ModernUO/dev-docs/content-patterns.md
Kamron Batman 843a29e7dc
refactor: master views over BaseCreature's one master reference (#2674)
## Summary

After #2670, `BaseCreature` stores one master. Callers still reached it through three differently gated names plus hand-rolled combinations of the `Controlled`/`Summoned` flags. Each gate is now one named view:

| Member | Definition | Meaning |
|---|---|---|
| `Master` | the reference; its setter does the follower bookkeeping; serialized as before | whoever the creature answers to |
| `ControlMaster` | `Controlled ? Master : null` | the owner |
| `SummonMaster` | `Summoned ? Master : null` | the summoner |
| `GetMaster()` | `ControlMaster ?? SummonMaster` | who answers for the creature |

`ControlMaster` and `SummonMaster` stay settable so custom code keeps compiling: both setters assign `Master`. There is no guard, so a write through either one can read back as null until the matching flag is set.

An enraged creature is the one shape with a master and neither flag. It keeps its meer through `Master`, while `GetMaster()` stays null, so the meer never answers for it (notoriety, kill credit).

Readers move onto the view they mean:
- "Owner or summoner" pairs and `ControlMaster ?? SummonMaster` collapse into `GetMaster()`: pack instinct, familiars, golem, house access, mounts, pack horse, Solen friendship, spell target and guild checks, and the `[` pet command.
- Checks such as `Controlled && ControlMaster == from` drop the flag the view already applies. Checks that don't reduce keep it: `Controlled && ControlMaster != from`, a possibly-null `from`, and `MageAI.CanDispel`'s `Summoned &&`.

**No behavior change, save format unchanged** (the schema generator produces no diff). Edge cases for custom code and shard operators:
- `SummonMaster = x` on a plain pet now replaces its owner (#2670 made that a no-op), and `ControlMaster = null` on an uncontrolled summon now clears its caster (it did nothing before).
- `SpellHelper.GetGuildFor` no longer falls back to an enraged creature's meer. Meer mages have no guild.

## Docs

- `dev-docs/content-patterns.md` § Masters: which view answers which question, how to set a master, and which flag checks are redundant.
- `dev-docs/runuo-migration-docs/09-items-mobiles-creatures.md` § Masters: RunUO's two-field reads mapped onto the views, plus the gotcha for creatures that set `SummonMaster` without `Summoned` (the write compiles, the read now returns null; use `Master`).
- The `modernuo-content-patterns` and `migrate-items-mobiles` skills point at both.

## Test plan

- [x] `MasterViewsTests`: all four views across wild, pet, controlled summon, uncontrolled summon and enraged shapes; reassigning `Master` moves follower slots; `SetControlMaster(null)` keeps an uncontrolled summon's caster; deleting a summon returns the caster's slots
- [x] Serialization tests updated to the new views (round-trip, legacy v22, v23 migration)
- [x] UOContent.Tests (1178 passed, 2 skipped) and Server.Tests (907) green
2026-09-24 22:45:24 -07:00

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# 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
1. [New Item](#new-item)
2. [New Creature](#new-creature)
3. [New Spell](#new-spell)
4. [Skill Implementation](#skill-implementation)
5. [Loot System](#loot-system)
6. [Context Menus](#context-menus)
7. [Entity Lifecycle](#entity-lifecycle)
8. [File Organization](#file-organization)
---
## New Item
### Minimal Item
```csharp
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
```csharp
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
```csharp
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
```csharp
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 |
**Bespoke policy: `ForcedAI`.** A creature whose behavior is not one of the stock AIs
overrides `protected override BaseAI ForcedAI => new MyAI(this);` and `ChangeAIType` uses that
instance regardless of `AIType` (`CloneAI` for mirror images, `FamiliarAI` for necromancy
familiars, `FactionGuardAI`, `SpellbinderAI`). The property is read exactly once per
`ChangeAIType`; do not put side effects in it. Movement or order decisions belong in the AI
class — `OnThink` is for content extras (see the excess-call contract below). A controlled
creature is dispatched through `Obey()`, an uncontrolled one through `Think()`; an AI that owns
both routes them into one decision (`FamiliarAI.Act`). Overriding `IssueOrder` to return a
fixed order is how "command immunity" is expressed without bypassing the order machinery.
`OnAggressiveAction(aggressor) -> bool` is the retaliation policy: `BaseCreature` sets no
combatant of its own and runs `StopFlee`/`ForceReacquire` only on `true`, so an AI that
returns `false` has refused the fight outright.
### 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
```csharp
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
```
### Masters: owner, summoner, responsible party
A creature stores one master. Read it through the view that matches the question:
| Read | Returns | Use it for |
|---|---|---|
| `ControlMaster` | the master while `Controlled`, else null | the owner: commands, bonding, friends, stabling |
| `SummonMaster` | the master while `Summoned`, else null | the summoner: dispel, summon acquire rules |
| `GetMaster()` | `ControlMaster ?? SummonMaster` | whoever answers for the creature: notoriety, kill credit, guild and party checks |
| `Master` | the stored reference, flags ignored | a creature's own AI following or defending a master it has no flag for |
A master with neither flag is legal. A meer mage's enraged creatures carry their meer in `Master`
without being `Controlled` or `Summoned`, so `GetMaster()` is null and the meer never answers for them.
To set a master, tame through `SetControlMaster(m)` (it raises `Controlled`, resets the order and
checks follower slots) and summon through `BaseCreature.Summon(...)`. Assign `Master` directly only
for a master with no flag. The `ControlMaster` and `SummonMaster` setters are aliases for `Master`:
they don't set `Controlled` or `Summoned`, so the value reads back as null until the flag is set.
Every assignment moves the creature's follower slots from the old master to the new one.
The view already checks its flag, so don't repeat it:
```csharp
// Redundant: ControlMaster is null unless Controlled
if (Controlled && ControlMaster == from) { ... }
if (ControlMaster == from) { ... }
// Not equivalent: without the flag this is true for every wild creature
if (Controlled && ControlMaster != from) { ... }
```
### 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); `CurrentMoveSpeed` is 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:
```csharp
public override SpeedLevel SpeedClass => SpeedLevel.Slow; // bucket in npc-speeds.json
```
Code-level overrides for special cases:
```csharp
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).
Two conditions cap the resolved step pace without touching either clock, so nothing is
stored and nothing needs undoing when the condition ends:
- **Herding** — a creature with a `TargetLocation` is driven at a fixed `HerdingMoveSpeed`.
- **Pacing to the master** — a pet following its master, or guarding from outside guard
range, is capped at `FollowMoveSpeed` (AOS 0.1, earlier eras 0; RunUO's pet sprint). It is
a cap, not an override: a creature configured faster keeps its own pace, and its
`ActiveMoveSpeed`/`PassiveMoveSpeed` are left untouched. Override the virtual to change
the pace or to enable it in an era that has it off. Decisions are unaffected — a following
pet thinks on its active clock.
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` — see `tick-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 `NextMove` budget), weapon
swings, spell casts, detect-hidden, and the base `BaseCreature.OnThink` actions (heal,
rummage, aura) all carry their own clocks. Follow that pattern.
```csharp
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`/`MaxTriggerCooldown` is the real rate limit** — the floor holds
no matter how often thinks fire. Always give a triggered ability a real cooldown.
- **`ChanceToTrigger` is 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`/`CombatAction` triggers.
- 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)
```csharp
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
```csharp
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
```csharp
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
```csharp
// 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
```csharp
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
```csharp
PackItem(new Arrow(Utility.RandomMinMax(20, 40)));
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