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 :#
11 KiB
ModernUO Property Lists (Tooltips)
This document covers ModernUO's property list system for item and mobile tooltips, including the IPropertyList interface, ObjectPropertyList internals, and patterns for customizing tooltips.
Overview
Property lists (also called Object Property Lists or OPL) are the tooltip popups that appear when a player hovers over items and mobiles. They display the item name, stats, charges, and other relevant information.
The system uses cliloc numbers (localized string IDs) with argument substitution to support multiple languages.
IPropertyList Interface
Defined in Projects/Server/PropertyList/IPropertyList.cs:
public interface IPropertyList
{
void Add(int number); // Cliloc number only
void Add(int number, string argument); // Cliloc with string argument
void Add(string text); // Raw string
void Add(int number, int value); // Cliloc with int argument
void AddLocalized(int value); // Cliloc number as argument value
void AddLocalized(int number, int value); // Cliloc with localized argument
// String interpolation support
void Add(ref InterpolatedStringHandler handler);
void Add(int number, ref InterpolatedStringHandler handler);
}
GetProperties Override
Override GetProperties() to add custom tooltip lines:
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list); // ALWAYS call base first
// Add cliloc with value
list.Add(1060741, $"{_charges}"); // "charges: ~1_val~"
// Add raw string
list.Add($"{"Quality: "}{_quality}");
// Add cliloc with multiple tab-separated arguments
list.Add(1060637, $"{_current}\t{_max}"); // "~1_val~ / ~2_val~"
// Add cliloc number only (no arguments)
list.Add(1049644); // "Crafted by a Grandmaster"
// Add int argument
list.Add(1060741, _charges); // "charges: ~1_val~"
}
Cliloc Argument Format
Cliloc strings contain placeholders like ~1_val~, ~2_val~, etc. Multiple arguments are separated by tab characters (\t):
// 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}");
String Literals Must Be Holes (CRITICAL)
The IPropertyList interpolated string handler distinguishes between literals (text between {} holes) and holes (values inside {}). Literals are treated as delimiters (like \t). Holes are treated as arguments. The property list system is used beyond just the game client — for example, web rendering — which must be able to tell arguments apart from delimiters.
This means string constants must always be wrapped as holes using {"..."} syntax:
// BAD — "Chances" becomes a literal/delimiter, not an argument
list.Add(1060658, $"Chances\t{_charges}");
// GOOD — "Chances" is a hole, so it's treated as argument ~1_val~
list.Add(1060658, $"{"Chances"}\t{_charges}");
Real examples from the codebase (Teleporter.cs):
// Cliloc 1060658 = "~1_val~: ~2_val~"
list.Add(1060658, $"{"Map"}\t{_mapDest}");
list.Add(1060659, $"{"Coords"}\t{_pointDest}");
list.Add(1060660, $"{"Creatures"}\t{(Creatures ? "Yes" : "No")}");
list.Add(1060661, $"{"Range"}\t{_range}");
The compiler generates different calls for each:
$"Map\t{value}"→AppendLiteral("Map\t")thenAppendFormatted(value)— "Map\t" is a delimiter, onlyvalueis an argument$"{"Map"}\t{value}"→AppendFormatted("Map")thenAppendLiteral("\t")thenAppendFormatted(value)— both "Map" andvalueare arguments,\tis the delimiter
Rule of thumb: The only text that should appear as bare literals in the interpolated string is \t (the argument separator). Everything else — including string constants — must be inside {} holes.
Cliloc as Argument (Use :# Format Specifier)
When a cliloc argument is itself another cliloc number (i.e., the argument should resolve to localized text), use the :# format specifier on the integer — not a "#number" string:
// BAD — "#1060000" is a string, not a cliloc reference.
// Other systems (web rendering) will render it as the literal text "#1060000"
list.Add(1050039, $"{m_Amount}\t{"#1060000"}");
// GOOD — 1060000:# tells the handler this argument is a cliloc number to resolve
list.Add(1050039, $"{m_Amount}\t{1060000:#}");
The :# format specifier is a hint that the value is a cliloc number. The handler calls AppendFormatted(int value, string? format) which, when format == "#", resolves the cliloc and appends the localized text. Other consumers of the property list data (like web renderers) can see the :# format and know to look up the cliloc text rather than displaying a raw number.
This also works with the AddLocalized convenience methods:
// These use :# internally
list.AddLocalized(clilocNumber); // Single cliloc value as argument
list.AddLocalized(1050039, clilocNumber); // Cliloc with cliloc argument
Looking Up Cliloc Text
If you don't know what text a cliloc number maps to (and therefore what arguments it expects), you can read the cliloc.enu binary file. The loading logic is in Projects/Server/Localization/Localization.cs, method LoadClilocs(string lang, string file):
- File format: 6-byte header, then repeating entries of
int number+byte flag+ushort length+ UTF-8 text - Placeholders in the text look like
~1_val~,~2_AMOUNT~, etc. - Ask the user where their
cliloc.enufile is located (typically in the UO client data directory)
Common Cliloc Numbers
| Number | Text | Usage |
|---|---|---|
| 1042971 | ~1_val~ |
Generic single value |
| 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 (pre-ML) |
| 1072241 | Contents: ~1~/~2~ items, ~3~/~4~ stones |
Container contents (ML+) |
| 1060776 | ~1_val~, ~2_val~ |
Two comma-separated values |
| 1053099 | damage ~1_val~ - ~2_val~ |
Damage range |
| 1061170 | animal lore ~1_val~ |
Taming info |
| 1049644 | Crafted by a Grandmaster |
Crafting quality |
| 1042001 | That must be in your pack... |
Backpack requirement message |
| 1011036 | OK |
OK button text |
| 1011012 | CANCEL |
Cancel button text |
| 1060635 | Warning |
Warning header |
Auto-Refresh with [InvalidateProperties]
When using [SerializableField], adding [InvalidateProperties] automatically calls InvalidateProperties() whenever the generated property setter is invoked:
[SerializableField(0)]
[InvalidateProperties] // Auto-refreshes tooltip when Charges changes
[SerializedCommandProperty(AccessLevel.GameMaster)]
private int _charges;
The generated setter becomes:
public int Charges
{
get => _charges;
set
{
_charges = value;
InvalidateProperties(); // Added by [InvalidateProperties]
this.MarkDirty();
}
}
Manual Refresh
Call InvalidateProperties() when non-serialized state changes affect the tooltip:
public void UseCharge()
{
_charges--;
InvalidateProperties(); // Force tooltip rebuild
this.MarkDirty();
}
ObjectPropertyList Internals
Defined in Projects/Server/PropertyList/ObjectPropertyList.cs:
- Packet ID: 0xD6
- Hash-based updates: Each property list has a hash. When
InvalidateProperties()is called, the list is rebuilt and compared. Only if the hash changed is the new list sent to clients. - String building: Uses
STArrayPool<char>for zero-GC string construction - Global toggle:
ObjectPropertyList.Enabledcan disable the entire system - Lazy initialization: Property lists are built on first access
Update Flow
InvalidateProperties()is called- If map is valid and world isn't loading:
a. Save old hash
b. Reset and rebuild property list via
GetProperties()c. Compare new hash with old hash d. If changed, queue delta update to clients viaDelta(ItemDelta.Properties)
Era-Conditional Properties
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
if (Core.ML)
{
if (ParentsContain<BankBox>())
list.Add(1073841, $"{TotalItems}\t{MaxItems}\t{TotalWeight}");
else
list.Add(1072241, $"{TotalItems}\t{MaxItems}\t{TotalWeight}\t{MaxWeight}");
}
else
{
list.Add(1050044, $"{TotalItems}\t{TotalWeight}");
}
}
Mobile Properties
Mobiles can also have property lists:
public override void GetProperties(IPropertyList list)
{
base.GetProperties(list);
if (Core.AOS && Faction != null)
{
list.Add(1060776, $"{Rank.Title}\t{Faction.Definition.PropName}");
}
if (_guildTitle != null)
list.Add($"[{_guildTitle}]");
}
Item Built-in Property Methods
Item provides several helper methods called during property list building:
public virtual void AddNameProperty(IPropertyList list) // Item name
public virtual void AddLootTypeProperty(IPropertyList list) // Blessed/Cursed/etc.
public virtual void AddResistanceProperties(IPropertyList list) // Resistance values
public virtual void AddWeightProperty(IPropertyList list) // Weight display
public virtual void AddQuestItemProperty(IPropertyList list) // Quest item marker
public virtual void AddSecureProperty(IPropertyList list) // Secure container marker
Best Practices
- Always call
base.GetProperties(list)first -- it adds the item name and standard properties - Use cliloc numbers over raw strings when possible for localization support
- Use string interpolation with
$""for clean argument formatting - Use tab (
\t) to separate multiple arguments in a single cliloc - Don't call
InvalidateProperties()in tight loops -- it triggers hash computation and potential network sends - Use
[InvalidateProperties]on serialized fields to automate refresh - Check era when properties differ between expansions
Key File References
| File | Description |
|---|---|
Projects/Server/PropertyList/IPropertyList.cs |
Interface definition |
Projects/Server/PropertyList/ObjectPropertyList.cs |
Implementation |
Projects/Server/PropertyList/IObjectPropertyListEntity.cs |
Entity interface |
Projects/Server/Items/Item.cs |
Item.GetProperties, InvalidateProperties |
Projects/UOContent/Mobiles/PlayerMobile.cs |
Mobile property example |
Projects/Server/Items/Container.cs |
Era-conditional properties |