ModernUO/dev-docs/content-patterns.md
Kamron Batman d3bf283e2d
feat: event-driven target acquisition with a reaction-time gradient (#2601)
Fixes walk-up aggro latency (up to a full 10 s of obliviousness) and hardens the reacquire gate so no state can silence acquisition, while turning `AcquireOnApproach` into the reaction-time knob for future per-creature intelligence tuning.

### Why

`AcquireFocusMob` re-armed the 10 s `ReacquireDelay` **before** scanning, success or failure. A creature that scanned an empty room was blind for 10 s to a player walking up — walk-up aggro latency was uniform in 0..10 s. Waking from sector sleep stacked the AI timer's 0–3 s construction stagger on top. And `NextReacquireTime` is not serialized: on hosts whose tick counter starts negative (GCP pass-through), the 0 default blocked **all** acquisition shard-wide after a restart until the counter crossed zero.

### What

**Event-driven reaction — `AcquireOnApproachDelay` (the intelligence gradient)**
- The paragon `AcquireOnApproach` bool becomes a `TimeSpan` on every creature: an enemy moving inside `AcquireOnApproachRange` (10 for all creatures — on-screen reactive aggro; the periodic scan keeps the wide `RangePerception` sweep) *clamps* the next scan to at most the delay. Repeated steps cannot shorten it further — one scan per delay period, not per step or think.
- `Zero` (paragons) also prods the AI timer: the ranked scan engages within a wheel turn — the old snap, minus the special-cased engage path. The target now comes from the normal FightMode ranking instead of whichever mobile happened to move, and the `Combatant == null` guard stops re-engage spam.
- The 2 s default reads as "took a beat to notice you"; larger values are dumber; `ReacquireDelay` alone is the oblivious floor. Mover checks are the approach logic's `IsEnemy` + `CanBeHarmful` (so pets count and hidden movers are excluded via `CanSee`), with `IsEnemy` first to cheaply reject same-team wild creatures wandering past. The check rides the `OnMovement` callback every step already pays for — no polling added.

**Gate correctness**
- Every scan re-arms the full `ReacquireDelay`, success or failure (classic semantics; reaction time is the approach path, not the poll).
- Self-healing by construction: a deadline further out than `ReacquireDelay` is an illegal state and reads as open — no wedged or wrapped value can silence acquisition beyond one delay period.
- `NextReacquireTime` is seeded from a live tick on deserialize (the GCP negative-tick blackout).

**AI timer wake**
- Activation (sector wake, spawn, resurrection) starts within a 0–256 ms spread instead of the 0–3 s construction stagger, which read as lag.
- The stagger's real job — keeping same-speed cohorts out of lock-step (the RunUO town artifact) — is now a zero-mean ±period/8 jitter on each **idle** think, so phases random-walk apart within seconds and can never re-lock. Instrumentation showed why a one-shot spread can't do this job: the timer wheel fires within ±1 ms, so with 10 creatures on a 500 ms period some pair collides on nearly the same phase ~75% of the time (birthday paradox) and then steps in the same loop iteration *forever*. Jitter is scoped to passive speed: engaged cadence stays exact, since pursuit timing anchors to real step times.

**Debug**
- The `AcquireFocusMob` scan message no longer re-arms the shared 5 s debug cooldown, which swallowed every AI's "I have detected X" transition line.

**API change** for custom scripts: `AcquireOnApproach` (bool) → `AcquireOnApproachDelay` (TimeSpan). Documented in `content-patterns.md` § Target Acquisition, `runuo-migration-docs/09` + `11`, and the migration skill checklist.

### Tests

`AcquisitionTests`: both scan outcomes honor `ReacquireDelay`; a 60 s-wedged gate still acquires; enemy movement clamps the deadline (same-team wild movers and out-of-range movers ignored); repeated movement cannot shorten below the delay; `Zero` opens the gate and prods without a direct engage. Full suite: 755 UOContent green.
2026-09-01 20:42:15 -07:00

22 KiB
Raw Blame History

ModernUO Content Creation Patterns

This document covers the patterns and templates for creating game content in ModernUO: items, creatures, spells, skills, loot, context menus, and file organization.

Table of Contents

  1. New Item
  2. New Creature
  3. New Spell
  4. Skill Implementation
  5. Loot System
  6. Context Menus
  7. Entity Lifecycle
  8. File Organization

New Item

Minimal Item

using ModernUO.Serialization;

namespace Server.Items;

[SerializationGenerator(0)]
public partial class SimpleItem : Item
{
    [Constructible]
    public SimpleItem() : base(0x1234)  // itemID from UO art
    {
        Weight = 1.0;
    }

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

Item with Properties and Behavior

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();
    }

    private void Glow()
    {
        if (_charges > 0)
            Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042);
    }

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

        if (_charges <= 0)
        {
            from.SendMessage("The lantern is depleted.");
            return;
        }

        Charges--;
        from.SendMessage("The lantern flares brightly!");
        from.FixedParticles(0x376A, 9, 32, 5042, EffectLayer.Waist);
    }

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

Common Item Base Classes

Base Class Use For
Item Generic items
BaseWeapon Melee weapons
BaseRanged Ranged weapons (bows, crossbows)
BaseArmor Armor pieces
BaseShield Shields
BaseClothing Wearable clothing
BaseJewel Rings, bracelets, necklaces
BaseContainer Containers (bags, boxes)
BasePotion Potions
BaseReagent Spell reagents
Food Edible items
SpellScroll Spell scrolls

Key Item Properties

Weight = 1.0;              // Item weight in stones
Stackable = true;          // Can stack with same type
Amount = 1;                // Stack amount
Movable = true;            // Can be picked up
Visible = true;            // Visible to players
Hue = 0;                   // Color hue (0 = default)
Light = LightType.Circle300; // Light emission
LootType = LootType.Regular; // Regular, Newbied, Blessed, Cursed
Layer = Layer.OneHanded;   // Equipment layer

New Creature

Basic Creature

using ModernUO.Serialization;
using Server.Items;

namespace Server.Mobiles;

[SerializationGenerator(0)]
public partial class ForestWolf : BaseCreature
{
    [Constructible]
    public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest)
    {
        Body = 225;          // Wolf body graphic
        BaseSoundID = 0xE5;  // Base sound ID

        SetStr(80, 120);
        SetDex(90, 110);
        SetInt(20, 40);

        SetHits(60, 80);
        SetMana(0);

        SetDamage(8, 14);

        SetDamageType(ResistanceType.Physical, 100);

        SetResistance(ResistanceType.Physical, 25, 35);
        SetResistance(ResistanceType.Fire, 5, 10);
        SetResistance(ResistanceType.Cold, 15, 25);
        SetResistance(ResistanceType.Poison, 10, 15);
        SetResistance(ResistanceType.Energy, 5, 10);

        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 HideType HideType => HideType.Regular;
    public override FoodType FavoriteFood => FoodType.Meat;
    public override PackInstinct PackInstinct => PackInstinct.Canine;

    public override void GenerateLoot()
    {
        AddLoot(LootPack.Meager);
    }
}

AI Types

AIType Use For
AI_Melee Warriors, melee fighters
AI_Mage Spellcasters
AI_Archer Ranged attackers
AI_Animal Passive animals (flee/fight back)
AI_Predator Hunting animals
AI_Healer Healing NPCs
AI_Vendor Shop NPCs
AI_Berserk Mindless aggressors
AI_Thief Pickpockets

Fight Modes

FightMode Behavior
None Never attacks
Aggressor Only retaliates
Strongest Targets highest-stat enemy
Weakest Targets lowest-stat enemy
Closest Targets nearest enemy
Evil Attacks aggressors or evil-karma targets

Creature Stats Guide

Creature Level Str Dex Int Hits Damage Fame
Weak 30-60 30-50 10-20 20-40 2-6 100-300
Average 80-120 60-90 20-40 60-100 6-14 500-1500
Strong 150-250 80-120 50-100 120-200 12-22 2000-5000
Elite 300-500 100-150 100-200 250-500 18-30 5000-15000
Boss 500-1000 150-250 200-400 500-2000 25-40 15000+

Optional Creature Overrides

public override Poison PoisonImmune => Poison.Regular;   // Poison immunity
public override Poison HitPoison => Poison.Lesser;       // Melee poison
public override double HitPoisonChance => 0.2;           // 20% poison chance
public override bool CanRummageCorpses => true;           // Loots corpses
public override bool BardImmune => true;                  // Cannot be provoked/peaced
public override bool Unprovokable => true;                // Cannot be provoked
public override bool CanFly => true;                      // Can fly
public override int TreasureMapLevel => 3;               // Drops treasure map
public override double WeaponAbilityChance => 0.4;        // Weapon ability chance

Creature Speeds (think vs move clocks)

All "speed" values are delays in seconds (smaller = faster). A creature runs two clocks:

  • Think clockActiveSpeed/PassiveSpeed/CurrentSpeed: seconds per AI decision (combat decisions, target acquisition, spell timing).
  • Move clockActiveMoveSpeed/PassiveMoveSpeed/CurrentMoveSpeed: seconds per step. Inherits the matching think value until overridden, so a creature configured with only think speeds behaves as one clock. Any value is legal — steps are scheduled independently of think ticks, so the two need not divide evenly.

Speeds normally come from Distribution/Data/npc-speeds.json (via SpeedClass or type lists); activeMove/passiveMove are optional per bucket. Prefer data over code:

public override SpeedLevel SpeedClass => SpeedLevel.Slow;  // bucket in npc-speeds.json

Code-level overrides for special cases:

SetSpeed(0.5, 2.0);          // think clock; ALSO clears move overrides (one-clock legacy semantics)
SetMoveSpeed(0.45, 0.9);     // move clock only — call after SetSpeed if both are wanted
ClearMoveSpeed();            // back to inheriting the think clock

All four are [props-tunable per instance (move values: set 0 to re-inherit); per-instance move overrides serialize. Being badly hurt slows steps, never decisions (RunUO parity).

The client's Running bit is derived from the step pace, never passed by callers (BaseAI.ShouldRun, stamped in DoMoveImpl): a step shorter than the client's walk interpolation — 400 ms on foot, 200 ms mounted/flying (Movement.WalkFootDelay / WalkMountDelay) — is flagged as a run, or the client falls behind and snaps. An isolated step (resuming after at least a walk interval standing) goes out as a walk regardless of pace — the client renders each step alone, so a run-flagged single step darts — unless the pace beats the run interpolation (a true sprinter), where a walk-rendered first step would flood the client's step queue. Movement APIs (MoveTo, WalkMobileRange, ApproachTarget, MoveToPoint) take no run argument; to make a creature run, make it fast. Creatures step at most once per CurrentMoveSpeed period, paced from the step just taken — a stall never banks catch-up steps, so a resumed chase restarts at full pace.

Target Acquisition: the reaction-time gradient

Acquisition is event-driven, not polled. The periodic scan (AcquireFocusMob) is gated by ReacquireDelay (10 s default) and every scan re-arms it in full, success or failure — it is target stickiness plus the fallback for what movement cannot signal (reveals, doors, summons). Reaction time comes from BaseCreature.OnMovement: an enemy moving inside AcquireOnApproachRange (10 — on-screen; the periodic scan keeps the wider RangePerception) clamps the next scan to at most AcquireOnApproachDelay — the intelligence gradient. TimeSpan.Zero (paragons) also prods the AI, so the ranked scan engages within a timer-wheel turn; the 2 s default reads as "took a beat to notice you"; larger is dumber; a creature that overrides the delay above ReacquireDelay is effectively oblivious to approach. Repeated steps cannot shorten the clamp, so an armed creature scans once per delay period, not once per step or think. ReacquireOnMovement remains the broader hook (any mover, no enemy check, scan next think). The gate self-heals: a deadline further out than ReacquireDelay is illegal and reads as open, so no wedged or wrapped value can silence acquisition beyond one delay period.

OnThink: the excess-call contract

OnThink() is a scheduler pass, not an action. The AI timer calls it at least at the think cadence (CurrentSpeed), but it can and does fire more often: a player command wakes the AI immediately (AITimer.Prod()), a speed-up reschedules the pending wake, and players run command macros that drive extra thinks deliberately (order spam is spam-safe by design — reaction, never action). RunUO had the same property (its timer restarted with a random delay on every speed change), so this has never been a fixed-rate callback.

Every OnThink override must be excess-call tolerant. An extra call must never grant an extra action:

  • Gate consequential work on its own deadline field, compared in subtraction form (Core.TickCount - _nextX >= 0 — see tick-counts.md), or make it idempotent.
  • Never pace a consequential action with a bare per-call Utility.RandomDouble() roll — its frequency then scales with think rate, which players can influence. Per-call rolls are acceptable only for pure cosmetics (idle animations, flavor sounds).
  • The engine already gates the expensive things: steps (the NextMove budget), weapon swings, spell casts, detect-hidden, and the base BaseCreature.OnThink actions (heal, rummage, aura) all carry their own clocks. Follow that pattern.
private long _nextSpecial;

public override void OnThink()
{
    base.OnThink();

    if (Core.TickCount - _nextSpecial >= 0)
    {
        DoSpecial();
        _nextSpecial = Core.TickCount + 5000; // the real rate limit lives here
    }
}

MonsterAbility: same contract

MonsterAbility.CanTrigger is sampled once per think for Think- and CombatAction-triggered abilities, so abilities live under the same rule:

  • MinTriggerCooldown/MaxTriggerCooldown is the real rate limit — the floor holds no matter how often thinks fire. Always give a triggered ability a real cooldown.
  • ChanceToTrigger is a per-sample roll: above the cooldown floor, the expected trigger delay shrinks as think rate rises. Treat the chance as flavor jitter, never as the rate limiter, and keep cooldowns long relative to the think interval so the jitter stays negligible (fire breath — chance 0.5, cooldown 3045s — varies under 1% between natural and spammed think rates).
  • A zero-cooldown ability records no cooldown at all and triggers on every sampled think that passes its chance — only ever correct for passive alteration hooks, never for Think/CombatAction triggers.
  • An ability that breaks pet orders (fear-style effects) must own its duration explicitly (a hold state, or a "refuses orders until" deadline checked in the order handlers) — pets react to re-issued commands immediately, so think latency is not a hold.

New Spell

Targeted Damage Spell (Magery)

using System;
using Server.Targeting;

namespace Server.Spells.Third;

public class FireballSpellCustom : MagerySpell, ITargetingSpell<Mobile>
{
    private static readonly SpellInfo _info = new(
        "Fireball",             // Name
        "Vas Flam",             // Mantra
        212,                    // Cast animation
        9041,                   // Cast sound
        Reagent.BlackPearl      // Reagents (comma-separated)
    );

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

    public override SpellCircle Circle => SpellCircle.Third;
    public override bool DelayedDamage => true;

    public void Target(Mobile m)
    {
        if (CheckHSequence(m))  // Harmful spell sequence check
        {
            var source = Caster;
            SpellHelper.Turn(source, m);
            SpellHelper.CheckReflect((int)Circle, ref source, ref m);

            double damage;
            if (Core.AOS)
            {
                damage = GetNewAosDamage(19, 1, 5, m);
            }
            else
            {
                damage = Utility.Random(10, 7);
                if (CheckResisted(m))
                {
                    damage *= 0.75;
                    m.SendLocalizedMessage(501783);  // You resist
                }
                damage *= GetDamageScalar(m);
            }

            source.MovingParticles(m, 0x36D4, 7, 0, false, true, 9502, 4019, 0x160);
            source.PlaySound(0x15E);

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

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

Spell Helper Methods

SpellHelper.Turn(caster, target);           // Face target
SpellHelper.CheckReflect(circle, ref source, ref target);  // Magic reflect
SpellHelper.Damage(spell, target, damage, phys, fire, cold, poison, energy);
SpellHelper.AddStatCurse(caster, target, stat);
SpellHelper.AddStatBonus(caster, target, stat);
SpellHelper.CanRevealCaster(spell);

CheckHSequence(target);    // Harmful spell checks (LOS, range, criminal)
CheckBSequence(target);    // Beneficial spell checks
CheckResisted(target);     // Resistance check
GetNewAosDamage(bonus, dice, sides, target);  // AOS damage formula
GetDamageScalar(target);   // Pre-AOS damage multiplier

Spell Circles (Magery)

Circle Mana Base Delay
First 4 0.25s + circle
Second 6 0.50s + circle
Third 9 0.75s + circle
Fourth 11 1.00s + circle
Fifth 14 1.25s + circle
Sixth 20 1.50s + circle
Seventh 40 1.75s + circle
Eighth 50 2.00s + circle

Skill Implementation

Registering a Skill Handler

namespace Server.SkillHandlers;

public static class MySkillHandler
{
    public static void Initialize()
    {
        SkillInfo.Table[(int)SkillName.Tracking].Callback = OnUse;
    }

    public static TimeSpan OnUse(Mobile from)
    {
        from.SendMessage("You begin tracking...");
        from.Target = new TrackingTarget();
        return TimeSpan.FromSeconds(10.0);  // Cooldown
    }
}

Skill Check

// Difficulty-based check (with skill gain chance)
if (from.CheckSkill(SkillName.Mining, 0.0, 100.0))
{
    // Success
}

// Direct chance check
if (from.CheckSkill(SkillName.Hiding, minSkill: 25.0, maxSkill: 75.0))
{
    // Success
}

SkillName Enum (58 skills)

Key skills: Alchemy, Anatomy, AnimalLore, AnimalTaming, Archery, ArmsLore, Begging, Blacksmith, Bushido, Camping, Carpentry, Cartography, Chivalry, Cooking, DetectHidden, Discordance, EvalInt, Fencing, Fishing, Fletching, Focus, Forensics, Healing, Herding, Hiding, Inscribe, ItemID, Lockpicking, Lumberjacking, Macing, Magery, MagicResist, Meditation, Mining, Musicianship, Necromancy, Ninjitsu, Parry, Peacemaking, Poisoning, Provocation, RemoveTrap, Snooping, Spellweaving, SpiritSpeak, Stealing, Stealth, Swords, Tactics, Tailoring, TasteID, Tinkering, Tracking, Veterinary, Wrestling


Loot System

Using Predefined Packs

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

    // Auxiliary packs
    AddLoot(LootPack.Gems, 2);     // 2 random gems
    AddLoot(LootPack.Potions);     // Random potion
    AddLoot(LootPack.LowScrolls);  // Low circle scroll
    AddLoot(LootPack.MedScrolls);  // Med circle scroll
    AddLoot(LootPack.HighScrolls); // High circle scroll
}

Packs auto-select era-appropriate loot (Pre-AOS, AOS, SE variants).

Specific Items

PackItem(new Arrow(Utility.RandomMinMax(20, 40)));
PackGold(100, 200);
PackItem(new Bandage(Utility.RandomMinMax(5, 10)));

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 RepairEntry(this));
    }
}

private class RepairEntry : ContextMenuEntry
{
    private readonly Item _item;

    public RepairEntry(Item item) : base(6100)  // Cliloc number
    {
        _item = item;
        Enabled = item is { Deleted: false };
    }

    public override void OnClick(Mobile from, IEntity target)
    {
        if (_item.Deleted || !from.InRange(_item, 2))
            return;

        from.SendMessage("You repair the item.");
    }
}

Entity Lifecycle

Two-Phase Deletion

// Phase 1: Pre-removal cleanup
public override void OnDelete()
{
    _timerToken.Cancel();       // Cancel managed timers
    // Remove from tracking systems
    base.OnDelete();
}

// Phase 2: Post-removal cleanup
public override void OnAfterDelete()
{
    _timer?.Stop();             // Stop Timer references
    _timer = null;
    _owner = null;              // Null Item/Mobile refs
    base.OnAfterDelete();
}

OnDoubleClick Validation

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

    if (!from.InRange(GetWorldLocation(), 2))
    {
        from.SendLocalizedMessage(500446);  // Too far away
        return;
    }

    // Item logic here
}

File Organization

Projects/UOContent/
├── Items/
│   ├── Weapons/Swords/       # Swords
│   ├── Weapons/Maces/        # Maces
│   ├── Weapons/Ranged/       # Bows, crossbows
│   ├── Armor/Plate/          # Plate armor
│   ├── Armor/Chain/          # Chain armor
│   ├── Armor/Leather/        # Leather armor
│   ├── Clothing/             # Wearable clothing
│   ├── Containers/           # Bags, boxes
│   ├── Misc/                 # General items
│   ├── Special/              # Unique/quest items
│   └── Resources/            # Crafting materials
├── Mobiles/
│   ├── Animals/Bears/        # Bears (BlackBear, GrizzlyBear)
│   ├── Animals/Birds/        # Birds
│   ├── Monsters/AOS/         # AOS-era monsters
│   ├── Monsters/SE/          # SE-era monsters
│   ├── Monsters/ML/          # ML-era monsters
│   ├── Special/              # Champions, bosses
│   ├── Vendors/              # NPC vendors
│   └── Townfolk/             # NPCs
├── Spells/
│   ├── Base/                 # Spell base classes
│   ├── First/ - Eighth/     # Magery circles
│   ├── Necromancy/           # Necromancer spells
│   ├── Chivalry/             # Paladin spells
│   ├── Bushido/              # Samurai abilities
│   ├── Ninjitsu/             # Ninja abilities
│   └── Spellweaving/         # Spellweaving
├── Skills/                   # Skill handlers
├── Gumps/                    # UI dialogs
│   └── Base/                 # Gump base classes
├── Engines/                  # Complex systems
│   ├── Craft/                # Crafting system
│   ├── CannedEvil/           # Champion spawns
│   ├── Factions/             # Faction system
│   └── Quests/               # Quest system
└── Misc/                     # Miscellaneous
    └── LootPack.cs           # Loot tables

Naming Rules

  • File name = class name
  • One primary class per file
  • Group related items in subdirectories
  • Era-specific content goes in era-named subdirectories