ModernUO/dev-docs/claude-skills/modernuo-content-patterns.md
Kamron Batman e07416902a
feat: derive the Running bit from the step pace and fix step-pacing bursts (#2599)
Stacked on #2594. Fixes jerky creature movement (lich / Fast-bucket melee chases) by choosing the client animation flag from the actual step pace instead of a caller-supplied `run` argument, and fixes three step-pacing defects in the move budget found while verifying it with paired server/client traces.

### Why

The `Direction.Running` bit does nothing for creatures server-side (`Mobile.OnMove` reads it only for the player throttle and stealth reveal). Its whole effect is on the client, which animates each step over a fixed time selected by that bit: walk 400 ms / run 200 ms on foot, 200 / 100 ms mounted. ClassicUO queues up to 5 steps and *drops* the sixth, so a creature stepping every 300 ms while flagged as walking backs the queue up until it snaps forward — the observed jerk.

The `run` argument never carried the one fact that matters (the step interval). RunUO passed `true` in combat / `false` for pets and gated it on `dist > 5`; #2271 flipped every combat site to `false`; pets passed `currentDistance > 2`. None of that is a coherent signal.

### What

**Pace-derived run flag**
- `BaseAI.ShouldRun()`: run iff the effective step delay (move clock + badly-hurt inflation) is shorter than `Movement.WalkFootDelay` / `WalkMountDelay` (mounted or flying) — with a continuity rule: an *isolated* step (taken after standing at least a walk interval) goes out as a walk, because the client renders each step alone and a lone run-flagged step is a 200 ms dart. Only a continuing cadence flags run; a true sprinter (pace under the run interpolation) always runs, since a walk-rendered first step would flood the client's 5-step queue. This reproduces RunUO's close-in feel (its `dist > 5` gate) from first principles.
- `DoMoveImpl` stamps the bit; it is the single place the flag is set.
- `run` removed from `MoveTo`, `WalkMobileRange`, `ApproachTarget`, `MoveToPoint`, `MoveToWithGroup`, `MoveToWithCollisionAvoidance`, the move intent, and `PathFollower.Follow`. All 35 call sites updated. **API change** for custom scripts — documented in the RunUO migration docs (`09-items-mobiles-creatures.md`, `11-api-reference.md`) and `content-patterns.md` § Creature Speeds.

**Move-budget pacing fixes** (each confirmed by UTC-aligned server/client step traces)
- A stall no longer banks catch-up steps: the budget's snap-to-now released up to three steps in ~300 ms when a creature resumed chasing after standing beside its target — rendered as a teleport.
- Debt accrual removed entirely: a step landing sub-period late (think-grid vs budget misalignment during reactive mirroring) kept the remainder and fired a follow-up ~100 ms later — a dart pair. `ConsumeMoveBudget` now paces every step from when it was actually taken; in continuous pursuit the move-wake lands within wheel resolution of the deadline, so the cost is single-digit-ms drift.
- Net effect: a creature can never step faster than its pace, verified across a full chase session (zero sub-pace steps; metronomic 350 ms cadence for a 0.3 s lich).

- Test fixture now runs `Movement.Configure()` (the walk delays were 0 in tests).

### Accepted trade-off

Animal (LOW group) bodies without a run animation slide on their stand frames when flagged as running. Most are slow enough to stay flagged as walking; the client-side fallback is in ClassicUO/ClassicUO#1930.

### Tests

`RunFlagTests`: foot thresholds (0.3 / 0.125 run; 0.4 / 0.45 / 1.05 walk), flying uses the mount threshold, badly-hurt inflation flips a 0.35 s creature back to walk, a real `DoMove` stamps the bit, isolated steps drop to walk (sprinters keep running), a stall restarts the cadence with no banked steps, and a late step earns no quicker follow-up. Full suite: 837 Server + 747 UOContent green.
2026-08-30 16:48:52 -07:00

12 KiB

name description
modernuo-content-patterns 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.

ModernUO Content Patterns (Hub Skill)

When This Activates

  • Creating new items, weapons, armor, clothing, containers
  • Creating new creatures, NPCs, vendors
  • Creating new spells
  • Implementing skill handlers
  • Adding loot tables
  • Adding context menus
  • Any new game content under Projects/UOContent/

Key Rules

  1. Always ask target era if the user hasn't specified (see modernuo-era-expansion.md)
  2. All serializable classes must be partial with [SerializationGenerator]
  3. All Item/Mobile constructors need [Constructible]
  4. Clean up timers and references in OnDelete()/OnAfterDelete()
  5. No LINQ in game logic -- use loops and PooledRefList<T>
  6. File placement matters -- follow the directory conventions below
  7. Creature speeds are delays in seconds, on two clocks -- think (ActiveSpeed/PassiveSpeed, seconds per AI decision) and move (ActiveMoveSpeed/PassiveMoveSpeed, seconds per step; inherits think until overridden). Prefer npc-speeds.json buckets (SpeedClass); SetSpeed() sets think AND clears move overrides, SetMoveSpeed() sets move only. The client Running bit is derived from the step pace (BaseAI.ShouldRun); movement APIs take no run argument -- see dev-docs/content-patterns.md § Creature Speeds
  8. OnThink overrides must be excess-call tolerant -- it fires more often than the think cadence (player commands prod it; speed-ups reschedule it). Gate consequential work on a tick-count deadline (subtraction form) or make it idempotent; bare per-call random rolls are cosmetics-only. MonsterAbility is under the same contract: the trigger cooldown is the rate limit, ChanceToTrigger is per-sample jitter, and a zero-cooldown Think/CombatAction ability triggers every sampled think -- see dev-docs/content-patterns.md § OnThink: the excess-call contract

New Item Template

using ModernUO.Serialization;

namespace Server.Items;

[SerializationGenerator(0)]
public partial class MyItem : Item
{
    [Constructible]
    public MyItem() : base(0x1234)  // itemID from art
    {
        Weight = 1.0;
        // Stackable = true;  // if stackable
        // Amount = 1;         // if stackable
    }

    public override string DefaultName => "a my item";
    // OR: public override int LabelNumber => 1234567;  // cliloc number

    public override void OnDoubleClick(Mobile from)
    {
        if (!IsChildOf(from.Backpack))
        {
            from.SendLocalizedMessage(1042001); // Must be in backpack
            return;
        }

        // Item use logic
    }

    public override void GetProperties(IPropertyList list)
    {
        base.GetProperties(list);
        // list.Add(1060741, $"{_charges}");  // charges: ~1_val~
    }
}

New Creature Template

using ModernUO.Serialization;
using Server.Items;

namespace Server.Mobiles;

[SerializationGenerator(0)]
public partial class MyCreature : BaseCreature
{
    [Constructible]
    public MyCreature() : base(AIType.AI_Melee, FightMode.Closest)
    {
        Body = 0;           // Body graphic ID
        BaseSoundID = 0;    // Base sound ID

        SetStr(100, 150);   // Strength min/max
        SetDex(80, 100);    // Dexterity min/max
        SetInt(30, 50);     // Intelligence min/max

        SetHits(80, 120);
        SetMana(0);

        SetDamage(8, 14);

        SetDamageType(ResistanceType.Physical, 100);

        SetResistance(ResistanceType.Physical, 30, 40);
        SetResistance(ResistanceType.Fire, 10, 20);
        SetResistance(ResistanceType.Cold, 10, 20);
        SetResistance(ResistanceType.Poison, 15, 25);
        SetResistance(ResistanceType.Energy, 10, 20);

        SetSkill(SkillName.MagicResist, 30.0, 50.0);
        SetSkill(SkillName.Tactics, 50.0, 70.0);
        SetSkill(SkillName.Wrestling, 50.0, 70.0);

        Fame = 1000;
        Karma = -1000;  // Negative = evil, positive = good, 0 = neutral

        VirtualArmor = 30;
    }

    public override string CorpseName => "a creature corpse";
    public override string DefaultName => "a creature";

    // Optional overrides:
    // public override int Meat => 1;
    // public override int Hides => 8;
    // public override HideType HideType => HideType.Regular;
    // public override FoodType FavoriteFood => FoodType.Meat;
    // public override PackInstinct PackInstinct => PackInstinct.Canine;
    // public override bool CanRummageCorpses => true;
    // public override Poison PoisonImmune => Poison.Lesser;
    // public override Poison HitPoison => Poison.Regular;

    public override void GenerateLoot()
    {
        AddLoot(LootPack.Average);
        AddLoot(LootPack.Gems, 1);
        // PackItem(new SpecificItem());
        // PackGold(50, 100);
    }
}

Tameable Creature Additions

// In constructor:
Tamable = true;
ControlSlots = 1;      // 1-5, how many pet slots it uses
MinTameSkill = 35.1;   // Required Animal Taming skill

AI Types

AIType Behavior
AI_Melee Charges into melee combat
AI_Mage Casts spells, keeps distance
AI_Archer Uses ranged attacks
AI_Animal Passive, flees or fights back
AI_Predator Hunts other creatures
AI_Healer Heals allies
AI_Vendor NPC vendor behavior
AI_Berserk Aggressive, attacks everything
AI_Thief Steals from players

Fight Modes

FightMode Target Selection
None Never attacks
Aggressor Only attacks those who attack first
Strongest Targets highest stats
Weakest Targets lowest stats
Closest Targets nearest entity
Evil Attacks aggressors or negative-karma entities

New Spell Template

using System;
using Server.Targeting;

namespace Server.Spells.First;

public class MySpell : MagerySpell, ITargetingSpell<Mobile>
{
    private static readonly SpellInfo _info = new(
        "Spell Name",      // Display name
        "In Vas Ort",       // Power words (mantra)
        212,                // Cast animation action
        9041,               // Cast sound
        Reagent.Bloodmoss,  // Required reagents
        Reagent.MandrakeRoot
    );

    public MySpell(Mobile caster, Item scroll = null) : base(caster, scroll, _info)
    {
    }

    public override SpellCircle Circle => SpellCircle.First;

    public void Target(Mobile m)
    {
        if (CheckHSequence(m))  // Harmful spell check
        {
            SpellHelper.Turn(Caster, m);

            double damage = GetNewAosDamage(10, 1, 4, m);

            SpellHelper.Damage(this, m, damage, 0, 100, 0, 0, 0);
            // Damage types: phys, fire, cold, poison, energy (must sum to 100)
        }
    }

    public override void OnCast()
    {
        Caster.Target = new SpellTarget<Mobile>(this, TargetFlags.Harmful);
    }
}

Spell Circles (Magery)

Circle Mana Cost Min Skill
First 4 -50.0 (Pre-ML) / -46.0 (ML+)
Second 6 -30.0 / -32.0
Third 9 0.0 / -18.0
Fourth 11 10.0 / -4.0
Fifth 14 20.0 / 10.0
Sixth 20 30.0 / 24.0
Seventh 40 40.0 / 38.0
Eighth 50 50.0 / 52.0

Skill Implementation

using Server.Targeting;

namespace Server.Skills;

public static class MySkillHandler
{
    public static void Initialize()
    {
        // Register handler delegate
        SkillInfo.Table[(int)SkillName.Alchemy].Callback = OnUse;
    }

    public static TimeSpan OnUse(Mobile from)
    {
        from.SendMessage("You begin working...");
        from.Target = new InternalTarget();
        return TimeSpan.FromSeconds(1.0);  // Delay before next use
    }

    private class InternalTarget : Target
    {
        public InternalTarget() : base(2, false, TargetFlags.None)
        {
        }

        protected override void OnTarget(Mobile from, object targeted)
        {
            if (targeted is Item item)
            {
                // from.CheckSkill(SkillName.Alchemy, minSkill, maxSkill)
                if (from.CheckSkill(SkillName.Alchemy, 0.0, 100.0))
                {
                    from.SendMessage("Success!");
                }
                else
                {
                    from.SendMessage("You fail.");
                }
            }
        }
    }
}

Loot Packs

Use predefined packs -- they auto-select era-appropriate loot:

public override void GenerateLoot()
{
    AddLoot(LootPack.Poor);       // ~50 gold equivalent
    AddLoot(LootPack.Meager);     // ~100 gold equivalent
    AddLoot(LootPack.Average);    // ~250 gold equivalent
    AddLoot(LootPack.Rich);       // ~500 gold equivalent
    AddLoot(LootPack.FilthyRich); // ~1000 gold equivalent
    AddLoot(LootPack.UltraRich);  // ~2000 gold equivalent
    AddLoot(LootPack.SuperBoss);  // Boss-level loot

    AddLoot(LootPack.Gems, 2);    // 2 random gems
    AddLoot(LootPack.Potions);    // Random potion

    // Specific items
    PackItem(new Arrow(Utility.RandomMinMax(20, 40)));
    PackGold(100, 200);
}

Context Menus

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 MyContextMenuEntry(this));
    }
}

private class MyContextMenuEntry : ContextMenuEntry
{
    private readonly Item _item;

    public MyContextMenuEntry(Item item) : base(6100)  // Cliloc number
    {
        _item = item;
    }

    public override void OnClick(Mobile from, IEntity target)
    {
        // Handle click
    }
}

Two-Phase Deletion

public override void OnDelete()
{
    _timerToken.Cancel();   // Cancel timers FIRST
    base.OnDelete();
}

public override void OnAfterDelete()
{
    _timer?.Stop();         // Stop Timer references
    _timer = null;
    _owner = null;          // Clear Mobile/Item references
    base.OnAfterDelete();
}

File Placement

Content Type Directory
Items Projects/UOContent/Items/{Category}/
Weapons Projects/UOContent/Items/Weapons/{Type}/
Armor Projects/UOContent/Items/Armor/{Type}/
Creatures Projects/UOContent/Mobiles/{Type}/
Animals Projects/UOContent/Mobiles/Animals/{Species}/
Monsters Projects/UOContent/Mobiles/Monsters/{Era}/
Spells Projects/UOContent/Spells/{School}/
Skills Projects/UOContent/Skills/
Engines Projects/UOContent/Engines/{SystemName}/
Gumps Projects/UOContent/Gumps/

Real Examples

  • Simple creature: Projects/UOContent/Mobiles/Animals/Bears/BlackBear.cs
  • Boss creature: Projects/UOContent/Mobiles/Special/Barracoon.cs
  • SE creature: Projects/UOContent/Mobiles/Monsters/SE/RaiJu.cs
  • Spell: Projects/UOContent/Spells/First/MagicArrow.cs
  • Skill check: Projects/UOContent/Skills/SkillCheck.cs
  • Loot packs: Projects/UOContent/Misc/LootPack.cs

See Also

  • dev-docs/claude-skills/modernuo-serialization.md - Serialization details
  • dev-docs/claude-skills/modernuo-era-expansion.md - Era-conditional code
  • dev-docs/claude-skills/modernuo-timers.md - Timer patterns
  • dev-docs/claude-skills/modernuo-property-lists.md - Item tooltips
  • dev-docs/claude-skills/modernuo-gump-system.md - UI dialogs
  • dev-docs/claude-skills/modernuo-commands-targeting.md - Commands and targeting
  • dev-docs/claude-skills/modernuo-events.md - Event system
  • dev-docs/content-patterns.md - Full content documentation