that don't reduce keep it: `Controlled && ControlMaster != from`, a possibly-null `from`, and `MageAI.CanDispel`'s `Summoned &&`.

**No behavior change, save format unchanged** (the schema generator produces no diff). Edge cases for custom code and shard operators:
- `SummonMaster = x` on a plain pet now replaces its owner (#2670 made that a no-op), and `ControlMaster = null` on an uncontrolled summon now clears its caster (it did nothing before).
- `SpellHelper.GetGuildFor` no longer falls back to an enraged creature's meer. Meer mages have no guild.

## Docs

- `dev-docs/content-patterns.md` § Masters: which view answers which question, how to set a master, and which flag checks are redundant.
- `dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md` § Masters: RunUO's two-field reads mapped onto the views, plus the gotcha for creatures that set `SummonMaster` without `Summoned` (the write compiles, the read now returns null; use `Master`).
- The `modernuo-content-patterns` and `migrate-items-mobiles` skills point at both.

## Test plan

- [x] `MasterViewsTests`: all four views across wild, pet, controlled summon, uncontrolled summon and enraged shapes; reassigning `Master` moves follower slots; `SetControlMaster(null)` keeps an uncontrolled summon's caster; deleting a summon returns the caster's slots
- [x] Serialization tests updated to the new views (round-trip, legacy v22, v23 migration)
- [x] UOContent.Tests (1178 passed, 2 skipped) and Server.Tests (907) green
2026-09-24 22:45:24 -07:00

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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
```csharp
[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]
```csharp
// 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
```csharp
// 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
```csharp
// 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)
```csharp
// 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:**
```csharp
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:**
```csharp
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()`
- `ObjectPropertyList` → `IPropertyList`
- `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:**
```csharp
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:**
```csharp
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
```csharp
// 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 |
## AI Movement: No `run` Argument
RunUO's movement calls took a `run` flag that callers set inconsistently (`true` in
combat, `false` for pets, gated by `dist > 5` inside `MoveTo`). The flag only selects the
client's per-step animation time, so ModernUO derives it from the creature's step pace
(`BaseAI.ShouldRun`) and the parameter is gone:
```csharp
// RunUO
MoveTo(combatant, true, m_Mobile.RangeFight);
WalkMobileRange(m_Mobile.ControlMaster, 1, false, 0, 1);
// ModernUO
MoveTo(combatant, Mobile.RangeFight);
WalkMobileRange(Mobile.ControlMaster, 1, 0, 1);
```
`ApproachTarget`, `MoveToPoint` and `PathFollower.Follow` lose the argument the same way.
To make a creature run, make it fast (`SetMoveSpeed` / `npc-speeds.json`), not flagged.
An isolated step (after the creature stood for at least a walk interval) goes out as a
walk regardless of pace — only a continuing cadence, or a pace faster than the run
interpolation, flags run.
## Retaliation: `OnAggressiveAction` Returns `bool`
RunUO's `BaseAI.OnAggressiveAction` was a `void` hook that only swapped to a closer
aggressor; `BaseCreature.AggressiveAction` then decided the response itself and set
`Combatant` regardless of what the AI had done. ModernUO moves the whole retaliation policy
into the hook — the stand-down verdict for commanded pets, the closer-aggressor swap
(`PreferCloserAggressor`), and the `IssueOrder(Attack)` vs `Combatant =` choice — and
`BaseCreature` only runs its bookkeeping (`StopFlee`, `ForceReacquire`, ethics shield) when
the hook returns `true`:
```csharp
// RunUO — swap only; BaseCreature picks the combatant afterwards
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.
## Masters: One Reference, Not Two
RunUO kept `ControlMaster` and `SummonMaster` as two independent fields. ModernUO stores one `Master`.
`ControlMaster` and `SummonMaster` are views of it gated by `Controlled` and `Summoned`, and
`GetMaster()` is `ControlMaster ?? SummonMaster` (see `dev-docs/content-patterns.md` § Masters).
`ControlMaster != null` implies `Controlled`, so a bare `ControlMaster` check needs no `Controlled` in front of it.
Assignments compile unchanged, because both setters assign `Master`. Reads need a look:
| RunUO | ModernUO |
|---|---|
| `bc.ControlMaster ?? bc.SummonMaster` | `bc.GetMaster()` |
| `bc.Controlled && bc.ControlMaster == m \|\| bc.Summoned && bc.SummonMaster == m` | `bc.GetMaster() == m` |
| `Controlled && ControlMaster == m` (`m` non-null) | `ControlMaster == m` |
| `SummonMaster` on a creature that sets it without `Summoned = true` (RunUO's `BaseEnraged`) | `Master` |
Gotchas:
- **A summon master without `Summoned` reads back null.** A RunUO creature that assigned
`SummonMaster = caster;` without `Summoned = true` and later read `SummonMaster` now reads null.
The write still compiles; only the read changes. Use `Master` for both, and override `IsEnemy` if the
creature must never target its master (see `BaseEnraged`).
- **One master per creature.** `SummonMaster = x` on a tamed pet replaces its owner, and
`ControlMaster = null` on an uncontrolled summon clears its caster. Code that tracked a different
owner and summoner keeps only the last assignment.
- **`ControlMaster = x;` is not a tame.** The setter only moves follower slots. It skips everything
`SetControlMaster(x)` does: raising `Controlled`, checking the follower cap, resetting the order
and `ControlTarget`, unlinking from the spawner, clearing the waypoint, home and guild. On its own it
leaves a creature that uses up `x`'s follower slots, can't be commanded and still reads as wild.
Use `SetControlMaster(x)`.
- **`SetControlMaster(null)` keeps an uncontrolled summon's caster.** It clears the master only
while the creature is `Controlled`.
## 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