Splits creature speed into two clocks so movement pace can be tuned without touching reaction time: - **Think clock** — `ActiveSpeed`/`PassiveSpeed`/`CurrentSpeed`: seconds per AI decision. Unchanged in meaning, storage, and cadence. - **Move clock** — `ActiveMoveSpeed`/`PassiveMoveSpeed` (+ resolved `CurrentMoveSpeed`): seconds per step. `0` = inherit the matching think value. ### How - Move speeds come from optional `activeMove`/`passiveMove` in `npc-speeds.json`, are `[props`-tunable per instance (set `0` to re-inherit), and serialize (BaseCreature v22). - `SetSpeed()` keeps its legacy one-clock semantics — sets the think clock **and clears move overrides** — so existing callers cannot half-configure a creature. `SetMoveSpeed()`/`ClearMoveSpeed()` configure movement explicitly; `ScaleMoveSpeed()` scales overrides for buffs. - `CurrentMoveSpeed` is derived by classifying `CurrentSpeed`: a verbatim active/passive think value maps to the matching move value; a bespoke pace written directly (mount boosts, follow sprint) stays fused to both clocks. External `CurrentSpeed` writers need no changes. - `AITimer` schedules the earlier of the two deadlines. Decisions run at the think cadence exactly as before; while a pursuit/investigation is live, the timer also wakes when the movement budget elapses and advances one step with no decisions. Steps no longer snap to the think grid, so any step delay paces smoothly on the 8ms wheel. A blocked creature schedules no move wakes. - The movement budget is RunUO's `m_NextMove` accumulate-and-clamp at a full step, so long-run pacing averages `CurrentMoveSpeed` exactly. ### Behavior changes - **`npc-speeds.json` buckets get RunUO `TransformMoveDelay`-parity move values**: creatures step at RunUO pace while thinking/reacting at current speed. The situational +0.1/+0.2 offsets are deliberately omitted. - **Existing saves migrate on load**: a pre-v22 creature whose think speeds still match its npc-speeds entry (never hand-tuned) adopts the table's move values — worlds and pets pick up the new pacing without a respawn. Tuned creatures keep movement inheriting their think clock. - **Paragons scale movement by `SpeedBuff` (1.2x)**: RunUO had no deliberate policy here — dividing by 1.2 knocked most speeds off `TransformMoveDelay`'s exact-equality table (raw pass-through, 2x+ faster), while 0.3/0.6 creatures landed back on it for ~1.33x. This applies the uniform 1.2x the buff always claimed. UnConvert snaps speeds back to exact table values within 1e-4 — /1.2 then ×1.2 drifts 0.45 and 0.9 by an ulp, which would read as hand-tuned (and defeat a future skip-table-conformant-values serialization pass); tuned speeds keep. - **Herding paces the movement clock**: the old `CurrentSpeed` getter hack is gone. A herded creature walks at a fixed 0.3s/step — RunUO's forced pace, without its `TransformMoveDelay` inflation to 0.6 — so herding is never penalized by a slow creature. Thinking is untouched, and `CheckHerding` walks through `MoveToPoint`, so herded creatures path around obstacles. - **Badly-hurt slowdown now inflates the step delay only** (RunUO parity), computed from the base each step. Previously it wrote `CurrentSpeed = CurrentSpeed + 0.05..0.15` back on every successful step — compounding unboundedly while hurt and slowing decisions too. - Removes the vestigial `MoveSpeedMod` (never read, written, or serialized). - With no bucket or per-instance move values, both clocks carry identical values and creatures pace as before. ### Testing - Full suite passes (1557, including 12 new `MoveSpeedTests`: resolution classes, `SetSpeed` clearing, `0`-re-inherit, v22 round-trip with exact-consumption check, save migration adopt/skip, buff scale/snap, herding). - In-game verified via local diagnostics build (per-step budget tracing): steady 700ms step cadence on a 0.3s think grid with one-step catch-up after idle, think grid unperturbed by move wakes.
586 lines
18 KiB
Markdown
586 lines
18 KiB
Markdown
# ModernUO Content Creation Patterns
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This document covers the patterns and templates for creating game content in ModernUO: items, creatures, spells, skills, loot, context menus, and file organization.
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## Table of Contents
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1. [New Item](#new-item)
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2. [New Creature](#new-creature)
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3. [New Spell](#new-spell)
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4. [Skill Implementation](#skill-implementation)
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5. [Loot System](#loot-system)
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6. [Context Menus](#context-menus)
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7. [Entity Lifecycle](#entity-lifecycle)
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8. [File Organization](#file-organization)
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---
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## New Item
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### Minimal Item
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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 SimpleItem : Item
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{
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[Constructible]
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public SimpleItem() : base(0x1234) // itemID from UO art
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{
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Weight = 1.0;
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}
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public override string DefaultName => "a simple item";
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// OR: public override int LabelNumber => 1234567; // cliloc number
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}
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```
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### Item with Properties and Behavior
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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 MagicLantern : Item
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{
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[SerializableField(0)]
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[InvalidateProperties]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private int _charges;
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[SerializableField(1)]
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[SerializedCommandProperty(AccessLevel.GameMaster)]
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private Mobile _owner;
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private TimerExecutionToken _glowTimer;
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[Constructible]
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public MagicLantern() : base(0xA25)
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{
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_charges = Utility.RandomMinMax(5, 15);
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Weight = 2.0;
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Light = LightType.Circle300;
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StartGlow();
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}
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public override string DefaultName => "a magic lantern";
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private void StartGlow()
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{
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Timer.StartTimer(TimeSpan.FromSeconds(3), TimeSpan.FromSeconds(3), Glow, out _glowTimer);
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}
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[AfterDeserialization]
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private void AfterDeserialization() => StartGlow();
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public override void OnAfterDelete()
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{
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_glowTimer.Cancel();
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base.OnAfterDelete();
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}
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private void Glow()
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{
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if (_charges > 0)
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Effects.SendLocationParticles(this, 0x376A, 9, 10, 5042);
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}
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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 your backpack
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return;
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}
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if (_charges <= 0)
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{
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from.SendMessage("The lantern is depleted.");
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return;
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}
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Charges--;
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from.SendMessage("The lantern flares brightly!");
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from.FixedParticles(0x376A, 9, 32, 5042, EffectLayer.Waist);
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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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### Common Item Base Classes
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| Base Class | Use For |
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|---|---|
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| `Item` | Generic items |
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| `BaseWeapon` | Melee weapons |
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| `BaseRanged` | Ranged weapons (bows, crossbows) |
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| `BaseArmor` | Armor pieces |
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| `BaseShield` | Shields |
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| `BaseClothing` | Wearable clothing |
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| `BaseJewel` | Rings, bracelets, necklaces |
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| `BaseContainer` | Containers (bags, boxes) |
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| `BasePotion` | Potions |
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| `BaseReagent` | Spell reagents |
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| `Food` | Edible items |
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| `SpellScroll` | Spell scrolls |
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### Key Item Properties
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```csharp
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Weight = 1.0; // Item weight in stones
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Stackable = true; // Can stack with same type
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Amount = 1; // Stack amount
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Movable = true; // Can be picked up
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Visible = true; // Visible to players
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Hue = 0; // Color hue (0 = default)
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Light = LightType.Circle300; // Light emission
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LootType = LootType.Regular; // Regular, Newbied, Blessed, Cursed
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Layer = Layer.OneHanded; // Equipment layer
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```
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---
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## New Creature
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### Basic Creature
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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 ForestWolf : BaseCreature
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{
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[Constructible]
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public ForestWolf() : base(AIType.AI_Melee, FightMode.Closest)
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{
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Body = 225; // Wolf body graphic
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BaseSoundID = 0xE5; // Base sound ID
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SetStr(80, 120);
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SetDex(90, 110);
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SetInt(20, 40);
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SetHits(60, 80);
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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, 25, 35);
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SetResistance(ResistanceType.Fire, 5, 10);
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SetResistance(ResistanceType.Cold, 15, 25);
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SetResistance(ResistanceType.Poison, 10, 15);
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SetResistance(ResistanceType.Energy, 5, 10);
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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 = 600;
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Karma = 0;
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VirtualArmor = 28;
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Tamable = true;
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ControlSlots = 1;
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MinTameSkill = 50.1;
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}
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public override string CorpseName => "a wolf corpse";
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public override string DefaultName => "a forest wolf";
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public override int Meat => 1;
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public override int Hides => 6;
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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 void GenerateLoot()
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{
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AddLoot(LootPack.Meager);
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}
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}
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```
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### AI Types
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| AIType | Use For |
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|---|---|
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| `AI_Melee` | Warriors, melee fighters |
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| `AI_Mage` | Spellcasters |
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| `AI_Archer` | Ranged attackers |
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| `AI_Animal` | Passive animals (flee/fight back) |
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| `AI_Predator` | Hunting animals |
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| `AI_Healer` | Healing NPCs |
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| `AI_Vendor` | Shop NPCs |
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| `AI_Berserk` | Mindless aggressors |
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| `AI_Thief` | Pickpockets |
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### Fight Modes
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| FightMode | Behavior |
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|---|---|
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| `None` | Never attacks |
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| `Aggressor` | Only retaliates |
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| `Strongest` | Targets highest-stat enemy |
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| `Weakest` | Targets lowest-stat enemy |
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| `Closest` | Targets nearest enemy |
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| `Evil` | Attacks aggressors or evil-karma targets |
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### Creature Stats Guide
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| Creature Level | Str | Dex | Int | Hits | Damage | Fame |
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|---|---|---|---|---|---|---|
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| Weak | 30-60 | 30-50 | 10-20 | 20-40 | 2-6 | 100-300 |
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| Average | 80-120 | 60-90 | 20-40 | 60-100 | 6-14 | 500-1500 |
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| Strong | 150-250 | 80-120 | 50-100 | 120-200 | 12-22 | 2000-5000 |
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| Elite | 300-500 | 100-150 | 100-200 | 250-500 | 18-30 | 5000-15000 |
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| Boss | 500-1000 | 150-250 | 200-400 | 500-2000 | 25-40 | 15000+ |
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### Optional Creature Overrides
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```csharp
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public override Poison PoisonImmune => Poison.Regular; // Poison immunity
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public override Poison HitPoison => Poison.Lesser; // Melee poison
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public override double HitPoisonChance => 0.2; // 20% poison chance
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public override bool CanRummageCorpses => true; // Loots corpses
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public override bool BardImmune => true; // Cannot be provoked/peaced
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public override bool Unprovokable => true; // Cannot be provoked
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public override bool CanFly => true; // Can fly
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public override int TreasureMapLevel => 3; // Drops treasure map
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public override double WeaponAbilityChance => 0.4; // Weapon ability chance
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```
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### Creature Speeds (think vs move clocks)
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All "speed" values are **delays in seconds** (smaller = faster). A creature runs two clocks:
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- **Think clock** — `ActiveSpeed`/`PassiveSpeed`/`CurrentSpeed`: seconds per AI decision
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(combat decisions, target acquisition, spell timing).
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- **Move clock** — `ActiveMoveSpeed`/`PassiveMoveSpeed`/`CurrentMoveSpeed`: seconds per
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step. Inherits the matching think value until overridden, so a creature configured with
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only think speeds behaves as one clock. Any value is legal — steps are scheduled
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independently of think ticks, so the two need not divide evenly.
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Speeds normally come from `Distribution/Data/npc-speeds.json` (via `SpeedClass` or type
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lists); `activeMove`/`passiveMove` are optional per bucket. Prefer data over code:
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```csharp
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public override SpeedLevel SpeedClass => SpeedLevel.Slow; // bucket in npc-speeds.json
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```
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Code-level overrides for special cases:
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```csharp
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SetSpeed(0.5, 2.0); // think clock; ALSO clears move overrides (one-clock legacy semantics)
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SetMoveSpeed(0.45, 0.9); // move clock only — call after SetSpeed if both are wanted
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ClearMoveSpeed(); // back to inheriting the think clock
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```
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All four are `[props`-tunable per instance (move values: set `0` to re-inherit); per-instance
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move overrides serialize. Being badly hurt slows steps, never decisions (RunUO parity).
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---
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## New Spell
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### Targeted Damage Spell (Magery)
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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.Third;
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public class FireballSpellCustom : MagerySpell, ITargetingSpell<Mobile>
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{
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private static readonly SpellInfo _info = new(
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"Fireball", // Name
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"Vas Flam", // Mantra
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212, // Cast animation
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9041, // Cast sound
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Reagent.BlackPearl // Reagents (comma-separated)
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);
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public FireballSpellCustom(Mobile caster, Item scroll = null) : base(caster, scroll, _info) { }
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public override SpellCircle Circle => SpellCircle.Third;
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public override bool DelayedDamage => true;
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public void Target(Mobile m)
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{
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if (CheckHSequence(m)) // Harmful spell sequence check
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{
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var source = Caster;
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SpellHelper.Turn(source, m);
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SpellHelper.CheckReflect((int)Circle, ref source, ref m);
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double damage;
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if (Core.AOS)
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{
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damage = GetNewAosDamage(19, 1, 5, m);
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}
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else
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{
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damage = Utility.Random(10, 7);
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if (CheckResisted(m))
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{
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damage *= 0.75;
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m.SendLocalizedMessage(501783); // You resist
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}
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damage *= GetDamageScalar(m);
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}
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source.MovingParticles(m, 0x36D4, 7, 0, false, true, 9502, 4019, 0x160);
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source.PlaySound(0x15E);
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// Damage types must sum to 100
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SpellHelper.Damage(this, m, damage, 0, 100, 0, 0, 0);
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// phys fire cold pois energy
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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 Helper Methods
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```csharp
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SpellHelper.Turn(caster, target); // Face target
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SpellHelper.CheckReflect(circle, ref source, ref target); // Magic reflect
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SpellHelper.Damage(spell, target, damage, phys, fire, cold, poison, energy);
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SpellHelper.AddStatCurse(caster, target, stat);
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SpellHelper.AddStatBonus(caster, target, stat);
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SpellHelper.CanRevealCaster(spell);
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CheckHSequence(target); // Harmful spell checks (LOS, range, criminal)
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CheckBSequence(target); // Beneficial spell checks
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CheckResisted(target); // Resistance check
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GetNewAosDamage(bonus, dice, sides, target); // AOS damage formula
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GetDamageScalar(target); // Pre-AOS damage multiplier
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```
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### Spell Circles (Magery)
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| Circle | Mana | Base Delay |
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|---|---|---|
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| First | 4 | 0.25s + circle |
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| Second | 6 | 0.50s + circle |
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| Third | 9 | 0.75s + circle |
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| Fourth | 11 | 1.00s + circle |
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| Fifth | 14 | 1.25s + circle |
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| Sixth | 20 | 1.50s + circle |
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| Seventh | 40 | 1.75s + circle |
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| Eighth | 50 | 2.00s + circle |
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---
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## Skill Implementation
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### Registering a Skill Handler
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```csharp
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namespace Server.SkillHandlers;
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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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SkillInfo.Table[(int)SkillName.Tracking].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 tracking...");
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from.Target = new TrackingTarget();
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return TimeSpan.FromSeconds(10.0); // Cooldown
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}
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}
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```
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### Skill Check
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```csharp
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// Difficulty-based check (with skill gain chance)
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if (from.CheckSkill(SkillName.Mining, 0.0, 100.0))
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{
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// Success
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}
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// Direct chance check
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if (from.CheckSkill(SkillName.Hiding, minSkill: 25.0, maxSkill: 75.0))
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{
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// Success
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}
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```
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### SkillName Enum (58 skills)
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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`
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---
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## Loot System
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### Using Predefined Packs
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```csharp
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public override void GenerateLoot()
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{
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AddLoot(LootPack.Poor); // ~50g equivalent
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AddLoot(LootPack.Meager); // ~100g equivalent
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AddLoot(LootPack.Average); // ~250g equivalent
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AddLoot(LootPack.Rich); // ~500g equivalent
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AddLoot(LootPack.FilthyRich); // ~1000g equivalent
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AddLoot(LootPack.UltraRich); // ~2000g equivalent
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AddLoot(LootPack.SuperBoss); // Boss-level loot
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// Auxiliary packs
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AddLoot(LootPack.Gems, 2); // 2 random gems
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AddLoot(LootPack.Potions); // Random potion
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AddLoot(LootPack.LowScrolls); // Low circle scroll
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AddLoot(LootPack.MedScrolls); // Med circle scroll
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AddLoot(LootPack.HighScrolls); // High circle scroll
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}
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```
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Packs auto-select era-appropriate loot (Pre-AOS, AOS, SE variants).
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### Specific Items
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```csharp
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PackItem(new Arrow(Utility.RandomMinMax(20, 40)));
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|
PackGold(100, 200);
|
|
PackItem(new Bandage(Utility.RandomMinMax(5, 10)));
|
|
```
|
|
|
|
---
|
|
|
|
## Context Menus
|
|
|
|
```csharp
|
|
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
|
|
```csharp
|
|
// 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
|
|
```csharp
|
|
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
|