The pure SerializationGenerator conversion of `BaseCreature`, split out of #2592 so it can serve as the reference for converting every other large hand-written class in the Delta Saves project (#7, phase 3). Two behaviour changes from #2592 are deliberately not here and follow in their own PRs on top of this one: `SpeedClass`, and the collapse of `ControlMaster`/`SummonMaster` into one reference (a creature can lose or keep either independently: Blade Spirits and Energy Vortexes are summoned but never controlled, EnragedCreature and talisman summons keep a summon master with neither flag set). ## What this is - `BaseCreature` becomes `[SerializationGenerator(23, false)]` with a `[SerializableField]` per serialized slot and `[SaveFlag]` elision on nearly every field, so a stock creature serializes to its version plus flags. Field orders run 0..53 with no gaps (54 fields). - The hand-written reader stays as `private void Deserialize(IGenericReader reader, int version)` for every pre-codegen version (0..22); post-codegen bumps use `MigrateFrom` from here on. `[AfterDeserialization]` carries the post-load fixups main did after reading (stat timers, AI type, followers, reacquire seeding). - `ControlMaster` and `SummonMaster` stay two independent fields with main's semantics, each elided when null. - `DamageMin`/`DamageMax`/`ActiveSpeed`/`PassiveSpeed` are no longer virtual (nothing in the tree overrode them); comments swept to the constraints that matter. - Direct writes to serialized backing fields outside the generated setters (`SetDamage`, `SetResistance`, the move-speed helpers, the loot flag, feed loyalty, the delete timer) call `this.MarkDirty()`, matching the #2609 standard, so the class is ready for delta saves once `Mobile` is audited. - Schema `Server.Mobiles.BaseCreature.v23.json` regenerated by the tool (a second run produces no diff). ## Deferred to follow-up PRs SpeedClass: the serialized `_speedClass` field, `DefaultSpeedClass` replacing the type constant, `ApplySpeedClass`/`OnSpeedClassChange`, "None means custom", the four-speeds-as-one-block elision, `NPCSpeeds.FindEntry(SpeedLevel)`, the constructor fallback to Medium, and their tests. Master references: serializing one `Master` with a `Controlled`/`Summoned` fan-out and the `SetControlMaster` lockstep. ## Tests UOContent.Tests 776 / Server.Tests 855 green. `BaseCreatureSerializationTests` covers: a default creature elides to version + flags; a populated creature round-trips with exact byte consumption; back-to-back saves are byte-identical; an uncontrolled summon keeps its SummonMaster; byte-authentic v22 legacy streams (replicas of main's `Serialize`) load through the legacy reader for a wild tamable, a controlled pet, a controlled summon with an anchored `SummonEnd`, and a summon-master-only creature (the EnragedCreature shape); a running delete timer round-trips through `[DeserializeTimer]`; `Friends`, `CurrentWayPoint` and `HomeMap` round-trip; a `BaseVendor` stub round-trips the generated BaseVendor v2 → generated BaseCreature v23 chain. ## Behaviour notes for reviewers - `ActiveMoveSpeed`/`PassiveMoveSpeed` getters return the raw override (0 = inherit); `CurrentMoveSpeed` is the resolved pace. - Speeds elided as table defaults re-snap to the current `npc-speeds.json` on load, so table edits reach unmodified spawns on restart. - `GetSpeeds` no longer throws on the save/load path when the table has no entry for the type: saves elide against the creature's own values and loads keep the stream. Construction still throws (`InvalidOperationException`, was `KeyNotFoundException`). An elided load with no table entry would otherwise resume at speed 0, so `[AfterDeserialization]` logs once and paces it at Medium. - `virtual` removed from `ActiveSpeed`, `PassiveSpeed`, `DamageMin`, `DamageMax` (no overrides in the tree; forks may have some). - `ControlMaster`, `SummonMaster`, `ControlOrder`, `Tamable`, `IsParagon` are `[SerializableProperty]` over hand-written setters because follower bookkeeping must run before the assignment, which a `fieldChanged` hook cannot express; the wire format is identical. ## Prerequisites for cherry-picking #2609 (BaseVendor is already generated on top of BaseCreature) and SerializationGenerator 4.1.0.
22 KiB
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
- New Item
- New Creature
- New Spell
- Skill Implementation
- Loot System
- Context Menus
- Entity Lifecycle
- 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 clock —
ActiveSpeed/PassiveSpeed/CurrentSpeed: seconds per AI decision (combat decisions, target acquisition, spell timing). - Move clock —
ActiveMoveSpeed/PassiveMoveSpeed/CurrentMoveSpeed: seconds per step. Inherits the matching think value until overridden, so a creature configured with only think speeds behaves as one clock. The properties read the raw override (0= inheriting);CurrentMoveSpeedis the resolved pace. 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— seetick-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
NextMovebudget), weapon swings, spell casts, detect-hidden, and the baseBaseCreature.OnThinkactions (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/MaxTriggerCooldownis the real rate limit — the floor holds no matter how often thinks fire. Always give a triggered ability a real cooldown.ChanceToTriggeris 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 30–45s — 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/CombatActiontriggers. - 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