# Shard prerequisites Repairs the target shard (``, ServUO 57.4) required before the bridge could load. These are **deletions and edits of existing files**, so they cannot be expressed as an overlay copy. They are recorded here, and where practical as diffs under `patches/`. Applied 2026-07-10. Backups on the Desktop: `servuo_saves_backup_2026-07-10_032608`, `servuo_bin_backup_2026-07-10_032608`, `servuo_removed_files_2026-07-10`. --- ## The symptom `Scripts.dll` had not been rebuilt since **2026-05-30 17:01**. Every script change after that — including all of `Scripts/Custom/Named/`, `MyStats.cs`, and `SearchAdd.cs` — had never executed. `ScriptCompiler.Compile()` (`Server/ScriptCompiler.cs:38-58`) shells out to `dotnet build`, prints the output, ignores the exit code, then `Assembly.LoadFrom("Scripts.dll")` and returns `true`. A failing script build is invisible: the stale DLL simply reloads. The retry loop at `Main.cs:525` never trips. Four independent breakages, all introduced between 17:14 and 21:55 on 2026-05-30. --- ## 1. Stray `Server/Gumps/Gumps.cs` A **byte-identical copy** of `Scripts/Services/Pet Training/Gumps.cs` (75,468 bytes), sitting in the Server project. It declares `namespace Server.Mobiles` and extends `BaseGump`, referencing `BaseCreature`, `PlayerMobile`, `TrainingPoint` — all defined in Scripts. Server cannot reference Scripts, so `Server.csproj` failed with 35 errors. **Action:** deleted. The canonical copy under `Scripts/Services/Pet Training/` was edited 10 minutes later and is the one that matters. ## 2. Eleven duplicate creature classes `Scripts/Custom/{Named,Legendary}/` redefined classes already present in `Scripts/Mobiles/Normal/`, producing `CS0111` / `CS0579`. **Named** — `Eowmu`, `SkeletalCat`, `Windrunner`. The stock files each define **two** types: the mount *and* an `ICreatureStatuette` item (`EowmuStatue`, …) that `Scripts/Services/UltimaStore/UltimaStore.cs` references. Deleting the stock files outright would have re-broken the build. **Action:** removed only the duplicate mount class from each stock file; kept the statues. **Legendary** — `FireSteed`, `Kirin`, `Nightmare`, `OsseinRam`, `Phoenix`, `PolarBear`, `ShadowWyrm`, `TsukiWolf`. Clean 1:1 pairs. All custom versions sit in `namespace Server.Mobiles`, so the serialized type name is unchanged, and each `Deserialize` guards on `version` and migrates from 0 (`ShadowWyrm`: `if (version >= 1)`; `FireSteed`: `if (version < 1)` skill-cap migration; `Kirin`: `if (version == 0)` AI fixup). **Action:** deleted the eight stock files. Custom wins. ## 3. `PolarBear` — a base-class change, not a version bump Custom `PolarBear : BaseMount`; stock `PolarBear : BaseCreature`. The saved world contained a bear serialized through the `BaseCreature` chain, so loading it as a `BaseMount` misaligned the stream. World load aborted at `Server.Mobiles.PolarBear` serial `0x00000412` with `Delete the object? (y/n)`. **Changing a saved type's base class is not version-migratable.** The custom class also carried `[TypeAlias("Server.Mobiles.Polarbear")]`, which would have hijacked the same records. **Action:** restored stock `PolarBear : BaseCreature`; renamed the custom mount to `LegendaryPolarBear` and dropped the `TypeAlias`. Stock scripts referencing `typeof(PolarBear)` (`TalismanSlayer`, `SpeedInfo`, `RoyalZooDonationBox`, `SummonCreature`, `PetTrainingHelper`) continue to resolve to the `BaseCreature`. Note: `Scripts/Custom/Legendary/PolarBear.cs` was renamed to `LegendaryPolarBear.cs`. ## 4. `AnimalLore.cs` referenced a package that does not exist `Scripts/Skills/AnimalLore.cs` had `using ShrinkSystem;` and two `IShrinkItem` branches. No `ShrinkSystem` namespace exists anywhere in the repo, and `IShrinkItem` appears nowhere in the stale `Scripts.dll` — **the code had never compiled or run.** (`Scripts/Misc/ShrinkTable.cs` is unrelated stock: `namespace Server`, class `ShrinkTable`.) **Action:** removed the `using` and collapsed the shrink branches back to the `BaseCreature` path. This restores exactly the behavior the shard was already running. --- ## Verification After the repairs, `dotnet build Scripts/Scripts.csproj -c Release -p:Platform=x64` succeeded with 0 warnings, 0 errors. Rebuilding `ServUO.exe` and `Ultima.dll` from current source produced **byte-identical** binaries (same SHA-256), confirming the core was never stale in content — only `Scripts.dll` was. With Phase 0 applied, a plain boot shows: ``` Core: Compiling scripts... Build succeeded. Core: Verified 6023 item and 1385 mobile types World: Loading... ...done (206208 items, 42771 mobiles, 0 customs) ``` ## Unrelated, still open `DllNotFoundException: zlibwapi64` crashed this shard once (`Crash 6-5-2026-22-38-3.log`) while sending a packed gump. `zlibwapi64.dll` is present in the repo root, so this is a working-directory / native-load-path problem. It will bite the bridge if the bridge ever triggers a gump send. Resolve before load testing.