ModernUO/dev-docs/claude-skills/modernuo-content-patterns.md
Kamron Batman 1391c563fe
chore: Adds AI instructions and SKILLs for ModernUO codebase (#2347)
Summary

  - Adds CLAUDE.md at repo root with 14 terse code audit rules (always loaded, low token cost)
  - Adds pointer files for other AI tools: AGENTS.md (Codex), GEMINI.md, .github/COPILOT-INSTRUCTIONS.md (Copilot), .cursorrules (Cursor) — all redirect to CLAUDE.md as single source of truth
  - Gitignores /.claude so personal AI config isn't distributed
  - Moves Claude skills to dev-docs/claude-skills/ (opt-in, not auto-loaded)
  - Adds 14 dev-docs covering codebase conventions

  Code Audit Rules (in CLAUDE.md)

  1. LINQ tiered rules (Tier 1 free, Tier 2 warm, Tier 3 forbidden)
  2. No Console.WriteLine — use LogFactory.GetLogger()
  3. No concurrency primitives in game code
  4. No World.Mobiles/World.Items iteration
  5. Clean up refs in OnDelete()/OnAfterDelete()
  6. Cancel timers in OnDelete()/OnAfterDelete()
  7. STArrayPool<T>.Shared not ArrayPool<T>.Shared
  8. PooledRefList<T> not new List<T>() on hot paths
  9. Serialization: partial class, [Constructible], no serialized TimerExecutionToken
  10. No Task.Run/new Thread() in game code
  11. Never assume era — ask which expansion
  12. _camelCase fields, PascalCase properties/methods
  13. No empty gumps — use DisplayTo() pattern
  14. PropertyList string literals must be {} holes, cliloc-as-argument uses :#
2026-03-01 11:42:19 -08:00

10 KiB

name description
modernuo-content-patterns Trigger when creating new items, mobiles, creatures, spells, skills, loot tables, or any game content under Projects/UOContent/. This is the hub skill that connects to all other ModernUO skills.

ModernUO Content Patterns (Hub Skill)

When This Activates

  • Creating new items, weapons, armor, clothing, containers
  • Creating new creatures, NPCs, vendors
  • Creating new spells
  • Implementing skill handlers
  • Adding loot tables
  • Adding context menus
  • Any new game content under Projects/UOContent/

Key Rules

  1. Always ask target era if the user hasn't specified (see modernuo-era-expansion.md)
  2. All serializable classes must be partial with [SerializationGenerator]
  3. All Item/Mobile constructors need [Constructible]
  4. Clean up timers and references in OnDelete()/OnAfterDelete()
  5. No LINQ in game logic -- use loops and PooledRefList<T>
  6. File placement matters -- follow the directory conventions below

New Item Template

using ModernUO.Serialization;

namespace Server.Items;

[SerializationGenerator(0, false)]
public partial class MyItem : Item
{
    [Constructible]
    public MyItem() : base(0x1234)  // itemID from art
    {
        Weight = 1.0;
        // Stackable = true;  // if stackable
        // Amount = 1;         // if stackable
    }

    public override string DefaultName => "a my item";
    // OR: public override int LabelNumber => 1234567;  // cliloc number

    public override void OnDoubleClick(Mobile from)
    {
        if (!IsChildOf(from.Backpack))
        {
            from.SendLocalizedMessage(1042001); // Must be in backpack
            return;
        }

        // Item use logic
    }

    public override void GetProperties(IPropertyList list)
    {
        base.GetProperties(list);
        // list.Add(1060741, $"{_charges}");  // charges: ~1_val~
    }
}

New Creature Template

using ModernUO.Serialization;
using Server.Items;

namespace Server.Mobiles;

[SerializationGenerator(0, false)]
public partial class MyCreature : BaseCreature
{
    [Constructible]
    public MyCreature() : base(AIType.AI_Melee, FightMode.Closest)
    {
        Body = 0;           // Body graphic ID
        BaseSoundID = 0;    // Base sound ID

        SetStr(100, 150);   // Strength min/max
        SetDex(80, 100);    // Dexterity min/max
        SetInt(30, 50);     // Intelligence min/max

        SetHits(80, 120);
        SetMana(0);

        SetDamage(8, 14);

        SetDamageType(ResistanceType.Physical, 100);

        SetResistance(ResistanceType.Physical, 30, 40);
        SetResistance(ResistanceType.Fire, 10, 20);
        SetResistance(ResistanceType.Cold, 10, 20);
        SetResistance(ResistanceType.Poison, 15, 25);
        SetResistance(ResistanceType.Energy, 10, 20);

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

        Fame = 1000;
        Karma = -1000;  // Negative = evil, positive = good, 0 = neutral

        VirtualArmor = 30;
    }

    public override string CorpseName => "a creature corpse";
    public override string DefaultName => "a creature";

    // Optional overrides:
    // public override int Meat => 1;
    // public override int Hides => 8;
    // public override HideType HideType => HideType.Regular;
    // public override FoodType FavoriteFood => FoodType.Meat;
    // public override PackInstinct PackInstinct => PackInstinct.Canine;
    // public override bool CanRummageCorpses => true;
    // public override Poison PoisonImmune => Poison.Lesser;
    // public override Poison HitPoison => Poison.Regular;

    public override void GenerateLoot()
    {
        AddLoot(LootPack.Average);
        AddLoot(LootPack.Gems, 1);
        // PackItem(new SpecificItem());
        // PackGold(50, 100);
    }
}

Tameable Creature Additions

// In constructor:
Tamable = true;
ControlSlots = 1;      // 1-5, how many pet slots it uses
MinTameSkill = 35.1;   // Required Animal Taming skill

AI Types

AIType Behavior
AI_Melee Charges into melee combat
AI_Mage Casts spells, keeps distance
AI_Archer Uses ranged attacks
AI_Animal Passive, flees or fights back
AI_Predator Hunts other creatures
AI_Healer Heals allies
AI_Vendor NPC vendor behavior
AI_Berserk Aggressive, attacks everything
AI_Thief Steals from players

Fight Modes

FightMode Target Selection
None Never attacks
Aggressor Only attacks those who attack first
Strongest Targets highest stats
Weakest Targets lowest stats
Closest Targets nearest entity
Evil Attacks aggressors or negative-karma entities

New Spell Template

using System;
using Server.Targeting;

namespace Server.Spells.First;

public class MySpell : MagerySpell, ITargetingSpell<Mobile>
{
    private static readonly SpellInfo _info = new(
        "Spell Name",      // Display name
        "In Vas Ort",       // Power words (mantra)
        212,                // Cast animation action
        9041,               // Cast sound
        Reagent.Bloodmoss,  // Required reagents
        Reagent.MandrakeRoot
    );

    public MySpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
    {
    }

    public override SpellCircle Circle => SpellCircle.First;

    public void Target(Mobile m)
    {
        if (CheckHSequence(m))  // Harmful spell check
        {
            SpellHelper.Turn(Caster, m);

            double damage = GetNewAosDamage(10, 1, 4, m);

            SpellHelper.Damage(this, m, damage, 0, 100, 0, 0, 0);
            // Damage types: phys, fire, cold, poison, energy (must sum to 100)
        }
    }

    public override void OnCast()
    {
        Caster.Target = new SpellTarget<Mobile>(this, TargetFlags.Harmful);
    }
}

Spell Circles (Magery)

Circle Mana Cost Min Skill
First 4 -50.0 (Pre-ML) / -46.0 (ML+)
Second 6 -30.0 / -32.0
Third 9 0.0 / -18.0
Fourth 11 10.0 / -4.0
Fifth 14 20.0 / 10.0
Sixth 20 30.0 / 24.0
Seventh 40 40.0 / 38.0
Eighth 50 50.0 / 52.0

Skill Implementation

using Server.Targeting;

namespace Server.Skills;

public static class MySkillHandler
{
    public static void Initialize()
    {
        // Register handler delegate
        SkillInfo.Table[(int)SkillName.Alchemy].Callback = OnUse;
    }

    public static TimeSpan OnUse(Mobile from)
    {
        from.SendMessage("You begin working...");
        from.Target = new InternalTarget();
        return TimeSpan.FromSeconds(1.0);  // Delay before next use
    }

    private class InternalTarget : Target
    {
        public InternalTarget() : base(2, false, TargetFlags.None)
        {
        }

        protected override void OnTarget(Mobile from, object targeted)
        {
            if (targeted is Item item)
            {
                // from.CheckSkill(SkillName.Alchemy, minSkill, maxSkill)
                if (from.CheckSkill(SkillName.Alchemy, 0.0, 100.0))
                {
                    from.SendMessage("Success!");
                }
                else
                {
                    from.SendMessage("You fail.");
                }
            }
        }
    }
}

Loot Packs

Use predefined packs -- they auto-select era-appropriate loot:

public override void GenerateLoot()
{
    AddLoot(LootPack.Poor);       // ~50 gold equivalent
    AddLoot(LootPack.Meager);     // ~100 gold equivalent
    AddLoot(LootPack.Average);    // ~250 gold equivalent
    AddLoot(LootPack.Rich);       // ~500 gold equivalent
    AddLoot(LootPack.FilthyRich); // ~1000 gold equivalent
    AddLoot(LootPack.UltraRich);  // ~2000 gold equivalent
    AddLoot(LootPack.SuperBoss);  // Boss-level loot

    AddLoot(LootPack.Gems, 2);    // 2 random gems
    AddLoot(LootPack.Potions);    // Random potion

    // Specific items
    PackItem(new Arrow(Utility.RandomMinMax(20, 40)));
    PackGold(100, 200);
}

Context Menus

public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
{
    base.GetContextMenuEntries(from, ref list);

    if (from.Alive && from.InRange(this, 2))
    {
        list.Add(new MyContextMenuEntry(this));
    }
}

private class MyContextMenuEntry : ContextMenuEntry
{
    private readonly Item _item;

    public MyContextMenuEntry(Item item) : base(6100)  // Cliloc number
    {
        _item = item;
    }

    public override void OnClick(Mobile from, IEntity target)
    {
        // Handle click
    }
}

Two-Phase Deletion

public override void OnDelete()
{
    _timerToken.Cancel();   // Cancel timers FIRST
    base.OnDelete();
}

public override void OnAfterDelete()
{
    _timer?.Stop();         // Stop Timer references
    _timer = null;
    _owner = null;          // Clear Mobile/Item references
    base.OnAfterDelete();
}

File Placement

Content Type Directory
Items Projects/UOContent/Items/{Category}/
Weapons Projects/UOContent/Items/Weapons/{Type}/
Armor Projects/UOContent/Items/Armor/{Type}/
Creatures Projects/UOContent/Mobiles/{Type}/
Animals Projects/UOContent/Mobiles/Animals/{Species}/
Monsters Projects/UOContent/Mobiles/Monsters/{Era}/
Spells Projects/UOContent/Spells/{School}/
Skills Projects/UOContent/Skills/
Engines Projects/UOContent/Engines/{SystemName}/
Gumps Projects/UOContent/Gumps/

Real Examples

  • Simple creature: Projects/UOContent/Mobiles/Animals/Bears/BlackBear.cs
  • Boss creature: Projects/UOContent/Mobiles/Special/Barracoon.cs
  • SE creature: Projects/UOContent/Mobiles/Monsters/SE/RaiJu.cs
  • Spell: Projects/UOContent/Spells/First/MagicArrow.cs
  • Skill check: Projects/UOContent/Skills/SkillCheck.cs
  • Loot packs: Projects/UOContent/Misc/LootPack.cs

See Also

  • dev-docs/claude-skills/modernuo-serialization.md - Serialization details
  • dev-docs/claude-skills/modernuo-era-expansion.md - Era-conditional code
  • dev-docs/claude-skills/modernuo-timers.md - Timer patterns
  • dev-docs/claude-skills/modernuo-property-lists.md - Item tooltips
  • dev-docs/claude-skills/modernuo-gump-system.md - UI dialogs
  • dev-docs/claude-skills/modernuo-commands-targeting.md - Commands and targeting
  • dev-docs/claude-skills/modernuo-events.md - Event system
  • dev-docs/content-patterns.md - Full content documentation