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 :#
7.2 KiB
| name | description |
|---|---|
| modernuo-property-lists | Trigger when implementing GetProperties(), working with IPropertyList/ObjectPropertyList, or customizing item tooltips. |
ModernUO Property Lists (Tooltips)
When This Activates
- Implementing
GetProperties()override - Working with
IPropertyListorObjectPropertyList - Customizing item or mobile tooltips
- Using
[InvalidateProperties]attribute - Adding cliloc-based text to items
Key Rules
- Always call
base.GetProperties(list)first in overrides - Use cliloc numbers when possible (int IDs that map to localized strings)
- String interpolation works with
IPropertyList-- use$"..."syntax [InvalidateProperties]on[SerializableField]auto-refreshes tooltip on change- Call
InvalidateProperties()manually when non-serialized state changes tooltip
IPropertyList Interface
public interface IPropertyList
{
void Add(int number); // Cliloc number only
void Add(int number, string argument); // Cliloc with ~1_val~ arg
void Add(string text); // Raw string (uses internal cliloc)
void Add(int number, int value); // Cliloc with int arg
void AddLocalized(int value); // Cliloc number as value
void AddLocalized(int number, int value); // Cliloc wrapper for cliloc
// String interpolation overloads
void Add(ref InterpolatedStringHandler handler);
void Add(int number, ref InterpolatedStringHandler handler);
}
Patterns
Basic GetProperties Override
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list); // ALWAYS call base first
list.Add(1060741, $"{_charges}"); // "charges: ~1_val~"
list.Add($"{"Quality: "}{_quality}"); // Raw string
list.Add(1060637, $"{_uses}\t{_maxUses}"); // "~1_val~ / ~2_val~"
}
Cliloc Arguments Format
Cliloc strings use ~1_val~, ~2_val~, etc. as placeholders. Arguments are tab-separated:
// Cliloc 1060637 = "~1_val~ / ~2_val~"
list.Add(1060637, $"{current}\t{max}");
// Cliloc 1072241 = "Contents: ~1_ITEMS~/~2_MAXITEMS~ items, ~3_WEIGHT~/~4_MAXWEIGHT~ stones"
list.Add(1072241, $"{TotalItems}\t{MaxItems}\t{TotalWeight}\t{MaxWeight}");
// Cliloc 1042971 = "~1_val~" (generic single argument)
list.Add(1042971, $"{"Custom text here"}");
String Literals Must Be Holes (CRITICAL)
The interpolated string handler distinguishes literals (bare text between {} holes) from holes (values inside {}). Literals are delimiters. Holes are arguments. This matters because the property list system is also used for web rendering, which must tell arguments apart from delimiters.
String constants must always be wrapped as holes: {"..."}
// BAD — "Chances" becomes a literal/delimiter, not an argument
list.Add(1060658, $"Chances\t{_charges}");
// GOOD — "Chances" is a hole → argument ~1_val~
list.Add(1060658, $"{"Chances"}\t{_charges}");
Real examples (Teleporter.cs):
list.Add(1060658, $"{"Map"}\t{_mapDest}"); // "~1_val~: ~2_val~"
list.Add(1060659, $"{"Coords"}\t{_pointDest}");
list.Add(1060661, $"{"Range"}\t{_range}");
Rule: Only \t (argument separator) should be bare literal text. Everything else — including string constants — must be inside {} holes.
Cliloc as Argument (Use :# Format Specifier)
When an argument is itself a cliloc number, use the :# format specifier — not a "#number" string:
// BAD — "#1060000" is a string, web renderers will display it literally
list.Add(1050039, $"{m_Amount}\t{"#1060000"}");
// GOOD — :# tells the handler this is a cliloc number to resolve
list.Add(1050039, $"{m_Amount}\t{1060000:#}");
The :# format lets the handler (and other consumers like web renderers) know the value is a cliloc reference to resolve, not a raw number. Also available via list.AddLocalized(number, clilocValue).
Looking Up Cliloc Text
If you don't know what arguments a cliloc number expects, you can read the cliloc.enu binary file. Loading logic is in Projects/Server/Localization/Localization.cs → LoadClilocs(string lang, string file). Ask the user where their cliloc.enu file is (typically in the UO client data directory).
Auto-Refresh with [InvalidateProperties]
[SerializableField(0)]
[InvalidateProperties] // Auto-calls InvalidateProperties() when Charges changes
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _charges;
Manual Refresh
public void UseCharge()
{
_charges--;
InvalidateProperties(); // Manually trigger tooltip refresh
this.MarkDirty();
}
Conditional Properties
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
if (_charges > 0)
list.Add(1060741, $"{_charges}");
if (_owner != null)
list.Add($"{"Owned by: "}{_owner.Name}");
if (Core.AOS) // Era-conditional properties
list.Add(1061170, $"{_imbueLevel}"); // "animal " ~1_val~
}
Mobile Properties
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
if (Core.AOS && Faction != null)
{
list.Add(1060776, $"{Rank.Title}\t{Faction.Definition.PropName}");
}
if (DisplayChampionTitle)
{
var titleLabel = ChampionTitleSystem.GetChampionTitleLabel(this);
if (titleLabel > 0)
list.Add(titleLabel);
}
}
Common Cliloc Numbers
| Number | Text | Usage |
|---|---|---|
| 1042971 | ~1_val~ |
Generic single argument |
| 1060741 | charges: ~1_val~ |
Charge count |
| 1060637 | ~1_val~ / ~2_val~ |
Current/max values |
| 1060658 | ~1_val~: ~2_val~ |
Key: value pair |
| 1050044 | ~1_ITEMS~ items, ~2_WEIGHT~ stones |
Container contents |
| 1072241 | Contents: ~1~/~2~ items, ~3~/~4~ stones |
ML container |
| 1060776 | ~1_val~, ~2_val~ |
Two comma-separated values |
| 1061170 | animal lore ~1_val~ |
Taming info |
| 1053099 | damage ~1_val~ - ~2_val~ |
Damage range |
ObjectPropertyList Internals
- Packet ID: 0xD6
- Hash-based change detection -- only sends if content actually changed
InvalidateProperties()rebuilds the list and compares hash- Uses
STArrayPool<char>for string building (zero GC) - Global toggle:
ObjectPropertyList.Enabled
Anti-Patterns
- Forgetting
base.GetProperties(list): Loses default name/weight display - Not using cliloc: Raw strings don't get localized
- Excessive rebuilds: Don't call
InvalidateProperties()in tight loops - Assuming tooltip support: Check
ObjectPropertyList.Enabledif needed
Real Examples
- Item properties:
Projects/Server/Items/Item.cs(AddNameProperties, GetProperties) - Mobile properties:
Projects/UOContent/Mobiles/PlayerMobile.cs(GetProperties) - Container properties:
Projects/Server/Items/Container.cs(era-conditional display) - Interface:
Projects/Server/PropertyList/IPropertyList.cs - Implementation:
Projects/Server/PropertyList/ObjectPropertyList.cs
See Also
dev-docs/property-lists.md- Complete property list documentationdev-docs/claude-skills/modernuo-serialization.md- [InvalidateProperties] on fieldsdev-docs/claude-skills/modernuo-era-expansion.md- Era-conditional properties