ModernUO/Projects/UOContent/Mobiles/Vendors
Kamron Batman 410a964789
fix: NPC outfits no longer stack two items on one layer (#2715)
Companion to #2712, which covers HireRanger's refused `EquipItem`. A sweep that built every constructible Mobile 2,000 times under each expansion found these other outfits that put two items on one layer. They don't leak, because `AddItem` skips `CheckEquip`, but the NPC wears both items and the client draws only one.

| NPC | Conflict |
|---|---|
| Miner, Ranger, Thief | Own shirt/pants/ThighBoots added on top of the random `BaseVendor.InitOutfit` (shoes doubled on every spawn) |
| MasterTheophilus | Shoes + Robe added over `EvilMageLord`'s Sandals + Robe |
| Merchant | Shirt + FancyShirt, or PlainDress + FancyDress |
| IronWorker | Bandana/JesterHat + Bascinet |
| MeerCaptain | One-handed sword + Crossbow |
| BakeKitsune | `BodyMod` isn't saved, so after a restart `RemoveDisguise` bailed and the next `Disguise()` stacked a second robe and pair of shoes |

## Changes
- `BaseCreature.ReplaceEquipment(item)` equips an item in place of whatever an inherited outfit put on its layer, and deletes the item if it still can't be equipped.
- Miner, Ranger, Thief, MasterTheophilus: their own pieces replace the inherited ones.
- Merchant and IronWorker: dropped the duplicate roll. Each kept the item the client was already drawing, which is the last one sent: the fancy set and the Bascinet.
- MeerCaptain: the sword goes into its pack as loot. **Behavior change:** `Mobile.Weapon` checks the one-handed layer first, so it was fighting with the sword despite its archer AI, its Archery skill and the bolts in its pack. It now uses the crossbow.
- BakeKitsune: `RemoveDisguise` strips the disguise without checking `IsBodyMod`.

## Testing
- I re-ran the sweep (local diagnostic, not committed; needs client tiledata) at 500 rolls × 12 expansions. Only HireRanger (#2712) and LordOaks (separate fix coming) remain.
- UOContent.Tests: 1218 passed, 2 skipped.
2026-10-17 16:17:11 -07:00
..
Barkeeper refactor: fold hand-written serializable property setters into field hooks (#2587) 2026-08-22 18:20:39 -07:00
NPC fix: NPC outfits no longer stack two items on one layer (#2715) 2026-10-17 16:17:11 -07:00
SBInfo fix: Fixes arbitrage by adjusting prices. (#1500) 2023-09-15 19:22:35 -07:00
AnimalBuy.cs Formats UO Content (#201) 2020-08-27 18:30:38 -07:00
BaseVendor.cs fix: bound and purge NPC vendor buyback stock (#2677) 2026-10-09 22:56:39 -07:00
BeverageBuy.cs fix: Consolidates Color/Center html (#1762) 2024-05-07 23:56:32 -07:00
GenericBuy.cs fix: Moves containers/bods/traps/etc to serialization generator (#2310) 2026-01-07 21:55:55 -08:00
GenericSell.cs chore(content): Updates to C# 9 syntax (#373) 2020-12-30 12:50:10 -08:00
PlayerVendor.cs fix: Fixes dirty-tracking gaps in generated content: setters, sub-object owners, BaseVendor (#2609) 2026-09-06 09:43:44 -07:00
PlayerVendorPlaceholder.cs fix: Codegens house/vendors (#1767) 2024-05-08 22:45:59 -07:00
PresetMapBuy.cs Formats UO Content (#201) 2020-08-27 18:30:38 -07:00
RentedVendor.cs feat: convert all delta-time serialization to anchored time (#2589) 2026-08-22 19:34:43 -07:00
VendorBackpack.cs fix: Optimizes items to use default weights. (Part 4) (#2243) 2025-07-24 23:29:29 -07:00
VendorBuybackPack.cs fix: bound and purge NPC vendor buyback stock (#2677) 2026-10-09 22:56:39 -07:00
VendorInventory.cs feat: convert all delta-time serialization to anchored time (#2589) 2026-08-22 19:34:43 -07:00
VendorItem.cs fix: Fixes dirty-tracking gaps in generated content: setters, sub-object owners, BaseVendor (#2609) 2026-09-06 09:43:44 -07:00