Closes #2593. Closes #2595. Two related pet-AI fixes: the post-#2591 pacing/wake regression (#2593), and the guard order silently converting to Attack during combat (#2595). Root-cause analyses are in the issues. ## #2593 — pets follow slowly; stale AITimer wakes **Why pets slowed:** - The per-step budget grew from **half a think interval** (`CurrentSpeed * 500`) to the full RunUO-parity move table (`CurrentMoveSpeed * 1000`). Medium-bucket pets (Horse, Dog, most tamables): passiveMove **1.05s/step**. - Pet order speed depended on stale `Warmode`: `HandleGuardOrder` set it once, but `OnCombatantChange` clears it whenever the combatant drops, so obedience ran active or passive **by combat history** — usually passive. Net: Guard/Come at ~1.05s/step (~2.1x slower than pre-#2591), vs a player running at 0.1–0.2s/step. - The AITimer never rescheduled its pending wheel entry: the wheel reads `Interval` only after the next fire, so a speed-up or a fresh order (`Activate()` no-ops while running) waited out the stale wake — up to a full passive think, stacked on the residual move budget on Guard → Follow. **What changed:** - **Order handlers own obedience speed** (RunUO `OnCurrentOrderChanged`/`DoOrder*` parity, re-derived continuously): issuing a movement order (Come/Follow/Guard/Attack) sets the **active** think clock, resting orders (Stay/None/Transfer) set passive, and the guard/follow peaceful branches write **RunUO's AOS `CurrentSpeed = 0.1` sprint** — RunUO's guard else-branch had the identical write as follow. The bespoke 0.1 fuses to both clocks through #2591's existing classification, so `CurrentMoveSpeed` stays **pure herding + classification** with no obedience special case, and `DoMoveImpl`'s per-step flip skips obeying pets (their handler owns the pace) and loses its old follow-only 0.1 write. Combat still re-derives organically via warmode/combatant. - **`AITimer`**: tracks the pending wake and reschedules (`Stop`, `Delay` = remaining, `Start`) when a speed-up or fresh order moves the earliest deadline up; changes inside a tick still flow through `ScheduleNext`. New `Prod()` wakes the AI immediately on player commands — including from a stopped timer, so stable claims no longer wait out the random construction stagger. Sector/spawn wakes keep the stagger. Spam-safe: a prodded think grants reaction, never action — steps/swings/casts/abilities are gated by their own budgets and timers. The residual move budget is deliberately **not** cleared on order change — that would let order-spam macros grant free steps. Deadline changes reschedule the timer; rate changes take effect at the next deadline computation. ## #2595 — Guard order converts to Attack during combat **Why:** `FindCombatant()` set `ControlOrder = OrderType.Attack` when engaging, so a guarding pet left the Guard order for the whole fight: OPL tags wiped (pet `1080078` + master `501129`), no retargeting (`DoOrderAttack` locks its target), `TeleportPets` left the pet behind on recall/gate, and every engage→kill→resume cycle replayed the guard flourish. **What changed:** - **`FindGuardTarget()`** (was `FindCombatant`): a pure selector — prefers the aggressor **closest to the master** (RunUO guard parity, dynamic retargeting to protect the owner), keeps the current combatant unless a strictly closer one exists, and never mutates order state. `DoOrderGuard` engages through it while **staying in Guard** the whole fight. - **Persistent-order semantics** (the ModernUO improvement over RunUO): an explicit `all attack` completes → `ResumePersistentOrder()` returns to Guard → the guard scan engages remaining threats in-order. The Attack-chaining fallback (`FightMode.Closest/Aggressor`) now applies only to non-guard persistent orders. Resuming Guard no longer replays the sound/"is now guarding you" message. - **Peaceful guard stands down deterministically** (`Warmode`/`Combatant`/`FocusMob` cleared) and returns to the master at the RunUO sprint (see above); at the master's side it stays organically active. - **`WalkMobileRange` honors the caller's run flag** (the internal hardcoded `dist > 5` gate silently overrode it). Run is animation-only server-side; the only callers passing anything but `false` — follow, guard, clone — gate on their own thresholds. ## Resulting behavior (Medium-bucket pet) | Scenario | Broken | This PR | |---|---|---| | Guard trailing master (AOS) | ~1.05s/step, think-grid quantized | 0.1s/step sprint (RunUO parity), smooth move wakes | | Guard during combat | order flips to Attack; tags lost; no retarget; left behind on recall | stays Guard; retargets to master's closest aggressor; teleports with master | | `all attack` while guarding | resume spams guard flourish per kill; chains into Attack | resumes Guard silently; guard scan takes over | | Come / friend-follow | 1.05s/step | activeMove 0.45s/step (≈ pre-#2591 feel) | | Guard → Follow reaction | up to ~1.5s dead time | think within one wheel turn | | Follow master (AOS sprint) | 0.1s/step | 0.1s/step (unchanged) | | Wild creature chase | RunUO-parity move table | unchanged | Also documents two contracts this work leaned on: the `ControlOrder` setter deliberately fires on every assignment (a reissued order is a command — retarget/break-off/re-anchor), and `OnThink`/`MonsterAbility` must be excess-call tolerant (`dev-docs/content-patterns.md` § OnThink: the excess-call contract). ## Testing - Full suite passes (1570: 837 Server + 733 UOContent). - `PetPacingTests`: order-issue think-clock parity, follow-master sprint via Obey, guard organically active at the master's side, combat-chase and herding boundaries, plus two deterministic timer-wheel tests (8ms-lockstep slicing) proving a fresh order and a mid-wait speed-up wake the AI promptly. - `GuardOrderTests`: engage keeps the Guard order; retargets to the aggressor closest to the master; explicit attack resumes Guard without chaining into Attack; peaceful guard stands down. Setup self-validates LOS/terrain. - `GuardFollowTests`: guard-following registers a move intent, steps toward the master, sprints at 0.1 under AOS (per-step flip must not undo it), and runs active pre-AOS. - All behavioral tests were written first and failed for the documented reasons.
383 lines
11 KiB
Markdown
383 lines
11 KiB
Markdown
---
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name: modernuo-content-patterns
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description: >
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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.
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---
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# ModernUO Content Patterns (Hub Skill)
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## When This Activates
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- Creating new items, weapons, armor, clothing, containers
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- Creating new creatures, NPCs, vendors
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- Creating new spells
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- Implementing skill handlers
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- Adding loot tables
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- Adding context menus
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- Any new game content under `Projects/UOContent/`
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## Key Rules
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1. **Always ask target era** if the user hasn't specified (see `modernuo-era-expansion.md`)
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2. **All serializable classes must be `partial`** with `[SerializationGenerator]`
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3. **All Item/Mobile constructors need `[Constructible]`**
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4. **Clean up timers and references in `OnDelete()`/`OnAfterDelete()`**
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5. **No LINQ** in game logic -- use loops and `PooledRefList<T>`
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6. **File placement** matters -- follow the directory conventions below
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7. **Creature speeds are delays in seconds, on two clocks** -- think
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(`ActiveSpeed`/`PassiveSpeed`, seconds per AI decision) and move
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(`ActiveMoveSpeed`/`PassiveMoveSpeed`, seconds per step; inherits think until
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overridden). Prefer `npc-speeds.json` buckets (`SpeedClass`); `SetSpeed()` sets think
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AND clears move overrides, `SetMoveSpeed()` sets move only -- see
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`dev-docs/content-patterns.md` § Creature Speeds
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8. **`OnThink` overrides must be excess-call tolerant** -- it fires more often than the
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think cadence (player commands prod it; speed-ups reschedule it). Gate consequential
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work on a tick-count deadline (subtraction form) or make it idempotent; bare per-call
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random rolls are cosmetics-only. `MonsterAbility` is under the same contract: the
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trigger cooldown is the rate limit, `ChanceToTrigger` is per-sample jitter, and a
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zero-cooldown `Think`/`CombatAction` ability triggers every sampled think -- see
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`dev-docs/content-patterns.md` § OnThink: the excess-call contract
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## New Item Template
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```csharp
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using ModernUO.Serialization;
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namespace Server.Items;
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[SerializationGenerator(0)]
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public partial class MyItem : Item
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{
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[Constructible]
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public MyItem() : base(0x1234) // itemID from art
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{
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Weight = 1.0;
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// Stackable = true; // if stackable
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// Amount = 1; // if stackable
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}
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public override string DefaultName => "a my item";
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// OR: public override int LabelNumber => 1234567; // cliloc number
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public override void OnDoubleClick(Mobile from)
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{
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if (!IsChildOf(from.Backpack))
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{
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from.SendLocalizedMessage(1042001); // Must be in backpack
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return;
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}
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// Item use logic
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}
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public override void GetProperties(IPropertyList list)
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{
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base.GetProperties(list);
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// list.Add(1060741, $"{_charges}"); // charges: ~1_val~
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}
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}
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```
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## New Creature Template
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```csharp
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using ModernUO.Serialization;
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using Server.Items;
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namespace Server.Mobiles;
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[SerializationGenerator(0)]
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public partial class MyCreature : BaseCreature
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{
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[Constructible]
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public MyCreature() : base(AIType.AI_Melee, FightMode.Closest)
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{
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Body = 0; // Body graphic ID
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BaseSoundID = 0; // Base sound ID
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SetStr(100, 150); // Strength min/max
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SetDex(80, 100); // Dexterity min/max
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SetInt(30, 50); // Intelligence min/max
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SetHits(80, 120);
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SetMana(0);
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SetDamage(8, 14);
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SetDamageType(ResistanceType.Physical, 100);
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SetResistance(ResistanceType.Physical, 30, 40);
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SetResistance(ResistanceType.Fire, 10, 20);
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SetResistance(ResistanceType.Cold, 10, 20);
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SetResistance(ResistanceType.Poison, 15, 25);
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SetResistance(ResistanceType.Energy, 10, 20);
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SetSkill(SkillName.MagicResist, 30.0, 50.0);
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SetSkill(SkillName.Tactics, 50.0, 70.0);
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SetSkill(SkillName.Wrestling, 50.0, 70.0);
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Fame = 1000;
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Karma = -1000; // Negative = evil, positive = good, 0 = neutral
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VirtualArmor = 30;
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}
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public override string CorpseName => "a creature corpse";
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public override string DefaultName => "a creature";
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// Optional overrides:
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// public override int Meat => 1;
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// public override int Hides => 8;
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// public override HideType HideType => HideType.Regular;
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// public override FoodType FavoriteFood => FoodType.Meat;
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// public override PackInstinct PackInstinct => PackInstinct.Canine;
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// public override bool CanRummageCorpses => true;
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// public override Poison PoisonImmune => Poison.Lesser;
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// public override Poison HitPoison => Poison.Regular;
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public override void GenerateLoot()
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{
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AddLoot(LootPack.Average);
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AddLoot(LootPack.Gems, 1);
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// PackItem(new SpecificItem());
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// PackGold(50, 100);
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}
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}
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```
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### Tameable Creature Additions
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```csharp
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// In constructor:
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Tamable = true;
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ControlSlots = 1; // 1-5, how many pet slots it uses
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MinTameSkill = 35.1; // Required Animal Taming skill
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```
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### AI Types
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| AIType | Behavior |
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|---|---|
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| `AI_Melee` | Charges into melee combat |
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| `AI_Mage` | Casts spells, keeps distance |
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| `AI_Archer` | Uses ranged attacks |
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| `AI_Animal` | Passive, flees or fights back |
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| `AI_Predator` | Hunts other creatures |
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| `AI_Healer` | Heals allies |
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| `AI_Vendor` | NPC vendor behavior |
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| `AI_Berserk` | Aggressive, attacks everything |
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| `AI_Thief` | Steals from players |
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### Fight Modes
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| FightMode | Target Selection |
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|---|---|
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| `None` | Never attacks |
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| `Aggressor` | Only attacks those who attack first |
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| `Strongest` | Targets highest stats |
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| `Weakest` | Targets lowest stats |
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| `Closest` | Targets nearest entity |
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| `Evil` | Attacks aggressors or negative-karma entities |
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## New Spell Template
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```csharp
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using System;
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using Server.Targeting;
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namespace Server.Spells.First;
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public class MySpell : MagerySpell, ITargetingSpell<Mobile>
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{
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private static readonly SpellInfo _info = new(
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"Spell Name", // Display name
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"In Vas Ort", // Power words (mantra)
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212, // Cast animation action
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9041, // Cast sound
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Reagent.Bloodmoss, // Required reagents
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Reagent.MandrakeRoot
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);
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public MySpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
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{
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}
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public override SpellCircle Circle => SpellCircle.First;
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public void Target(Mobile m)
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{
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if (CheckHSequence(m)) // Harmful spell check
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{
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SpellHelper.Turn(Caster, m);
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double damage = GetNewAosDamage(10, 1, 4, m);
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SpellHelper.Damage(this, m, damage, 0, 100, 0, 0, 0);
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// Damage types: phys, fire, cold, poison, energy (must sum to 100)
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}
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}
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public override void OnCast()
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{
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Caster.Target = new SpellTarget<Mobile>(this, TargetFlags.Harmful);
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}
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}
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```
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### Spell Circles (Magery)
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| Circle | Mana Cost | Min Skill |
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|---|---|---|
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| First | 4 | -50.0 (Pre-ML) / -46.0 (ML+) |
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| Second | 6 | -30.0 / -32.0 |
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| Third | 9 | 0.0 / -18.0 |
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| Fourth | 11 | 10.0 / -4.0 |
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| Fifth | 14 | 20.0 / 10.0 |
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| Sixth | 20 | 30.0 / 24.0 |
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| Seventh | 40 | 40.0 / 38.0 |
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| Eighth | 50 | 50.0 / 52.0 |
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## Skill Implementation
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```csharp
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using Server.Targeting;
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namespace Server.Skills;
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public static class MySkillHandler
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{
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public static void Initialize()
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{
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// Register handler delegate
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SkillInfo.Table[(int)SkillName.Alchemy].Callback = OnUse;
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}
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public static TimeSpan OnUse(Mobile from)
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{
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from.SendMessage("You begin working...");
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from.Target = new InternalTarget();
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return TimeSpan.FromSeconds(1.0); // Delay before next use
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}
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private class InternalTarget : Target
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{
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public InternalTarget() : base(2, false, TargetFlags.None)
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{
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}
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protected override void OnTarget(Mobile from, object targeted)
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{
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if (targeted is Item item)
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{
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// from.CheckSkill(SkillName.Alchemy, minSkill, maxSkill)
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if (from.CheckSkill(SkillName.Alchemy, 0.0, 100.0))
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{
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from.SendMessage("Success!");
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}
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else
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{
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from.SendMessage("You fail.");
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}
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}
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}
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}
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}
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```
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## Loot Packs
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Use predefined packs -- they auto-select era-appropriate loot:
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```csharp
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public override void GenerateLoot()
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{
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AddLoot(LootPack.Poor); // ~50 gold equivalent
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AddLoot(LootPack.Meager); // ~100 gold equivalent
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AddLoot(LootPack.Average); // ~250 gold equivalent
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AddLoot(LootPack.Rich); // ~500 gold equivalent
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AddLoot(LootPack.FilthyRich); // ~1000 gold equivalent
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AddLoot(LootPack.UltraRich); // ~2000 gold equivalent
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AddLoot(LootPack.SuperBoss); // Boss-level loot
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AddLoot(LootPack.Gems, 2); // 2 random gems
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AddLoot(LootPack.Potions); // Random potion
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// Specific items
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PackItem(new Arrow(Utility.RandomMinMax(20, 40)));
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PackGold(100, 200);
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}
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```
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## Context Menus
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```csharp
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public override void GetContextMenuEntries(Mobile from, ref PooledRefList<ContextMenuEntry> list)
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{
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base.GetContextMenuEntries(from, ref list);
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if (from.Alive && from.InRange(this, 2))
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{
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list.Add(new MyContextMenuEntry(this));
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}
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}
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private class MyContextMenuEntry : ContextMenuEntry
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{
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private readonly Item _item;
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public MyContextMenuEntry(Item item) : base(6100) // Cliloc number
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{
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_item = item;
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}
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public override void OnClick(Mobile from, IEntity target)
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{
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// Handle click
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}
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}
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```
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## Two-Phase Deletion
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```csharp
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public override void OnDelete()
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{
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_timerToken.Cancel(); // Cancel timers FIRST
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base.OnDelete();
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}
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public override void OnAfterDelete()
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{
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_timer?.Stop(); // Stop Timer references
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_timer = null;
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_owner = null; // Clear Mobile/Item references
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base.OnAfterDelete();
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}
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```
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## File Placement
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| Content Type | Directory |
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|---|---|
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| Items | `Projects/UOContent/Items/{Category}/` |
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| Weapons | `Projects/UOContent/Items/Weapons/{Type}/` |
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| Armor | `Projects/UOContent/Items/Armor/{Type}/` |
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| Creatures | `Projects/UOContent/Mobiles/{Type}/` |
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| Animals | `Projects/UOContent/Mobiles/Animals/{Species}/` |
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| Monsters | `Projects/UOContent/Mobiles/Monsters/{Era}/` |
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| Spells | `Projects/UOContent/Spells/{School}/` |
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| Skills | `Projects/UOContent/Skills/` |
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| Engines | `Projects/UOContent/Engines/{SystemName}/` |
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| Gumps | `Projects/UOContent/Gumps/` |
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## Real Examples
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- Simple creature: `Projects/UOContent/Mobiles/Animals/Bears/BlackBear.cs`
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- Boss creature: `Projects/UOContent/Mobiles/Special/Barracoon.cs`
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- SE creature: `Projects/UOContent/Mobiles/Monsters/SE/RaiJu.cs`
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- Spell: `Projects/UOContent/Spells/First/MagicArrow.cs`
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- Skill check: `Projects/UOContent/Skills/SkillCheck.cs`
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- Loot packs: `Projects/UOContent/Misc/LootPack.cs`
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## See Also
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- `dev-docs/claude-skills/modernuo-serialization.md` - Serialization details
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- `dev-docs/claude-skills/modernuo-era-expansion.md` - Era-conditional code
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- `dev-docs/claude-skills/modernuo-timers.md` - Timer patterns
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- `dev-docs/claude-skills/modernuo-property-lists.md` - Item tooltips
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- `dev-docs/claude-skills/modernuo-gump-system.md` - UI dialogs
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- `dev-docs/claude-skills/modernuo-commands-targeting.md` - Commands and targeting
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- `dev-docs/claude-skills/modernuo-events.md` - Event system
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- `dev-docs/content-patterns.md` - Full content documentation
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