ModernUO/Projects/UOContent/Mobiles/Monsters/SE
Kamron Batman 410a964789
fix: NPC outfits no longer stack two items on one layer (#2715)
Companion to #2712, which covers HireRanger's refused `EquipItem`. A sweep that built every constructible Mobile 2,000 times under each expansion found these other outfits that put two items on one layer. They don't leak, because `AddItem` skips `CheckEquip`, but the NPC wears both items and the client draws only one.

| NPC | Conflict |
|---|---|
| Miner, Ranger, Thief | Own shirt/pants/ThighBoots added on top of the random `BaseVendor.InitOutfit` (shoes doubled on every spawn) |
| MasterTheophilus | Shoes + Robe added over `EvilMageLord`'s Sandals + Robe |
| Merchant | Shirt + FancyShirt, or PlainDress + FancyDress |
| IronWorker | Bandana/JesterHat + Bascinet |
| MeerCaptain | One-handed sword + Crossbow |
| BakeKitsune | `BodyMod` isn't saved, so after a restart `RemoveDisguise` bailed and the next `Disguise()` stacked a second robe and pair of shoes |

## Changes
- `BaseCreature.ReplaceEquipment(item)` equips an item in place of whatever an inherited outfit put on its layer, and deletes the item if it still can't be equipped.
- Miner, Ranger, Thief, MasterTheophilus: their own pieces replace the inherited ones.
- Merchant and IronWorker: dropped the duplicate roll. Each kept the item the client was already drawing, which is the last one sent: the fancy set and the Bascinet.
- MeerCaptain: the sword goes into its pack as loot. **Behavior change:** `Mobile.Weapon` checks the one-handed layer first, so it was fighting with the sword despite its archer AI, its Archery skill and the bolts in its pack. It now uses the crossbow.
- BakeKitsune: `RemoveDisguise` strips the disguise without checking `IsBodyMod`.

## Testing
- I re-ran the sweep (local diagnostic, not committed; needs client tiledata) at 500 rolls × 12 expansions. Only HireRanger (#2712) and LordOaks (separate fix coming) remain.
- UOContent.Tests: 1218 passed, 2 skipped.
2026-10-17 16:17:11 -07:00
..
BakeKitsune.cs fix: NPC outfits no longer stack two items on one layer (#2715) 2026-10-17 16:17:11 -07:00
DeathWatchBeetle.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
DeathWatchBeetleHatchling.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
EliteNinja.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
FanDancer.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
FireBeetle.cs refactor: master views over BaseCreature's one master reference (#2674) 2026-09-24 22:45:24 -07:00
Kappa.cs fix: Removes PoolOfAcid (#1310) 2022-12-22 13:20:34 -08:00
KazeKemono.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
LadyOfTheSnow.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
Oni.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
RaiJu.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
RevenantLion.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
Ronin.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
RuneBeetle.cs feat: Adds leather/metal food, fixes weapons/armors with wrong materials (#1718) 2024-04-04 19:43:02 -07:00
TsukiWolf.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
Yamandon.cs fix: Changes Map.Sector.Mobiles to link list & Fixes various related crash bugs (#1553) 2023-10-29 22:42:46 -07:00
YomotsuElder.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
YomotsuPriest.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00
YomotsuWarrior.cs fix: Changes on Monsters to use code generation (#1304) 2022-12-17 19:40:04 -08:00