RunUO Community

This is a sample guest message. Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

~1_NOTHING~ again... This time only on named weapons

JamzeMcC

Squire
~1_NOTHING~ again... This time only on named weapons

Ok, this has been a battle beyond all battles. I figured I would get some much needed experience with scripting by trying this but wow....

Ok, I did a fresh install of the latest SVN. um, 449 I think it was. Anyhow, I tried to combine that with Daat's OWLTR system. I followed his instructions to the letter and have had nothing but issues since. First it was "ERROR (TID) token out of range" on all weapons and armor. Got that figured out (sort of) but then it went to the ~1_Nothing~ Took forever and still not completely fixed but its better. Now I get that error on Named Weapons. Not on Armor, but like the "Frostbringer" is just 1_nothing. Not sure if its related but all "regular" (drops and such) weapons and armor say "Iron Black Staff" If its not related then oh well. Anyone have any pointers on how to fix this 1_Nothing error??? Thanks again for any replies
 

Thagoras

Sorceror
What you're looking for is two things. I'm using my BaseGravestone as the example because I was having the same issue with that. GetProperties is getting a null variable somewhere. In my case, the gravestone would list the Name but give ~NOTHING for the inscript. This changed when I made sure that m_Inscript always contained a default value...in this case "R.I.P". Perhaps in your case, you need to see what GetProperties is trying to display and make sure all those variables have a value, be it 0 for integers or "" for strings.

Code:
            private string m_Inscript = "R.I.P";
            [CommandProperty( AccessLevel.GameMaster )] 
            public string Inscript
		{ 
			get { return m_Inscript; } 
			set { m_Inscript = value; InvalidateProperties(); } 
		}

	public override void GetProperties( ObjectPropertyList list )
		{
			//base.GetProperties( list );
				if (Filled) list.Add( "In Memory of " + this.Name );
				else if (!Filled) list.Add(this.Name);
				list.Add( this.Inscript );
		}
 

JamzeMcC

Squire
Thank you for responding! This is why ive been banging my head off the wall since Sunday! This section of

code:
public override void AddNameProperty(ObjectPropertyList list)
{
string oreType;

if (Hue == 0)
{
oreType = "iron";
}
else
{
switch (m_Resource)

"was" set at oreType = "";

but with it that way, I would get ERROR (TID): provided token out of range : 0 : 1053099
looking at them. Read on some post to change it to "iron" and that "Fixed" that problem. I say "Fixed" because now because weapons will read as "Iron Black Staff" Or Iron Leather shorts. But atleast its not that error. Anywho, I changed it to "iron" and now any named weapons (i.e. Frostbringer) show that damn 1_NOTHING again. Also, just found out, certain weapons from drops do the same. Seems it is only colored weapons tho. Hued any color other than normal, it brings the error when the weapon comes from a drop. However, I can craft a colored weapon from say, platinum and it colors it the correct hue and displays the name as "Platinum Katana"

Sorry to ramble, ive been trying to fix this for almost 18 hours now. I think ive read almost every post here lol Any help is GREATLY appreciated!

P.S. Im not sure which one of those little icons up there you use to get the code into that pretty little box but if you tell me, I promise to not forget! Lol
 

Vorspire

Knight
The Name variable of any Item can be null, unless explicitly set in the Item script.

This means that 1_NOTHING~ receives 0 arguments and therefore, you see the cliloc's base syntax instead.

There is no real way to ensure that every item's Name property is not null, unless you make a core mod.

The core mod would consist of hooking Name_get and Name_set and then using the ItemID, read the TileData data to retrieve the standard Name for that art.

If the Item Name being null isn't of your concern, you should always remember that the ~1_NOTHING~ cliloc must be provided with an argument in order to display properly:
Code:
string str = String.Format("{0} {1}", _Resource.ToString(), Name);

list.Add( 000000, str );

//Out: "Valorite Plate Gorget"
 

JamzeMcC

Squire
So then there is no easy way of fixing this? I had hoped where I got it to stop the whole ERROR .... thing that this would be relativly easy to fix... Ive been fighting with this for two days now... Thank you for your response btw
 
please post your baseweapon, there is probably an easy fix for it - fo most things

but things like frostbringer are normaly done by a cliloc number for the "label" - the new osi patches may have either moved or deleted that cliloc entry, which means either modifying its script to not use the cliloc number (easier way) or 2 modify the clilocs to have it back in (and same for all others that way)
 

JamzeMcC

Squire
Ok, here it is. Again, I truly appreciate your help. (hope I got that code to go in its own little box this time haha)

Code:
using System;
using System.Text;
using System.Collections;
using Server.ContextMenus;
using Server.Network;
using Server.Targeting;
using Server.Mobiles;
using Server.Spells;
using Server.Spells.Necromancy;
using Server.Spells.Bushido;
using Server.Spells.Ninjitsu;
using Server.Factions;
using Server.Engines.Craft;
using System.Collections.Generic;
using Server.Spells.Spellweaving;

namespace Server.Items
{
    public interface ISlayer
    {
        SlayerName Slayer { get; set; }
        SlayerName Slayer2 { get; set; }
    }

    public abstract class BaseWeapon : Item, IWeapon, IFactionItem, ICraftable, ISlayer, IDurability, ISetItem
    {
        private string m_EngravedText;

        [CommandProperty(AccessLevel.GameMaster)]
        public string EngravedText
        {
            get { return m_EngravedText; }
            set { m_EngravedText = value; InvalidateProperties(); }
        }

        #region Factions
        private FactionItem m_FactionState;

        public FactionItem FactionItemState
        {
            get { return m_FactionState; }
            set
            {
                m_FactionState = value;

                if (m_FactionState == null)
                    Hue = CraftResources.GetHue(Resource);

                LootType = (m_FactionState == null ? LootType.Regular : LootType.Blessed);
            }
        }
        #endregion

        /* Weapon internals work differently now (Mar 13 2003)
		 * 
		 * The attributes defined below default to -1.
		 * If the value is -1, the corresponding virtual 'Aos/Old' property is used.
		 * If not, the attribute value itself is used. Here's the list:
		 *  - MinDamage
		 *  - MaxDamage
		 *  - Speed
		 *  - HitSound
		 *  - MissSound
		 *  - StrRequirement, DexRequirement, IntRequirement
		 *  - WeaponType
		 *  - WeaponAnimation
		 *  - MaxRange
		 */

        #region Var declarations

        // Instance values. These values are unique to each weapon.
        private WeaponDamageLevel m_DamageLevel;
        private WeaponAccuracyLevel m_AccuracyLevel;
        private WeaponDurabilityLevel m_DurabilityLevel;
        private WeaponQuality m_Quality;
        private Mobile m_Crafter;
        private Poison m_Poison;
        private int m_PoisonCharges;
        private bool m_Identified;
        private int m_Hits;
        private int m_MaxHits;
        private SlayerName m_Slayer;
        private SlayerName m_Slayer2;

        #region Mondain's Legacy
        private TalismanSlayerName m_Slayer3;
        #endregion

        private SkillMod m_SkillMod, m_MageMod;
        private CraftResource m_Resource;
        private bool m_PlayerConstructed;

        private bool m_Cursed; // Is this weapon cursed via Curse Weapon necromancer spell? Temporary; not serialized.
        private bool m_Consecrated; // Is this weapon blessed via Consecrate Weapon paladin ability? Temporary; not serialized.

        #region Mondain's Legacy
        private bool m_Immolating; // Is this weapon blessed via Immolating Weapon arcanists spell? Temporary; not serialized.
        #endregion

        private AosAttributes m_AosAttributes;
        private AosWeaponAttributes m_AosWeaponAttributes;
        private AosSkillBonuses m_AosSkillBonuses;
        private AosElementAttributes m_AosElementDamages;

        // Overridable values. These values are provided to override the defaults which get defined in the individual weapon scripts.
        private int m_StrReq, m_DexReq, m_IntReq;
        private int m_MinDamage, m_MaxDamage;
        private int m_HitSound, m_MissSound;
        private float m_Speed;
        private int m_MaxRange;
        private SkillName m_Skill;
        private WeaponType m_Type;
        private WeaponAnimation m_Animation;
        #endregion

        #region Virtual Properties
        public virtual WeaponAbility PrimaryAbility { get { return null; } }
        public virtual WeaponAbility SecondaryAbility { get { return null; } }

        public virtual int DefMaxRange { get { return 1; } }
        public virtual int DefHitSound { get { return 0; } }
        public virtual int DefMissSound { get { return 0; } }
        public virtual SkillName DefSkill { get { return SkillName.Swords; } }
        public virtual WeaponType DefType { get { return WeaponType.Slashing; } }
        public virtual WeaponAnimation DefAnimation { get { return WeaponAnimation.Slash1H; } }

        public virtual int AosStrengthReq { get { return 0; } }
        public virtual int AosDexterityReq { get { return 0; } }
        public virtual int AosIntelligenceReq { get { return 0; } }
        public virtual int AosMinDamage { get { return 0; } }
        public virtual int AosMaxDamage { get { return 0; } }
        public virtual int AosSpeed { get { return 0; } }
        public virtual float MlSpeed { get { return 0.0f; } }
        public virtual int AosMaxRange { get { return DefMaxRange; } }
        public virtual int AosHitSound { get { return DefHitSound; } }
        public virtual int AosMissSound { get { return DefMissSound; } }
        public virtual SkillName AosSkill { get { return DefSkill; } }
        public virtual WeaponType AosType { get { return DefType; } }
        public virtual WeaponAnimation AosAnimation { get { return DefAnimation; } }

        public virtual int OldStrengthReq { get { return 0; } }
        public virtual int OldDexterityReq { get { return 0; } }
        public virtual int OldIntelligenceReq { get { return 0; } }
        public virtual int OldMinDamage { get { return 0; } }
        public virtual int OldMaxDamage { get { return 0; } }
        public virtual int OldSpeed { get { return 0; } }
        public virtual int OldMaxRange { get { return DefMaxRange; } }
        public virtual int OldHitSound { get { return DefHitSound; } }
        public virtual int OldMissSound { get { return DefMissSound; } }
        public virtual SkillName OldSkill { get { return DefSkill; } }
        public virtual WeaponType OldType { get { return DefType; } }
        public virtual WeaponAnimation OldAnimation { get { return DefAnimation; } }

        public virtual int InitMinHits { get { return 0; } }
        public virtual int InitMaxHits { get { return 0; } }

        public virtual bool CanFortify { get { return true; } }

        public override int PhysicalResistance { get { return m_AosWeaponAttributes.ResistPhysicalBonus; } }
        public override int FireResistance { get { return m_AosWeaponAttributes.ResistFireBonus; } }
        public override int ColdResistance { get { return m_AosWeaponAttributes.ResistColdBonus; } }
        public override int PoisonResistance { get { return m_AosWeaponAttributes.ResistPoisonBonus; } }
        public override int EnergyResistance { get { return m_AosWeaponAttributes.ResistEnergyBonus; } }

        public virtual SkillName AccuracySkill { get { return SkillName.Tactics; } }

        #region Personal Bless Deed
        private Mobile m_BlessedBy;

        [CommandProperty(AccessLevel.GameMaster)]
        public Mobile BlessedBy
        {
            get { return m_BlessedBy; }
            set { m_BlessedBy = value; InvalidateProperties(); }
        }
        public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
        {
            base.GetContextMenuEntries(from, list);

            if (BlessedFor == from && BlessedBy == from && RootParent == from)
                list.Add(new UnBlessEntry(from, this));
        }

        private class UnBlessEntry : ContextMenuEntry
        {
            private Mobile m_From;
            private BaseWeapon m_Weapon; // BaseArmor, BaseWeapon or BaseClothing

            public UnBlessEntry(Mobile from, BaseWeapon weapon)
                : base(6208, -1)
            {
                m_From = from;
                m_Weapon = weapon;
            }

            public override void OnClick()
            {
                m_Weapon.BlessedFor = null;
                m_Weapon.BlessedBy = null;

                Container pack = m_From.Backpack;

                if (pack != null)
                {
                    pack.DropItem(new PersonalBlessDeed(m_From));
                    m_From.SendLocalizedMessage(1062200); // A personal bless deed has been placed in your backpack.
                }
            }
        }
        #endregion
        #endregion

        #region Getters & Setters
        [CommandProperty(AccessLevel.GameMaster)]
        public AosAttributes Attributes
        {
            get { return m_AosAttributes; }
            set { }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public AosWeaponAttributes WeaponAttributes
        {
            get { return m_AosWeaponAttributes; }
            set { }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public AosSkillBonuses SkillBonuses
        {
            get { return m_AosSkillBonuses; }
            set { }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public AosElementAttributes AosElementDamages
        {
            get { return m_AosElementDamages; }
            set { }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public bool Cursed
        {
            get { return m_Cursed; }
            set { m_Cursed = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public bool Consecrated
        {
            get { return m_Consecrated; }
            set { m_Consecrated = value; }
        }

        #region Mondain's Legacy
        [CommandProperty(AccessLevel.GameMaster)]
        public bool Immolating
        {
            get { return m_Immolating; }
            set { m_Immolating = value; }
        }
        #endregion

        [CommandProperty(AccessLevel.GameMaster)]
        public bool Identified
        {
            get { return m_Identified; }
            set { m_Identified = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int HitPoints
        {
            get { return m_Hits; }
            set
            {
                if (m_Hits == value)
                    return;

                if (value > m_MaxHits)
                    value = m_MaxHits;

                m_Hits = value;

                InvalidateProperties();
            }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int MaxHitPoints
        {
            get { return m_MaxHits; }
            set { m_MaxHits = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int PoisonCharges
        {
            get { return m_PoisonCharges; }
            set { m_PoisonCharges = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public Poison Poison
        {
            get { return m_Poison; }
            set { m_Poison = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public WeaponQuality Quality
        {
            get { return m_Quality; }
            set { UnscaleDurability(); m_Quality = value; ScaleDurability(); InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public Mobile Crafter
        {
            get { return m_Crafter; }
            set { m_Crafter = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public SlayerName Slayer
        {
            get { return m_Slayer; }
            set { m_Slayer = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public SlayerName Slayer2
        {
            get { return m_Slayer2; }
            set { m_Slayer2 = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public TalismanSlayerName Slayer3
        {
            get { return m_Slayer3; }
            set { m_Slayer3 = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public CraftResource Resource
        {
            get { return m_Resource; }
            set { UnscaleDurability(); m_Resource = value; Hue = CraftResources.GetHue(m_Resource); InvalidateProperties(); ScaleDurability(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public WeaponDamageLevel DamageLevel
        {
            get { return m_DamageLevel; }
            set { m_DamageLevel = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public WeaponDurabilityLevel DurabilityLevel
        {
            get { return m_DurabilityLevel; }
            set { UnscaleDurability(); m_DurabilityLevel = value; InvalidateProperties(); ScaleDurability(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public bool PlayerConstructed
        {
            get { return m_PlayerConstructed; }
            set { m_PlayerConstructed = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int MaxRange
        {
            get { return (m_MaxRange == -1 ? Core.AOS ? AosMaxRange : OldMaxRange : m_MaxRange); }
            set { m_MaxRange = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public WeaponAnimation Animation
        {
            get { return (m_Animation == (WeaponAnimation)(-1) ? Core.AOS ? AosAnimation : OldAnimation : m_Animation); }
            set { m_Animation = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public WeaponType Type
        {
            get { return (m_Type == (WeaponType)(-1) ? Core.AOS ? AosType : OldType : m_Type); }
            set { m_Type = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public SkillName Skill
        {
            get { return (m_Skill == (SkillName)(-1) ? Core.AOS ? AosSkill : OldSkill : m_Skill); }
            set { m_Skill = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int HitSound
        {
            get { return (m_HitSound == -1 ? Core.AOS ? AosHitSound : OldHitSound : m_HitSound); }
            set { m_HitSound = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int MissSound
        {
            get { return (m_MissSound == -1 ? Core.AOS ? AosMissSound : OldMissSound : m_MissSound); }
            set { m_MissSound = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int MinDamage
        {
            get { return (m_MinDamage == -1 ? Core.AOS ? AosMinDamage : OldMinDamage : m_MinDamage); }
            set { m_MinDamage = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int MaxDamage
        {
            get { return (m_MaxDamage == -1 ? Core.AOS ? AosMaxDamage : OldMaxDamage : m_MaxDamage); }
            set { m_MaxDamage = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public float Speed
        {
            get
            {
                if (m_Speed != -1)
                    return m_Speed;

                if (Core.ML)
                    return MlSpeed;
                else if (Core.AOS)
                    return AosSpeed;

                return m_Speed;
            }
            set { m_Speed = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int StrRequirement
        {
            get { return (m_StrReq == -1 ? Core.AOS ? AosStrengthReq : OldStrengthReq : m_StrReq); }
            set { m_StrReq = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int DexRequirement
        {
            get { return (m_DexReq == -1 ? Core.AOS ? AosDexterityReq : OldDexterityReq : m_DexReq); }
            set { m_DexReq = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int IntRequirement
        {
            get { return (m_IntReq == -1 ? Core.AOS ? AosIntelligenceReq : OldIntelligenceReq : m_IntReq); }
            set { m_IntReq = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public WeaponAccuracyLevel AccuracyLevel
        {
            get
            {
                return m_AccuracyLevel;
            }
            set
            {
                if (m_AccuracyLevel != value)
                {
                    m_AccuracyLevel = value;

                    if (UseSkillMod)
                    {
                        if (m_AccuracyLevel == WeaponAccuracyLevel.Regular)
                        {
                            if (m_SkillMod != null)
                                m_SkillMod.Remove();

                            m_SkillMod = null;
                        }
                        else if (m_SkillMod == null && Parent is Mobile)
                        {
                            m_SkillMod = new DefaultSkillMod(AccuracySkill, true, (int)m_AccuracyLevel * 5);
                            ((Mobile)Parent).AddSkillMod(m_SkillMod);
                        }
                        else if (m_SkillMod != null)
                        {
                            m_SkillMod.Value = (int)m_AccuracyLevel * 5;
                        }
                    }

                    InvalidateProperties();
                }
            }
        }

        #endregion

        public override void OnAfterDuped(Item newItem)
        {
            BaseWeapon weap = newItem as BaseWeapon;

            if (weap == null)
                return;

            weap.m_AosAttributes = new AosAttributes(newItem, m_AosAttributes);
            weap.m_AosElementDamages = new AosElementAttributes(newItem, m_AosElementDamages);
            weap.m_AosSkillBonuses = new AosSkillBonuses(newItem, m_AosSkillBonuses);
            weap.m_AosWeaponAttributes = new AosWeaponAttributes(newItem, m_AosWeaponAttributes);

            #region Mondain's Legacy
            weap.m_SetAttributes = new AosAttributes(newItem, m_SetAttributes);
            weap.m_SetSkillBonuses = new AosSkillBonuses(newItem, m_SetSkillBonuses);
            #endregion
        }

        public virtual void UnscaleDurability()
        {
            int scale = 100 + GetDurabilityBonus();

            m_Hits = ((m_Hits * 100) + (scale - 1)) / scale;
            m_MaxHits = ((m_MaxHits * 100) + (scale - 1)) / scale;
            InvalidateProperties();
        }

        public virtual void ScaleDurability()
        {
            int scale = 100 + GetDurabilityBonus();

            m_Hits = ((m_Hits * scale) + 99) / 100;
            m_MaxHits = ((m_MaxHits * scale) + 99) / 100;
            InvalidateProperties();
        }

        public int GetDurabilityBonus()
        {
            int bonus = 0;

            if (m_Quality == WeaponQuality.Exceptional)
                bonus += 20;

            switch (m_DurabilityLevel)
            {
                case WeaponDurabilityLevel.Durable: bonus += 20; break;
                case WeaponDurabilityLevel.Substantial: bonus += 50; break;
                case WeaponDurabilityLevel.Massive: bonus += 70; break;
                case WeaponDurabilityLevel.Fortified: bonus += 100; break;
                case WeaponDurabilityLevel.Indestructible: bonus += 120; break;
            }

            if (Core.AOS)
            {
                bonus += m_AosWeaponAttributes.DurabilityBonus;

                #region Mondain's Legacy
                if (m_Resource == CraftResource.Heartwood)
                    return bonus;
                #endregion

                CraftResourceInfo resInfo = CraftResources.GetInfo(m_Resource);
                CraftAttributeInfo attrInfo = null;

                if (resInfo != null)
                    attrInfo = resInfo.AttributeInfo;

                if (attrInfo != null)
                    bonus += attrInfo.WeaponDurability;
            }

            return bonus;
        }

        public int GetLowerStatReq()
        {
            if (!Core.AOS)
                return 0;

            int v = m_AosWeaponAttributes.LowerStatReq;

            #region Mondain's Legacy
            if (m_Resource == CraftResource.Heartwood)
                return v;
            #endregion

            CraftResourceInfo info = CraftResources.GetInfo(m_Resource);

            if (info != null)
            {
                CraftAttributeInfo attrInfo = info.AttributeInfo;

                if (attrInfo != null)
                    v += attrInfo.WeaponLowerRequirements;
            }

            if (v > 100)
                v = 100;

            return v;
        }

        public static void BlockEquip(Mobile m, TimeSpan duration)
        {
            if (m.BeginAction(typeof(BaseWeapon)))
                new ResetEquipTimer(m, duration).Start();
        }

        private class ResetEquipTimer : Timer
        {
            private Mobile m_Mobile;

            public ResetEquipTimer(Mobile m, TimeSpan duration)
                : base(duration)
            {
                m_Mobile = m;
            }

            protected override void OnTick()
            {
                m_Mobile.EndAction(typeof(BaseWeapon));
            }
        }

        public override bool CheckConflictingLayer(Mobile m, Item item, Layer layer)
        {
            if (base.CheckConflictingLayer(m, item, layer))
                return true;

            if (this.Layer == Layer.TwoHanded && layer == Layer.OneHanded)
            {
                m.SendLocalizedMessage(500214); // You already have something in both hands.
                return true;
            }
            else if (this.Layer == Layer.OneHanded && layer == Layer.TwoHanded && !(item is BaseShield) && !(item is BaseEquipableLight))
            {
                m.SendLocalizedMessage(500215); // You can only wield one weapon at a time.
                return true;
            }

            return false;
        }

        public override bool AllowSecureTrade(Mobile from, Mobile to, Mobile newOwner, bool accepted)
        {
            if (!Ethics.Ethic.CheckTrade(from, to, newOwner, this))
                return false;

            return base.AllowSecureTrade(from, to, newOwner, accepted);
        }

        public virtual Race RequiredRace { get { return null; } }	//On OSI, there are no weapons with race requirements, this is for custom stuff

        public override bool CanEquip(Mobile from)
        {
            if (!Ethics.Ethic.CheckEquip(from, this))
                return false;

            if (RequiredRace != null && from.Race != RequiredRace)
            {
                if (RequiredRace == Race.Elf)
                    from.SendLocalizedMessage(1072203); // Only Elves may use this.
                else
                    from.SendMessage("Only {0} may use this.", RequiredRace.PluralName);

                return false;
            }
            else if (from.Dex < DexRequirement)
            {
                from.SendMessage("You are not nimble enough to equip that.");
                return false;
            }
            else if (from.Str < AOS.Scale(StrRequirement, 100 - GetLowerStatReq()))
            {
                from.SendLocalizedMessage(500213); // You are not strong enough to equip that.
                return false;
            }
            else if (from.Int < IntRequirement)
            {
                from.SendMessage("You are not smart enough to equip that.");
                return false;
            }
            else if (!from.CanBeginAction(typeof(BaseWeapon)))
            {
                return false;
            }
            #region Personal Bless Deed
            else if (BlessedBy != null && BlessedBy != from)
            {
                from.SendLocalizedMessage(1075277); // That item is blessed by another player.

                return false;
            }
            #endregion
            else
            {
                return base.CanEquip(from);
            }
        }

        public virtual bool UseSkillMod { get { return !Core.AOS; } }

        public override bool OnEquip(Mobile from)
        {
            int strBonus = m_AosAttributes.BonusStr;
            int dexBonus = m_AosAttributes.BonusDex;
            int intBonus = m_AosAttributes.BonusInt;

            if ((strBonus != 0 || dexBonus != 0 || intBonus != 0))
            {
                Mobile m = from;

                string modName = this.Serial.ToString();

                if (strBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Str, modName + "Str", strBonus, TimeSpan.Zero));

                if (dexBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero));

                if (intBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Int, modName + "Int", intBonus, TimeSpan.Zero));
            }

            from.NextCombatTime = DateTime.Now + GetDelay(from);

            if (UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular)
            {
                if (m_SkillMod != null)
                    m_SkillMod.Remove();

                m_SkillMod = new DefaultSkillMod(AccuracySkill, true, (int)m_AccuracyLevel * 5);
                from.AddSkillMod(m_SkillMod);
            }

            if (Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30)
            {
                if (m_MageMod != null)
                    m_MageMod.Remove();

                m_MageMod = new DefaultSkillMod(SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon);
                from.AddSkillMod(m_MageMod);
            }

            return true;
        }

        public override void OnAdded(object parent)
        {
            base.OnAdded(parent);

            if (parent is Mobile)
            {
                Mobile from = (Mobile)parent;

                if (Core.AOS)
                    m_AosSkillBonuses.AddTo(from);

                #region Mondain's Legacy Sets
                if (IsSetItem)
                {
                    m_SetEquipped = SetHelper.FullSetEquipped(from, SetID, Pieces);

                    if (m_SetEquipped)
                    {
                        m_LastEquipped = true;
                        SetHelper.AddSetBonus(from, SetID);
                    }
                }
                #endregion

                from.CheckStatTimers();
                from.Delta(MobileDelta.WeaponDamage);
            }
        }

        public override void OnRemoved(object parent)
        {
            if (parent is Mobile)
            {
                Mobile m = (Mobile)parent;
                BaseWeapon weapon = m.Weapon as BaseWeapon;

                string modName = this.Serial.ToString();

                m.RemoveStatMod(modName + "Str");
                m.RemoveStatMod(modName + "Dex");
                m.RemoveStatMod(modName + "Int");

                if (weapon != null)
                    m.NextCombatTime = DateTime.Now + weapon.GetDelay(m);

                if (UseSkillMod && m_SkillMod != null)
                {
                    m_SkillMod.Remove();
                    m_SkillMod = null;
                }

                if (m_MageMod != null)
                {
                    m_MageMod.Remove();
                    m_MageMod = null;
                }

                if (Core.AOS)
                    m_AosSkillBonuses.Remove();

                m.CheckStatTimers();

                m.Delta(MobileDelta.WeaponDamage);

                #region Mondain's Legacy Sets
                if (IsSetItem && m_SetEquipped)
                    SetHelper.RemoveSetBonus(m, SetID, this);
                #endregion
            }

            InvalidateProperties();
        }

        public virtual SkillName GetUsedSkill(Mobile m, bool checkSkillAttrs)
        {
            SkillName sk;

            if (checkSkillAttrs && m_AosWeaponAttributes.UseBestSkill != 0)
            {
                double swrd = m.Skills[SkillName.Swords].Value;
                double fenc = m.Skills[SkillName.Fencing].Value;
                double mcng = m.Skills[SkillName.Macing].Value;
                double val;

                sk = SkillName.Swords;
                val = swrd;

                if (fenc > val) { sk = SkillName.Fencing; val = fenc; }
                if (mcng > val) { sk = SkillName.Macing; val = mcng; }
            }
            else if (m_AosWeaponAttributes.MageWeapon != 0)
            {
                if (m.Skills[SkillName.Magery].Value > m.Skills[Skill].Value)
                    sk = SkillName.Magery;
                else
                    sk = Skill;
            }
            else
            {
                sk = Skill;

                if (sk != SkillName.Wrestling && !m.Player && !m.Body.IsHuman && m.Skills[SkillName.Wrestling].Value > m.Skills[sk].Value)
                    sk = SkillName.Wrestling;
            }

            return sk;
        }

        public virtual double GetAttackSkillValue(Mobile attacker, Mobile defender)
        {
            return attacker.Skills[GetUsedSkill(attacker, true)].Value;
        }

        public virtual double GetDefendSkillValue(Mobile attacker, Mobile defender)
        {
            return defender.Skills[GetUsedSkill(defender, true)].Value;
        }

        private static bool CheckAnimal(Mobile m, Type type)
        {
            return AnimalForm.UnderTransformation(m, type);
        }

        public virtual bool CheckHit(Mobile attacker, Mobile defender)
        {
            BaseWeapon atkWeapon = attacker.Weapon as BaseWeapon;
            BaseWeapon defWeapon = defender.Weapon as BaseWeapon;

            Skill atkSkill = attacker.Skills[atkWeapon.Skill];
            Skill defSkill = defender.Skills[defWeapon.Skill];

            double atkValue = atkWeapon.GetAttackSkillValue(attacker, defender);
            double defValue = defWeapon.GetDefendSkillValue(attacker, defender);

            double ourValue, theirValue;

            int bonus = GetHitChanceBonus();

            if (Core.AOS)
            {
                if (atkValue <= -20.0)
                    atkValue = -19.9;

                if (defValue <= -20.0)
                    defValue = -19.9;

                // Hit Chance Increase = 45%
                int atkChance = AosAttributes.GetValue(attacker, AosAttribute.AttackChance);
                if (atkChance > 45)
                    atkChance = 45;

                bonus += atkChance;

                if (Spells.Chivalry.DivineFurySpell.UnderEffect(attacker))
                    bonus += 10; // attacker gets 10% bonus when they're under divine fury

                if (CheckAnimal(attacker, typeof(GreyWolf)) || CheckAnimal(attacker, typeof(BakeKitsune)))
                    bonus += 20; // attacker gets 20% bonus when under Wolf or Bake Kitsune form

                if (HitLower.IsUnderAttackEffect(attacker))
                    bonus -= 25; // Under Hit Lower Attack effect -> 25% malus

                WeaponAbility ability = WeaponAbility.GetCurrentAbility(attacker);

                if (ability != null)
                    bonus += ability.AccuracyBonus;

                SpecialMove move = SpecialMove.GetCurrentMove(attacker);

                if (move != null)
                    bonus += move.GetAccuracyBonus(attacker);

                // Max Hit Chance Increase = 45%
                if (bonus > 45)
                    bonus = 45;

                ourValue = (atkValue + 20.0) * (100 + bonus);

                bonus = AosAttributes.GetValue(defender, AosAttribute.DefendChance);

                if (Spells.Chivalry.DivineFurySpell.UnderEffect(defender))
                    bonus -= 20; // defender loses 20% bonus when they're under divine fury

                if (HitLower.IsUnderDefenseEffect(defender))
                    bonus -= 25; // Under Hit Lower Defense effect -> 25% malus

                int blockBonus = 0;

                if (Block.GetBonus(defender, ref blockBonus))
                    bonus += blockBonus;

                int surpriseMalus = 0;

                if (SurpriseAttack.GetMalus(defender, ref surpriseMalus))
                    bonus -= surpriseMalus;

                int discordanceEffect = 0;

                // Defender loses -0/-28% if under the effect of Discordance.
                if (SkillHandlers.Discordance.GetEffect(attacker, ref discordanceEffect))
                    bonus -= discordanceEffect;

                // Defense Chance Increase = 45%
                if (bonus > 45)
                    bonus = 45;

                theirValue = (defValue + 20.0) * (100 + bonus);

                bonus = 0;
            }
            else
            {
                if (atkValue <= -50.0)
                    atkValue = -49.9;

                if (defValue <= -50.0)
                    defValue = -49.9;

                ourValue = (atkValue + 50.0);
                theirValue = (defValue + 50.0);
            }

            double chance = ourValue / (theirValue * 2.0);

            chance *= 1.0 + ((double)bonus / 100);

            if (Core.AOS && chance < 0.02)
                chance = 0.02;

            return attacker.CheckSkill(atkSkill.SkillName, chance);
        }

        public virtual TimeSpan GetDelay(Mobile m)
        {
            double speed = this.Speed;

            if (speed == 0)
                return TimeSpan.FromHours(1.0);

            double delayInSeconds;

            if (Core.SE)
            {
                /*
                 * This is likely true for Core.AOS as well... both guides report the same
                 * formula, and both are wrong.
                 * The old formula left in for AOS for legacy & because we aren't quite 100%
                 * Sure that AOS has THIS formula
                 */

                // Swing speed bonus
                int bonus = AosAttributes.GetValue(m, AosAttribute.WeaponSpeed);

                if (Spells.Chivalry.DivineFurySpell.UnderEffect(m))
                    bonus += 10;

                // Bonus granted by successful use of Honorable Execution.
                bonus += HonorableExecution.GetSwingBonus(m);

                if (DualWield.Registry.Contains(m))
                    bonus += ((DualWield.DualWieldTimer)DualWield.Registry[m]).BonusSwingSpeed;

                if (Feint.Registry.Contains(m))
                    bonus -= ((Feint.FeintTimer)Feint.Registry[m]).SwingSpeedReduction;

                TransformContext context = TransformationSpellHelper.GetContext(m);

                if (context != null && context.Spell is ReaperFormSpell)
                    bonus += ((ReaperFormSpell)context.Spell).SwingSpeedBonus;

                int discordanceEffect = 0;

                // Discordance gives a malus of -0/-28% to swing speed.
                if (SkillHandlers.Discordance.GetEffect(m, ref discordanceEffect))
                    bonus -= discordanceEffect;

                if (EssenceOfWindSpell.IsDebuffed(m))
                    bonus -= EssenceOfWindSpell.GetSSIMalus(m);

                if (bonus > 60)
                    bonus = 60;

                double ticks;

                if (Core.ML)
                {
                    int stamTicks = m.Stam / 30;

                    ticks = speed * 4;
                    ticks = Math.Floor((ticks - stamTicks) * (100.0 / (100 + bonus)));
                }
                else
                {
                    speed = Math.Floor(speed * (bonus + 100.0) / 100.0);

                    if (speed <= 0)
                        speed = 1;

                    ticks = Math.Floor((80000.0 / ((m.Stam + 100) * speed)) - 2);
                }

                // Swing speed currently capped at one swing every 1.25 seconds (5 ticks).
                if (ticks < 5)
                    ticks = 5;

                delayInSeconds = ticks * 0.25;
            }
            else if (Core.AOS)
            {
                int v = (m.Stam + 100) * (int)speed;

                int bonus = AosAttributes.GetValue(m, AosAttribute.WeaponSpeed);

                if (Spells.Chivalry.DivineFurySpell.UnderEffect(m))
                    bonus += 10;

                int discordanceEffect = 0;

                // Discordance gives a malus of -0/-28% to swing speed.
                if (SkillHandlers.Discordance.GetEffect(m, ref discordanceEffect))
                    bonus -= discordanceEffect;

                v += AOS.Scale(v, bonus);

                if (v <= 0)
                    v = 1;

                delayInSeconds = Math.Floor(40000.0 / v) * 0.5;

                // Maximum swing rate capped at one swing per second 
                // OSI dev said that it has and is supposed to be 1.25
                if (delayInSeconds < 1.25)
                    delayInSeconds = 1.25;
            }
            else
            {
                int v = (m.Stam + 100) * (int)speed;

                if (v <= 0)
                    v = 1;

                delayInSeconds = 15000.0 / v;
            }

            return TimeSpan.FromSeconds(delayInSeconds);
        }

        public virtual void OnBeforeSwing(Mobile attacker, Mobile defender)
        {
            WeaponAbility a = WeaponAbility.GetCurrentAbility(attacker);

            if (a != null && !a.OnBeforeSwing(attacker, defender))
                WeaponAbility.ClearCurrentAbility(attacker);

            SpecialMove move = SpecialMove.GetCurrentMove(attacker);

            if (move != null && !move.OnBeforeSwing(attacker, defender))
                SpecialMove.ClearCurrentMove(attacker);
        }

        public virtual TimeSpan OnSwing(Mobile attacker, Mobile defender)
        {
            return OnSwing(attacker, defender, 1.0);
        }

        public virtual TimeSpan OnSwing(Mobile attacker, Mobile defender, double damageBonus)
        {
            bool canSwing = true;

            if (Core.AOS)
            {
                canSwing = (!attacker.Paralyzed && !attacker.Frozen);

                if (canSwing)
                {
                    Spell sp = attacker.Spell as Spell;

                    canSwing = (sp == null || !sp.IsCasting || !sp.BlocksMovement);
                }

                if (canSwing)
                {
                    PlayerMobile p = attacker as PlayerMobile;

                    canSwing = (p == null || p.PeacedUntil <= DateTime.Now);
                }
            }

            if (canSwing && attacker.HarmfulCheck(defender))
            {
                attacker.DisruptiveAction();

                if (attacker.NetState != null)
                    attacker.Send(new Swing(0, attacker, defender));

                if (attacker is BaseCreature)
                {
                    BaseCreature bc = (BaseCreature)attacker;
                    WeaponAbility ab = bc.GetWeaponAbility();

                    if (ab != null)
                    {
                        if (bc.WeaponAbilityChance > Utility.RandomDouble())
                            WeaponAbility.SetCurrentAbility(bc, ab);
                        else
                            WeaponAbility.ClearCurrentAbility(bc);
                    }
                }

                if (CheckHit(attacker, defender))
                    OnHit(attacker, defender, damageBonus);
                else
                    OnMiss(attacker, defender);
            }

            return GetDelay(attacker);
        }

        #region Sounds
        public virtual int GetHitAttackSound(Mobile attacker, Mobile defender)
        {
            int sound = attacker.GetAttackSound();

            if (sound == -1)
                sound = HitSound;

            return sound;
        }

        public virtual int GetHitDefendSound(Mobile attacker, Mobile defender)
        {
            return defender.GetHurtSound();
        }

        public virtual int GetMissAttackSound(Mobile attacker, Mobile defender)
        {
            if (attacker.GetAttackSound() == -1)
                return MissSound;
            else
                return -1;
        }

        public virtual int GetMissDefendSound(Mobile attacker, Mobile defender)
        {
            return -1;
        }
        #endregion

        public static bool CheckParry(Mobile defender)
        {
            if (defender == null)
                return false;

            BaseShield shield = defender.FindItemOnLayer(Layer.TwoHanded) as BaseShield;

            double parry = defender.Skills[SkillName.Parry].Value;
            double bushidoNonRacial = defender.Skills[SkillName.Bushido].NonRacialValue;
            double bushido = defender.Skills[SkillName.Bushido].Value;

            if (shield != null)
            {
                double chance = (parry - bushidoNonRacial) / 400.0;	// As per OSI, no negitive effect from the Racial stuffs, ie, 120 parry and '0' bushido with humans

                if (chance < 0) // chance shouldn't go below 0
                    chance = 0;

                // Parry/Bushido over 100 grants a 5% bonus.
                if (parry >= 100.0 || bushido >= 100.0)
                    chance += 0.05;

                // Evasion grants a variable bonus post ML. 50% prior.
                if (Evasion.IsEvading(defender))
                    chance *= Evasion.GetParryScalar(defender);

                // Low dexterity lowers the chance.
                if (defender.Dex < 80)
                    chance = chance * (20 + defender.Dex) / 100;

                return defender.CheckSkill(SkillName.Parry, chance);
            }
            else if (!(defender.Weapon is Fists) && !(defender.Weapon is BaseRanged))
            {
                BaseWeapon weapon = defender.Weapon as BaseWeapon;

                double divisor = (weapon.Layer == Layer.OneHanded) ? 48000.0 : 41140.0;

                double chance = (parry * bushido) / divisor;

                double aosChance = parry / 800.0;

                // Parry or Bushido over 100 grant a 5% bonus.
                if (parry >= 100.0)
                {
                    chance += 0.05;
                    aosChance += 0.05;
                }
                else if (bushido >= 100.0)
                {
                    chance += 0.05;
                }

                // Evasion grants a variable bonus post ML. 50% prior.
                if (Evasion.IsEvading(defender))
                    chance *= Evasion.GetParryScalar(defender);

                // Low dexterity lowers the chance.
                if (defender.Dex < 80)
                    chance = chance * (20 + defender.Dex) / 100;

                if (chance > aosChance)
                    return defender.CheckSkill(SkillName.Parry, chance);
                else
                    return (aosChance > Utility.RandomDouble()); // Only skillcheck if wielding a shield & there's no effect from Bushido
            }

            return false;
        }

        public virtual int AbsorbDamageAOS(Mobile attacker, Mobile defender, int damage)
        {
            bool blocked = false;

            if (defender.Player || defender.Body.IsHuman)
            {
                blocked = CheckParry(defender);

                if (blocked)
                {
                    defender.FixedEffect(0x37B9, 10, 16);
                    damage = 0;

                    // Successful block removes the Honorable Execution penalty.
                    HonorableExecution.RemovePenalty(defender);

                    if (CounterAttack.IsCountering(defender))
                    {
                        BaseWeapon weapon = defender.Weapon as BaseWeapon;

                        if (weapon != null)
                        {
                            defender.FixedParticles(0x3779, 1, 15, 0x158B, 0x0, 0x3, EffectLayer.Waist);
                            weapon.OnSwing(defender, attacker);
                        }

                        CounterAttack.StopCountering(defender);
                    }

                    if (Confidence.IsConfident(defender))
                    {
                        defender.SendLocalizedMessage(1063117); // Your confidence reassures you as you successfully block your opponent's blow.

                        double bushido = defender.Skills.Bushido.Value;

                        defender.Hits += Utility.RandomMinMax(1, (int)(bushido / 12));
                        defender.Stam += Utility.RandomMinMax(1, (int)(bushido / 5));
                    }

                    BaseShield shield = defender.FindItemOnLayer(Layer.TwoHanded) as BaseShield;

                    if (shield != null)
                    {
                        shield.OnHit(this, damage);
                    }
                }
            }

            if (!blocked)
            {
                double positionChance = Utility.RandomDouble();

                Item armorItem;

                if (positionChance < 0.07)
                    armorItem = defender.NeckArmor;
                else if (positionChance < 0.14)
                    armorItem = defender.HandArmor;
                else if (positionChance < 0.28)
                    armorItem = defender.ArmsArmor;
                else if (positionChance < 0.43)
                    armorItem = defender.HeadArmor;
                else if (positionChance < 0.65)
                    armorItem = defender.LegsArmor;
                else
                    armorItem = defender.ChestArmor;

                IWearableDurability armor = armorItem as IWearableDurability;

                if (armor != null)
                    armor.OnHit(this, damage); // call OnHit to lose durability
            }

            return damage;
        }

        public virtual int AbsorbDamage(Mobile attacker, Mobile defender, int damage)
        {
            if (Core.AOS)
                return AbsorbDamageAOS(attacker, defender, damage);

            double chance = Utility.RandomDouble();

            Item armorItem;

            if (chance < 0.07)
                armorItem = defender.NeckArmor;
            else if (chance < 0.14)
                armorItem = defender.HandArmor;
            else if (chance < 0.28)
                armorItem = defender.ArmsArmor;
            else if (chance < 0.43)
                armorItem = defender.HeadArmor;
            else if (chance < 0.65)
                armorItem = defender.LegsArmor;
            else
                armorItem = defender.ChestArmor;

            IWearableDurability armor = armorItem as IWearableDurability;

            if (armor != null)
                damage = armor.OnHit(this, damage);

            BaseShield shield = defender.FindItemOnLayer(Layer.TwoHanded) as BaseShield;
            if (shield != null)
                damage = shield.OnHit(this, damage);

            int virtualArmor = defender.VirtualArmor + defender.VirtualArmorMod;

            if (virtualArmor > 0)
            {
                double scalar;

                if (chance < 0.14)
                    scalar = 0.07;
                else if (chance < 0.28)
                    scalar = 0.14;
                else if (chance < 0.43)
                    scalar = 0.15;
                else if (chance < 0.65)
                    scalar = 0.22;
                else
                    scalar = 0.35;

                int from = (int)(virtualArmor * scalar) / 2;
                int to = (int)(virtualArmor * scalar);

                damage -= Utility.Random(from, (to - from) + 1);
            }

            return damage;
        }

        public virtual int GetPackInstinctBonus(Mobile attacker, Mobile defender)
        {
            if (attacker.Player || defender.Player)
                return 0;

            BaseCreature bc = attacker as BaseCreature;

            if (bc == null || bc.PackInstinct == PackInstinct.None || (!bc.Controlled && !bc.Summoned))
                return 0;

            Mobile master = bc.ControlMaster;

            if (master == null)
                master = bc.SummonMaster;

            if (master == null)
                return 0;

            int inPack = 1;

            foreach (Mobile m in defender.GetMobilesInRange(1))
            {
                if (m != attacker && m is BaseCreature)
                {
                    BaseCreature tc = (BaseCreature)m;

                    if ((tc.PackInstinct & bc.PackInstinct) == 0 || (!tc.Controlled && !tc.Summoned))
                        continue;

                    Mobile theirMaster = tc.ControlMaster;

                    if (theirMaster == null)
                        theirMaster = tc.SummonMaster;

                    if (master == theirMaster && tc.Combatant == defender)
                        ++inPack;
                }
            }

            if (inPack >= 5)
                return 100;
            else if (inPack >= 4)
                return 75;
            else if (inPack >= 3)
                return 50;
            else if (inPack >= 2)
                return 25;

            return 0;
        }

        private static bool m_InDoubleStrike;

        public static bool InDoubleStrike
        {
            get { return m_InDoubleStrike; }
            set { m_InDoubleStrike = value; }
        }

        public virtual void OnHit(Mobile attacker, Mobile defender)
        {
            OnHit(attacker, defender, 1.0);
        }

        public virtual void OnHit(Mobile attacker, Mobile defender, double damageBonus)
        {
            if (MirrorImage.HasClone(defender) && (defender.Skills.Ninjitsu.Value / 150.0) > Utility.RandomDouble())
            {
                Clone bc;

                foreach (Mobile m in defender.GetMobilesInRange(4))
                {
                    bc = m as Clone;

                    if (bc != null && bc.Summoned && bc.SummonMaster == defender)
                    {
                        attacker.SendLocalizedMessage(1063141); // Your attack has been diverted to a nearby mirror image of your target!
                        defender.SendLocalizedMessage(1063140); // You manage to divert the attack onto one of your nearby mirror images.

                        /*
                         * TODO: What happens if the Clone parries a blow?
                         * And what about if the attacker is using Honorable Execution
                         * and kills it?
                         */

                        defender = m;
                        break;
                    }
                }
            }

            PlaySwingAnimation(attacker);
            PlayHurtAnimation(defender);

            attacker.PlaySound(GetHitAttackSound(attacker, defender));
            defender.PlaySound(GetHitDefendSound(attacker, defender));

            int damage = ComputeDamage(attacker, defender);

            #region Damage Multipliers
            /*
			 * The following damage bonuses multiply damage by a factor.
			 * Capped at x3 (300%).
			 */
            //double factor = 1.0;
            int percentageBonus = 0;

            WeaponAbility a = WeaponAbility.GetCurrentAbility(attacker);
            SpecialMove move = SpecialMove.GetCurrentMove(attacker);

            if (a != null)
            {
                //factor *= a.DamageScalar;
                percentageBonus += (int)(a.DamageScalar * 100) - 100;
            }

            if (move != null)
            {
                //factor *= move.GetDamageScalar( attacker, defender );
                percentageBonus += (int)(move.GetDamageScalar(attacker, defender) * 100) - 100;
            }

            //factor *= damageBonus;
            percentageBonus += (int)(damageBonus * 100) - 100;

            CheckSlayerResult cs = CheckSlayers(attacker, defender);

            if (cs != CheckSlayerResult.None)
            {
                if (cs == CheckSlayerResult.Slayer)
                    defender.FixedEffect(0x37B9, 10, 5);

                //factor *= 2.0;
                percentageBonus += 100;
            }

            if (!attacker.Player)
            {
                if (defender is PlayerMobile)
                {
                    PlayerMobile pm = (PlayerMobile)defender;

                    if (pm.EnemyOfOneType != null && pm.EnemyOfOneType != attacker.GetType())
                    {
                        //factor *= 2.0;
                        percentageBonus += 100;
                    }
                }
            }
            else if (!defender.Player)
            {
                if (attacker is PlayerMobile)
                {
                    PlayerMobile pm = (PlayerMobile)attacker;

                    if (pm.WaitingForEnemy)
                    {
                        pm.EnemyOfOneType = defender.GetType();
                        pm.WaitingForEnemy = false;
                    }

                    if (pm.EnemyOfOneType == defender.GetType())
                    {
                        defender.FixedEffect(0x37B9, 10, 5, 1160, 0);
                        //factor *= 1.5;
                        percentageBonus += 50;
                    }
                }
            }

            int packInstinctBonus = GetPackInstinctBonus(attacker, defender);

            if (packInstinctBonus != 0)
            {
                //factor *= 1.0 + (double)packInstinctBonus / 100.0;
                percentageBonus += packInstinctBonus;
            }

            if (m_InDoubleStrike)
            {
                //factor *= 0.9; // 10% loss when attacking with double-strike
                percentageBonus -= 10;
            }

            TransformContext context = TransformationSpellHelper.GetContext(defender);

            if ((m_Slayer == SlayerName.Silver || m_Slayer2 == SlayerName.Silver) && context != null && context.Spell is NecromancerSpell && context.Type != typeof(HorrificBeastSpell))
            {
                //factor *= 1.25; // Every necromancer transformation other than horrific beast takes an additional 25% damage
                percentageBonus += 25;
            }

            if (attacker is PlayerMobile && !(Core.ML && defender is PlayerMobile))
            {
                PlayerMobile pmAttacker = (PlayerMobile)attacker;

                if (pmAttacker.HonorActive && pmAttacker.InRange(defender, 1))
                {
                    //factor *= 1.25;
                    percentageBonus += 25;
                }

                if (pmAttacker.SentHonorContext != null && pmAttacker.SentHonorContext.Target == defender)
                {
                    //pmAttacker.SentHonorContext.ApplyPerfectionDamageBonus( ref factor );
                    percentageBonus += pmAttacker.SentHonorContext.PerfectionDamageBonus;
                }
            }

            //if ( factor > 3.0 )
            //	factor = 3.0;

            #region Mondain's Legacy
            if (Core.ML)
            {
                BaseTalisman talisman = attacker.Talisman as BaseTalisman;

                if (talisman != null && talisman.Killer != null)
                    percentageBonus += talisman.Killer.DamageBonus(defender);

                if (this is ButchersWarCleaver)
                {
                    if (defender is Bull || defender is Cow || defender is Gaman)
                        percentageBonus += 100;
                }
            }
            #endregion

            percentageBonus = Math.Min(percentageBonus, 300);

            //damage = (int)(damage * factor);
            damage = AOS.Scale(damage, 100 + percentageBonus);
            #endregion

            if (attacker is BaseCreature)
                ((BaseCreature)attacker).AlterMeleeDamageTo(defender, ref damage);

            if (defender is BaseCreature)
                ((BaseCreature)defender).AlterMeleeDamageFrom(attacker, ref damage);

            damage = AbsorbDamage(attacker, defender, damage);

            if (!Core.AOS && damage < 1)
                damage = 1;
            else if (Core.AOS && damage == 0) // parried
            {
                if (a != null && a.Validate(attacker) /*&& a.CheckMana( attacker, true )*/ ) // Parried special moves have no mana cost 
                {
                    a = null;
                    WeaponAbility.ClearCurrentAbility(attacker);

                    attacker.SendLocalizedMessage(1061140); // Your attack was parried!
                }
            }

            #region Mondain's Legacy
            if (m_Immolating)
            {
                int d = ImmolatingWeaponSpell.GetDamage(this);
                d = AOS.Damage(defender, attacker, d, 0, 100, 0, 0, 0);

                AttuneWeaponSpell.TryAbsorb(defender, ref d);

                if (d > 0)
                    defender.Damage(d);
            }
            #endregion

            AddBlood(attacker, defender, damage);

            int phys, fire, cold, pois, nrgy, chaos, direct;

            GetDamageTypes(attacker, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);

            if (Core.ML && this is BaseRanged)
            {
                BaseQuiver quiver = attacker.FindItemOnLayer(Layer.Cloak) as BaseQuiver;

                if (quiver != null)
                    quiver.AlterBowDamage(ref phys, ref fire, ref cold, ref pois, ref nrgy, ref chaos, ref direct);
            }

            if (m_Consecrated)
            {
                phys = defender.PhysicalResistance;
                fire = defender.FireResistance;
                cold = defender.ColdResistance;
                pois = defender.PoisonResistance;
                nrgy = defender.EnergyResistance;

                int low = phys, type = 0;

                if (fire < low) { low = fire; type = 1; }
                if (cold < low) { low = cold; type = 2; }
                if (pois < low) { low = pois; type = 3; }
                if (nrgy < low) { low = nrgy; type = 4; }

                phys = fire = cold = pois = nrgy = chaos = direct = 0;

                if (type == 0) phys = 100;
                else if (type == 1) fire = 100;
                else if (type == 2) cold = 100;
                else if (type == 3) pois = 100;
                else if (type == 4) nrgy = 100;
            }

            int damageGiven = damage;

            if (a != null && !a.OnBeforeDamage(attacker, defender))
            {
                WeaponAbility.ClearCurrentAbility(attacker);
                a = null;
            }

            if (move != null && !move.OnBeforeDamage(attacker, defender))
            {
                SpecialMove.ClearCurrentMove(attacker);
                move = null;
            }

            bool ignoreArmor = (a is ArmorIgnore || (move != null && move.IgnoreArmor(attacker)));

            damageGiven = AOS.Damage(defender, attacker, damage, ignoreArmor, phys, fire, cold, pois, nrgy, chaos, direct, false, this is BaseRanged);

            double propertyBonus = (move == null) ? 1.0 : move.GetPropertyBonus(attacker);

            if (Core.AOS)
            {
                int lifeLeech = 0;
                int stamLeech = 0;
                int manaLeech = 0;
                int wraithLeech = 0;

                // Mondain's Legacy Mod
                if ((int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLeechHits) * propertyBonus) > Utility.Random(100))
                    lifeLeech += 30; // HitLeechHits% chance to leech 30% of damage as hit points

                // Mondain's Legacy Mod
                if ((int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLeechStam) * propertyBonus) > Utility.Random(100))
                    stamLeech += 100; // HitLeechStam% chance to leech 100% of damage as stamina

                // Mondain's Legacy Mod
                if ((int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLeechMana) * propertyBonus) > Utility.Random(100))
                    manaLeech += 40; // HitLeechMana% chance to leech 40% of damage as mana

                if (m_Cursed)
                    lifeLeech += 50; // Additional 50% life leech for cursed weapons (necro spell)

                context = TransformationSpellHelper.GetContext(attacker);

                if (context != null && context.Type == typeof(VampiricEmbraceSpell))
                    lifeLeech += 20; // Vampiric embrace gives an additional 20% life leech

                if (context != null && context.Type == typeof(WraithFormSpell))
                {
                    wraithLeech = (5 + (int)((15 * attacker.Skills.SpiritSpeak.Value) / 100)); // Wraith form gives an additional 5-20% mana leech

                    // Mana leeched by the Wraith Form spell is actually stolen, not just leeched.
                    defender.Mana -= AOS.Scale(damageGiven, wraithLeech);

                    manaLeech += wraithLeech;
                }

                if (lifeLeech != 0)
                    attacker.Hits += AOS.Scale(damageGiven, lifeLeech);

                if (stamLeech != 0)
                    attacker.Stam += AOS.Scale(damageGiven, stamLeech);

                if (manaLeech != 0)
                    attacker.Mana += AOS.Scale(damageGiven, manaLeech);

                if (lifeLeech != 0 || stamLeech != 0 || manaLeech != 0)
                    attacker.PlaySound(0x44D);
            }

            if (m_MaxHits > 0 && ((MaxRange <= 1 && (defender is Slime || defender is ToxicElemental)) || Utility.Random(25) == 0)) // Stratics says 50% chance, seems more like 4%..
            {
                if (MaxRange <= 1 && (defender is Slime || defender is ToxicElemental))
                    attacker.LocalOverheadMessage(MessageType.Regular, 0x3B2, 500263); // *Acid blood scars your weapon!*

                // Mondain's Legacy Sets
                if (Core.AOS && m_AosWeaponAttributes.SelfRepair + (IsSetItem && m_SetEquipped ? m_SetSelfRepair : 0) > Utility.Random(10))
                {
                    HitPoints += 2;
                }
                else
                {
                    if (m_Hits > 0)
                    {
                        --HitPoints;
                    }
                    else if (m_MaxHits > 1)
                    {
                        --MaxHitPoints;

                        if (Parent is Mobile)
                            ((Mobile)Parent).LocalOverheadMessage(MessageType.Regular, 0x3B2, 1061121); // Your equipment is severely damaged.
                    }
                    else
                    {
                        Delete();
                    }
                }
            }

            if (attacker is VampireBatFamiliar)
            {
                BaseCreature bc = (BaseCreature)attacker;
                Mobile caster = bc.ControlMaster;

                if (caster == null)
                    caster = bc.SummonMaster;

                if (caster != null && caster.Map == bc.Map && caster.InRange(bc, 2))
                    caster.Hits += damage;
                else
                    bc.Hits += damage;
            }

            if (Core.AOS)
            {
                // Mondain's Legacy Mod
                int physChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitPhysicalArea) * propertyBonus);
                int fireChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitFireArea) * propertyBonus);
                int coldChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitColdArea) * propertyBonus);
                int poisChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitPoisonArea) * propertyBonus);
                int nrgyChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitEnergyArea) * propertyBonus);

                if (physChance != 0 && physChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x10E, 50, 100, 0, 0, 0, 0);

                if (fireChance != 0 && fireChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x11D, 1160, 0, 100, 0, 0, 0);

                if (coldChance != 0 && coldChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x0FC, 2100, 0, 0, 100, 0, 0);

                if (poisChance != 0 && poisChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x205, 1166, 0, 0, 0, 100, 0);

                if (nrgyChance != 0 && nrgyChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x1F1, 120, 0, 0, 0, 0, 100);

                // Mondain's Legacy Mod
                int maChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitMagicArrow) * propertyBonus);
                int harmChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitHarm) * propertyBonus);
                int fireballChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitFireball) * propertyBonus);
                int lightningChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLightning) * propertyBonus);
                int dispelChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitDispel) * propertyBonus);

                if (maChance != 0 && maChance > Utility.Random(100))
                    DoMagicArrow(attacker, defender);

                if (harmChance != 0 && harmChance > Utility.Random(100))
                    DoHarm(attacker, defender);

                if (fireballChance != 0 && fireballChance > Utility.Random(100))
                    DoFireball(attacker, defender);

                if (lightningChance != 0 && lightningChance > Utility.Random(100))
                    DoLightning(attacker, defender);

                if (dispelChance != 0 && dispelChance > Utility.Random(100))
                    DoDispel(attacker, defender);

                // Mondain's Legacy Mod
                int laChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLowerAttack) * propertyBonus);
                int ldChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLowerDefend) * propertyBonus);

                if (laChance != 0 && laChance > Utility.Random(100))
                    DoLowerAttack(attacker, defender);

                if (ldChance != 0 && ldChance > Utility.Random(100))
                    DoLowerDefense(attacker, defender);
            }

            if (attacker is BaseCreature)
                ((BaseCreature)attacker).OnGaveMeleeAttack(defender);

            if (defender is BaseCreature)
                ((BaseCreature)defender).OnGotMeleeAttack(attacker);

            if (a != null)
                a.OnHit(attacker, defender, damage);

            if (move != null)
                move.OnHit(attacker, defender, damage);

            if (defender is IHonorTarget && ((IHonorTarget)defender).ReceivedHonorContext != null)
                ((IHonorTarget)defender).ReceivedHonorContext.OnTargetHit(attacker);

            if (!(this is BaseRanged))
            {
                if (AnimalForm.UnderTransformation(attacker, typeof(GiantSerpent)))
                    defender.ApplyPoison(attacker, Poison.Lesser);

                if (AnimalForm.UnderTransformation(defender, typeof(BullFrog)))
                    attacker.ApplyPoison(defender, Poison.Regular);
            }
        }

        public virtual double GetAosDamage(Mobile attacker, int bonus, int dice, int sides)
        {
            int damage = Utility.Dice(dice, sides, bonus) * 100;
            int damageBonus = 0;

            // Inscription bonus
            int inscribeSkill = attacker.Skills[SkillName.Inscribe].Fixed;

            damageBonus += inscribeSkill / 200;

            if (inscribeSkill >= 1000)
                damageBonus += 5;

            if (attacker.Player)
            {
                // Int bonus
                damageBonus += (attacker.Int / 10);

                // SDI bonus
                damageBonus += AosAttributes.GetValue(attacker, AosAttribute.SpellDamage);

                TransformContext context = TransformationSpellHelper.GetContext(attacker);

                if (context != null && context.Spell is ReaperFormSpell)
                    damageBonus += ((ReaperFormSpell)context.Spell).SpellDamageBonus;
            }

            damage = AOS.Scale(damage, 100 + damageBonus);

            return damage / 100;
        }

        #region Do<AoSEffect>
        public virtual void DoMagicArrow(Mobile attacker, Mobile defender)
        {
            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            double damage = GetAosDamage(attacker, 10, 1, 4);

            attacker.MovingParticles(defender, 0x36E4, 5, 0, false, true, 3006, 4006, 0);
            attacker.PlaySound(0x1E5);

            SpellHelper.Damage(TimeSpan.FromSeconds(1.0), defender, attacker, damage, 0, 100, 0, 0, 0);
        }

        public virtual void DoHarm(Mobile attacker, Mobile defender)
        {
            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            double damage = GetAosDamage(attacker, 17, 1, 5);

            if (!defender.InRange(attacker, 2))
                damage *= 0.25; // 1/4 damage at > 2 tile range
            else if (!defender.InRange(attacker, 1))
                damage *= 0.50; // 1/2 damage at 2 tile range

            defender.FixedParticles(0x374A, 10, 30, 5013, 1153, 2, EffectLayer.Waist);
            defender.PlaySound(0x0FC);

            SpellHelper.Damage(TimeSpan.Zero, defender, attacker, damage, 0, 0, 100, 0, 0);
        }

        public virtual void DoFireball(Mobile attacker, Mobile defender)
        {
            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            double damage = GetAosDamage(attacker, 19, 1, 5);

            attacker.MovingParticles(defender, 0x36D4, 7, 0, false, true, 9502, 4019, 0x160);
            attacker.PlaySound(0x15E);

            SpellHelper.Damage(TimeSpan.FromSeconds(1.0), defender, attacker, damage, 0, 100, 0, 0, 0);
        }

        public virtual void DoLightning(Mobile attacker, Mobile defender)
        {
            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            double damage = GetAosDamage(attacker, 23, 1, 4);

            defender.BoltEffect(0);

            SpellHelper.Damage(TimeSpan.Zero, defender, attacker, damage, 0, 0, 0, 0, 100);
        }

        public virtual void DoDispel(Mobile attacker, Mobile defender)
        {
            bool dispellable = false;

            if (defender is BaseCreature)
                dispellable = ((BaseCreature)defender).Summoned && !((BaseCreature)defender).IsAnimatedDead;

            if (!dispellable)
                return;

            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            Spells.MagerySpell sp = new Spells.Sixth.DispelSpell(attacker, null);

            if (sp.CheckResisted(defender))
            {
                defender.FixedEffect(0x3779, 10, 20);
            }
            else
            {
                Effects.SendLocationParticles(EffectItem.Create(defender.Location, defender.Map, EffectItem.DefaultDuration), 0x3728, 8, 20, 5042);
                Effects.PlaySound(defender, defender.Map, 0x201);

                defender.Delete();
            }
        }

        public virtual void DoLowerAttack(Mobile from, Mobile defender)
        {
            if (HitLower.ApplyAttack(defender))
            {
                defender.PlaySound(0x28E);
                Effects.SendTargetEffect(defender, 0x37BE, 1, 4, 0xA, 3);
            }
        }

        public virtual void DoLowerDefense(Mobile from, Mobile defender)
        {
            if (HitLower.ApplyDefense(defender))
            {
                defender.PlaySound(0x28E);
                Effects.SendTargetEffect(defender, 0x37BE, 1, 4, 0x23, 3);
            }
        }

        public virtual void DoAreaAttack(Mobile from, Mobile defender, int sound, int hue, int phys, int fire, int cold, int pois, int nrgy)
        {
            Map map = from.Map;

            if (map == null)
                return;

            List<Mobile> list = new List<Mobile>();

            foreach (Mobile m in from.GetMobilesInRange(10))
            {
                if (from != m && defender != m && SpellHelper.ValidIndirectTarget(from, m) && from.CanBeHarmful(m, false) && (!Core.ML || from.InLOS(m)))
                    list.Add(m);
            }

            if (list.Count == 0)
                return;

            Effects.PlaySound(from.Location, map, sound);

            // TODO: What is the damage calculation?

            for (int i = 0; i < list.Count; ++i)
            {
                Mobile m = list[i];

                double scalar = (11 - from.GetDistanceToSqrt(m)) / 10;

                if (scalar > 1.0)
                    scalar = 1.0;
                else if (scalar < 0.0)
                    continue;

                from.DoHarmful(m, true);
                m.FixedEffect(0x3779, 1, 15, hue, 0);
                AOS.Damage(m, from, (int)(GetBaseDamage(from) * scalar), phys, fire, cold, pois, nrgy);
            }
        }
        #endregion

        public virtual CheckSlayerResult CheckSlayers(Mobile attacker, Mobile defender)
        {
            BaseWeapon atkWeapon = attacker.Weapon as BaseWeapon;
            SlayerEntry atkSlayer = SlayerGroup.GetEntryByName(atkWeapon.Slayer);
            SlayerEntry atkSlayer2 = SlayerGroup.GetEntryByName(atkWeapon.Slayer2);

            if (atkSlayer != null && atkSlayer.Slays(defender) || atkSlayer2 != null && atkSlayer2.Slays(defender))
                return CheckSlayerResult.Slayer;

            BaseTalisman talisman = attacker.Talisman as BaseTalisman;

            if (talisman != null && TalismanSlayer.Slays(talisman.Slayer, defender))
                return CheckSlayerResult.Slayer;

            if (!Core.SE)
            {
                ISlayer defISlayer = Spellbook.FindEquippedSpellbook(defender);

                if (defISlayer == null)
                    defISlayer = defender.Weapon as ISlayer;

                if (defISlayer != null)
                {
                    SlayerEntry defSlayer = SlayerGroup.GetEntryByName(defISlayer.Slayer);
                    SlayerEntry defSlayer2 = SlayerGroup.GetEntryByName(defISlayer.Slayer2);

                    if (defSlayer != null && defSlayer.Group.OppositionSuperSlays(attacker) || defSlayer2 != null && defSlayer2.Group.OppositionSuperSlays(attacker))
                        return CheckSlayerResult.Opposition;
                }
            }

            return CheckSlayerResult.None;
        }

        public virtual void AddBlood(Mobile attacker, Mobile defender, int damage)
        {
            if (damage > 0)
            {
                new Blood().MoveToWorld(defender.Location, defender.Map);

                int extraBlood = (Core.SE ? Utility.RandomMinMax(3, 4) : Utility.RandomMinMax(0, 1));

                for (int i = 0; i < extraBlood; i++)
                {
                    new Blood().MoveToWorld(new Point3D(
                        defender.X + Utility.RandomMinMax(-1, 1),
                        defender.Y + Utility.RandomMinMax(-1, 1),
                        defender.Z), defender.Map);
                }
            }
        }

        public virtual void GetDamageTypes(Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct)
        {
            if (wielder is BaseCreature)
            {
                BaseCreature bc = (BaseCreature)wielder;

                phys = bc.PhysicalDamage;
                fire = bc.FireDamage;
                cold = bc.ColdDamage;
                pois = bc.PoisonDamage;
                nrgy = bc.EnergyDamage;
                chaos = bc.ChaosDamage;
                direct = bc.DirectDamage;
            }
            else
            {
                fire = m_AosElementDamages.Fire;
                cold = m_AosElementDamages.Cold;
                pois = m_AosElementDamages.Poison;
                nrgy = m_AosElementDamages.Energy;
                chaos = m_AosElementDamages.Chaos;
                direct = m_AosElementDamages.Direct;

                phys = 100 - fire - cold - pois - nrgy - chaos - direct;

                CraftResourceInfo resInfo = CraftResources.GetInfo(m_Resource);

                if (resInfo != null)
                {
                    CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

                    if (attrInfo != null)
                    {
                        int left = phys;

                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponColdDamage, ref cold, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponEnergyDamage, ref nrgy, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponFireDamage, ref fire, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponPoisonDamage, ref pois, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponChaosDamage, ref chaos, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponDirectDamage, ref direct, left);

                        phys = left;
                    }
                }
            }
        }

        private int ApplyCraftAttributeElementDamage(int attrDamage, ref int element, int totalRemaining)
        {
            if (totalRemaining <= 0)
                return 0;

            if (attrDamage <= 0)
                return totalRemaining;

            int appliedDamage = attrDamage;

            if ((appliedDamage + element) > 100)
                appliedDamage = 100 - element;

            if (appliedDamage > totalRemaining)
                appliedDamage = totalRemaining;

            element += appliedDamage;

            return totalRemaining - appliedDamage;
        }

        public virtual void OnMiss(Mobile attacker, Mobile defender)
        {
            PlaySwingAnimation(attacker);
            attacker.PlaySound(GetMissAttackSound(attacker, defender));
            defender.PlaySound(GetMissDefendSound(attacker, defender));

            WeaponAbility ability = WeaponAbility.GetCurrentAbility(attacker);

            if (ability != null)
                ability.OnMiss(attacker, defender);

            SpecialMove move = SpecialMove.GetCurrentMove(attacker);

            if (move != null)
                move.OnMiss(attacker, defender);

            if (defender is IHonorTarget && ((IHonorTarget)defender).ReceivedHonorContext != null)
                ((IHonorTarget)defender).ReceivedHonorContext.OnTargetMissed(attacker);
        }

        public virtual void GetBaseDamageRange(Mobile attacker, out int min, out int max)
        {
            if (attacker is BaseCreature)
            {
                BaseCreature c = (BaseCreature)attacker;

                if (c.DamageMin >= 0)
                {
                    min = c.DamageMin;
                    max = c.DamageMax;
                    return;
                }

                if (this is Fists && !attacker.Body.IsHuman)
                {
                    min = attacker.Str / 28;
                    max = attacker.Str / 28;
                    return;
                }
            }

            min = MinDamage;
            max = MaxDamage;
        }

        public virtual double GetBaseDamage(Mobile attacker)
        {
            int min, max;

            GetBaseDamageRange(attacker, out min, out max);

            return Utility.RandomMinMax(min, max);
        }

        public virtual double GetBonus(double value, double scalar, double threshold, double offset)
        {
            double bonus = value * scalar;

            if (value >= threshold)
                bonus += offset;

            return bonus / 100;
        }

        public virtual int GetHitChanceBonus()
        {
            if (!Core.AOS)
                return 0;

            int bonus = 0;

            switch (m_AccuracyLevel)
            {
                case WeaponAccuracyLevel.Accurate: bonus += 02; break;
                case WeaponAccuracyLevel.Surpassingly: bonus += 04; break;
                case WeaponAccuracyLevel.Eminently: bonus += 06; break;
                case WeaponAccuracyLevel.Exceedingly: bonus += 08; break;
                case WeaponAccuracyLevel.Supremely: bonus += 10; break;
            }

            return bonus;
        }

        public virtual int GetDamageBonus()
        {
            int bonus = VirtualDamageBonus;

            switch (m_Quality)
            {
                case WeaponQuality.Low: bonus -= 20; break;
                case WeaponQuality.Exceptional: bonus += 20; break;
            }

            switch (m_DamageLevel)
            {
                case WeaponDamageLevel.Ruin: bonus += 15; break;
                case WeaponDamageLevel.Might: bonus += 20; break;
                case WeaponDamageLevel.Force: bonus += 25; break;
                case WeaponDamageLevel.Power: bonus += 30; break;
                case WeaponDamageLevel.Vanq: bonus += 35; break;
            }

            return bonus;
        }

        public virtual void GetStatusDamage(Mobile from, out int min, out int max)
        {
            int baseMin, baseMax;

            GetBaseDamageRange(from, out baseMin, out baseMax);

            if (Core.AOS)
            {
                min = Math.Max((int)ScaleDamageAOS(from, baseMin, false), 1);
                max = Math.Max((int)ScaleDamageAOS(from, baseMax, false), 1);
            }
            else
            {
                min = Math.Max((int)ScaleDamageOld(from, baseMin, false), 1);
                max = Math.Max((int)ScaleDamageOld(from, baseMax, false), 1);
            }
        }

        public virtual double ScaleDamageAOS(Mobile attacker, double damage, bool checkSkills)
        {
            if (checkSkills)
            {
                attacker.CheckSkill(SkillName.Tactics, 0.0, attacker.Skills[SkillName.Tactics].Cap); // Passively check tactics for gain
                attacker.CheckSkill(SkillName.Anatomy, 0.0, attacker.Skills[SkillName.Anatomy].Cap); // Passively check Anatomy for gain

                if (Type == WeaponType.Axe)
                    attacker.CheckSkill(SkillName.Lumberjacking, 0.0, 100.0); // Passively check Lumberjacking for gain
            }

            #region Physical bonuses
            /*
			 * These are the bonuses given by the physical characteristics of the mobile.
			 * No caps apply.
			 */
            double strengthBonus = GetBonus(attacker.Str, 0.300, 100.0, 5.00);
            double anatomyBonus = GetBonus(attacker.Skills[SkillName.Anatomy].Value, 0.500, 100.0, 5.00);
            double tacticsBonus = GetBonus(attacker.Skills[SkillName.Tactics].Value, 0.625, 100.0, 6.25);
            double lumberBonus = GetBonus(attacker.Skills[SkillName.Lumberjacking].Value, 0.200, 100.0, 10.00);

            if (Type != WeaponType.Axe)
                lumberBonus = 0.0;
            #endregion

            #region Modifiers
            /*
			 * The following are damage modifiers whose effect shows on the status bar.
			 * Capped at 100% total.
			 */
            int damageBonus = AosAttributes.GetValue(attacker, AosAttribute.WeaponDamage);

            // Horrific Beast transformation gives a +25% bonus to damage.
            if (TransformationSpellHelper.UnderTransformation(attacker, typeof(HorrificBeastSpell)))
                damageBonus += 25;

            // Divine Fury gives a +10% bonus to damage.
            if (Spells.Chivalry.DivineFurySpell.UnderEffect(attacker))
                damageBonus += 10;

            int defenseMasteryMalus = 0;

            // Defense Mastery gives a -50%/-80% malus to damage.
            if (Server.Items.DefenseMastery.GetMalus(attacker, ref defenseMasteryMalus))
                damageBonus -= defenseMasteryMalus;

            int discordanceEffect = 0;

            // Discordance gives a -2%/-48% malus to damage.
            if (SkillHandlers.Discordance.GetEffect(attacker, ref discordanceEffect))
                damageBonus -= discordanceEffect * 2;

            if (damageBonus > 100)
                damageBonus = 100;
            #endregion

            double totalBonus = strengthBonus + anatomyBonus + tacticsBonus + lumberBonus + ((double)(GetDamageBonus() + damageBonus) / 100.0);

            return damage + (int)(damage * totalBonus);
        }

        public virtual int VirtualDamageBonus { get { return 0; } }

        public virtual int ComputeDamageAOS(Mobile attacker, Mobile defender)
        {
            return (int)ScaleDamageAOS(attacker, GetBaseDamage(attacker), true);
        }

        public virtual double ScaleDamageOld(Mobile attacker, double damage, bool checkSkills)
        {
            if (checkSkills)
            {
                attacker.CheckSkill(SkillName.Tactics, 0.0, attacker.Skills[SkillName.Tactics].Cap); // Passively check tactics for gain
                attacker.CheckSkill(SkillName.Anatomy, 0.0, attacker.Skills[SkillName.Anatomy].Cap); // Passively check Anatomy for gain

                if (Type == WeaponType.Axe)
                    attacker.CheckSkill(SkillName.Lumberjacking, 0.0, 100.0); // Passively check Lumberjacking for gain
            }

            /* Compute tactics modifier
             * :   0.0 = 50% loss
             * :  50.0 = unchanged
             * : 100.0 = 50% bonus
             */
            double tacticsBonus = (attacker.Skills[SkillName.Tactics].Value - 50.0) / 100.0;

            /* Compute strength modifier
             * : 1% bonus for every 5 strength
             */
            double strBonus = (attacker.Str / 5.0) / 100.0;

            /* Compute anatomy modifier
             * : 1% bonus for every 5 points of anatomy
             * : +10% bonus at Grandmaster or higher
             */
            double anatomyValue = attacker.Skills[SkillName.Anatomy].Value;
            double anatomyBonus = (anatomyValue / 5.0) / 100.0;

            if (anatomyValue >= 100.0)
                anatomyBonus += 0.1;

            /* Compute lumberjacking bonus
             * : 1% bonus for every 5 points of lumberjacking
             * : +10% bonus at Grandmaster or higher
             */
            double lumberBonus;

            if (Type == WeaponType.Axe)
            {
                double lumberValue = attacker.Skills[SkillName.Lumberjacking].Value;

                lumberBonus = (lumberValue / 5.0) / 100.0;

                if (lumberValue >= 100.0)
                    lumberBonus += 0.1;
            }
            else
            {
                lumberBonus = 0.0;
            }

            // New quality bonus:
            double qualityBonus = ((int)m_Quality - 1) * 0.2;

            // Apply bonuses
            damage += (damage * tacticsBonus) + (damage * strBonus) + (damage * anatomyBonus) + (damage * lumberBonus) + (damage * qualityBonus) + ((damage * VirtualDamageBonus) / 100);

            // Old quality bonus:
#if false
			/* Apply quality offset
			 * : Low         : -4
			 * : Regular     :  0
			 * : Exceptional : +4
			 */
			damage += ((int)m_Quality - 1) * 4.0;
#endif

            /* Apply damage level offset
			 * : Regular : 0
			 * : Ruin    : 1
			 * : Might   : 3
			 * : Force   : 5
			 * : Power   : 7
			 * : Vanq    : 9
			 */
            if (m_DamageLevel != WeaponDamageLevel.Regular)
                damage += (2.0 * (int)m_DamageLevel) - 1.0;

            // Halve the computed damage and return
            damage /= 2.0;

            return ScaleDamageByDurability((int)damage);
        }

        public virtual int ScaleDamageByDurability(int damage)
        {
            int scale = 100;

            if (m_MaxHits > 0 && m_Hits < m_MaxHits)
                scale = 50 + ((50 * m_Hits) / m_MaxHits);

            return AOS.Scale(damage, scale);
        }

        public virtual int ComputeDamage(Mobile attacker, Mobile defender)
        {
            if (Core.AOS)
                return ComputeDamageAOS(attacker, defender);

            return (int)ScaleDamageOld(attacker, GetBaseDamage(attacker), true);
        }

        public virtual void PlayHurtAnimation(Mobile from)
        {
            int action;
            int frames;

            switch (from.Body.Type)
            {
                case BodyType.Sea:
                case BodyType.Animal:
                    {
                        action = 7;
                        frames = 5;
                        break;
                    }
                case BodyType.Monster:
                    {
                        action = 10;
                        frames = 4;
                        break;
                    }
                case BodyType.Human:
                    {
                        action = 20;
                        frames = 5;
                        break;
                    }
                default: return;
            }

            if (from.Mounted)
                return;

            from.Animate(action, frames, 1, true, false, 0);
        }

        public virtual void PlaySwingAnimation(Mobile from)
        {
            int action;

            switch (from.Body.Type)
            {
                case BodyType.Sea:
                case BodyType.Animal:
                    {
                        action = Utility.Random(5, 2);
                        break;
                    }
                case BodyType.Monster:
                    {
                        switch (Animation)
                        {
                            default:
                            case WeaponAnimation.Wrestle:
                            case WeaponAnimation.Bash1H:
                            case WeaponAnimation.Pierce1H:
                            case WeaponAnimation.Slash1H:
                            case WeaponAnimation.Bash2H:
                            case WeaponAnimation.Pierce2H:
                            case WeaponAnimation.Slash2H: action = Utility.Random(4, 3); break;
                            case WeaponAnimation.ShootBow: return; // 7
                            case WeaponAnimation.ShootXBow: return; // 8
                        }

                        break;
                    }
                case BodyType.Human:
                    {
                        if (!from.Mounted)
                        {
                            action = (int)Animation;
                        }
                        else
                        {
                            switch (Animation)
                            {
                                default:
                                case WeaponAnimation.Wrestle:
                                case WeaponAnimation.Bash1H:
                                case WeaponAnimation.Pierce1H:
                                case WeaponAnimation.Slash1H: action = 26; break;
                                case WeaponAnimation.Bash2H:
                                case WeaponAnimation.Pierce2H:
                                case WeaponAnimation.Slash2H: action = 29; break;
                                case WeaponAnimation.ShootBow: action = 27; break;
                                case WeaponAnimation.ShootXBow: action = 28; break;
                            }
                        }

                        break;
                    }
                default: return;
            }

            from.Animate(action, 7, 1, true, false, 0);
        }

        #region Serialization/Deserialization
        private static void SetSaveFlag(ref SaveFlag flags, SaveFlag toSet, bool setIf)
        {
            if (setIf)
                flags |= toSet;
        }

        private static bool GetSaveFlag(SaveFlag flags, SaveFlag toGet)
        {
            return ((flags & toGet) != 0);
        }

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);

            writer.Write((int)13); // version

            writer.Write((Mobile)m_BlessedBy); // personal bless deed

            #region Veteran Rewards Version 11
            writer.Write((string)m_EngravedText);
            #endregion

            #region Mondain's Legacy version 10
            writer.Write((int)m_Slayer3);
            #endregion

            #region Mondain's Legacy Sets version 9
            SetFlag sflags = SetFlag.None;

            SetSaveFlag(ref sflags, SetFlag.Attributes, !m_SetAttributes.IsEmpty);
            SetSaveFlag(ref sflags, SetFlag.SkillBonuses, !m_SetSkillBonuses.IsEmpty);
            SetSaveFlag(ref sflags, SetFlag.Hue, m_SetHue != 0);
            SetSaveFlag(ref sflags, SetFlag.LastEquipped, m_LastEquipped);
            SetSaveFlag(ref sflags, SetFlag.SetEquipped, m_SetEquipped);
            SetSaveFlag(ref sflags, SetFlag.SetSelfRepair, m_SetSelfRepair != 0);

            writer.WriteEncodedInt((int)sflags);

            if (GetSaveFlag(sflags, SetFlag.Attributes))
                m_SetAttributes.Serialize(writer);

            if (GetSaveFlag(sflags, SetFlag.SkillBonuses))
                m_SetSkillBonuses.Serialize(writer);

            if (GetSaveFlag(sflags, SetFlag.Hue))
                writer.Write((int)m_SetHue);

            if (GetSaveFlag(sflags, SetFlag.LastEquipped))
                writer.Write((bool)m_LastEquipped);

            if (GetSaveFlag(sflags, SetFlag.SetEquipped))
                writer.Write((bool)m_SetEquipped);

            if (GetSaveFlag(sflags, SetFlag.SetSelfRepair))
                writer.WriteEncodedInt((int)m_SetSelfRepair);
            #endregion

            SaveFlag flags = SaveFlag.None;

            SetSaveFlag(ref flags, SaveFlag.DamageLevel, m_DamageLevel != WeaponDamageLevel.Regular);
            SetSaveFlag(ref flags, SaveFlag.AccuracyLevel, m_AccuracyLevel != WeaponAccuracyLevel.Regular);
            SetSaveFlag(ref flags, SaveFlag.DurabilityLevel, m_DurabilityLevel != WeaponDurabilityLevel.Regular);
            SetSaveFlag(ref flags, SaveFlag.Quality, m_Quality != WeaponQuality.Regular);
            SetSaveFlag(ref flags, SaveFlag.Hits, m_Hits != 0);
            SetSaveFlag(ref flags, SaveFlag.MaxHits, m_MaxHits != 0);
            SetSaveFlag(ref flags, SaveFlag.Slayer, m_Slayer != SlayerName.None);
            SetSaveFlag(ref flags, SaveFlag.Poison, m_Poison != null);
            SetSaveFlag(ref flags, SaveFlag.PoisonCharges, m_PoisonCharges != 0);
            SetSaveFlag(ref flags, SaveFlag.Crafter, m_Crafter != null);
            SetSaveFlag(ref flags, SaveFlag.Identified, m_Identified != false);
            SetSaveFlag(ref flags, SaveFlag.StrReq, m_StrReq != -1);
            SetSaveFlag(ref flags, SaveFlag.DexReq, m_DexReq != -1);
            SetSaveFlag(ref flags, SaveFlag.IntReq, m_IntReq != -1);
            SetSaveFlag(ref flags, SaveFlag.MinDamage, m_MinDamage != -1);
            SetSaveFlag(ref flags, SaveFlag.MaxDamage, m_MaxDamage != -1);
            SetSaveFlag(ref flags, SaveFlag.HitSound, m_HitSound != -1);
            SetSaveFlag(ref flags, SaveFlag.MissSound, m_MissSound != -1);
            SetSaveFlag(ref flags, SaveFlag.Speed, m_Speed != -1);
            SetSaveFlag(ref flags, SaveFlag.MaxRange, m_MaxRange != -1);
            SetSaveFlag(ref flags, SaveFlag.Skill, m_Skill != (SkillName)(-1));
            SetSaveFlag(ref flags, SaveFlag.Type, m_Type != (WeaponType)(-1));
            SetSaveFlag(ref flags, SaveFlag.Animation, m_Animation != (WeaponAnimation)(-1));
            SetSaveFlag(ref flags, SaveFlag.Resource, m_Resource != CraftResource.Iron);
            SetSaveFlag(ref flags, SaveFlag.xAttributes, !m_AosAttributes.IsEmpty);
            SetSaveFlag(ref flags, SaveFlag.xWeaponAttributes, !m_AosWeaponAttributes.IsEmpty);
            SetSaveFlag(ref flags, SaveFlag.PlayerConstructed, m_PlayerConstructed);
            SetSaveFlag(ref flags, SaveFlag.SkillBonuses, !m_AosSkillBonuses.IsEmpty);
            SetSaveFlag(ref flags, SaveFlag.Slayer2, m_Slayer2 != SlayerName.None);
            SetSaveFlag(ref flags, SaveFlag.ElementalDamages, !m_AosElementDamages.IsEmpty);
            SetSaveFlag(ref flags, SaveFlag.EngravedText, !String.IsNullOrEmpty(m_EngravedText));

            writer.Write((int)flags);

            if (GetSaveFlag(flags, SaveFlag.DamageLevel))
                writer.Write((int)m_DamageLevel);

            if (GetSaveFlag(flags, SaveFlag.AccuracyLevel))
                writer.Write((int)m_AccuracyLevel);

            if (GetSaveFlag(flags, SaveFlag.DurabilityLevel))
                writer.Write((int)m_DurabilityLevel);

            if (GetSaveFlag(flags, SaveFlag.Quality))
                writer.Write((int)m_Quality);

            if (GetSaveFlag(flags, SaveFlag.Hits))
                writer.Write((int)m_Hits);

            if (GetSaveFlag(flags, SaveFlag.MaxHits))
                writer.Write((int)m_MaxHits);

            if (GetSaveFlag(flags, SaveFlag.Slayer))
                writer.Write((int)m_Slayer);

            if (GetSaveFlag(flags, SaveFlag.Poison))
                Poison.Serialize(m_Poison, writer);

            if (GetSaveFlag(flags, SaveFlag.PoisonCharges))
                writer.Write((int)m_PoisonCharges);

            if (GetSaveFlag(flags, SaveFlag.Crafter))
                writer.Write((Mobile)m_Crafter);

            if (GetSaveFlag(flags, SaveFlag.StrReq))
                writer.Write((int)m_StrReq);

            if (GetSaveFlag(flags, SaveFlag.DexReq))
                writer.Write((int)m_DexReq);

            if (GetSaveFlag(flags, SaveFlag.IntReq))
                writer.Write((int)m_IntReq);

            if (GetSaveFlag(flags, SaveFlag.MinDamage))
                writer.Write((int)m_MinDamage);

            if (GetSaveFlag(flags, SaveFlag.MaxDamage))
                writer.Write((int)m_MaxDamage);

            if (GetSaveFlag(flags, SaveFlag.HitSound))
                writer.Write((int)m_HitSound);

            if (GetSaveFlag(flags, SaveFlag.MissSound))
                writer.Write((int)m_MissSound);

            if (GetSaveFlag(flags, SaveFlag.Speed))
                writer.Write((float)m_Speed);

            if (GetSaveFlag(flags, SaveFlag.MaxRange))
                writer.Write((int)m_MaxRange);

            if (GetSaveFlag(flags, SaveFlag.Skill))
                writer.Write((int)m_Skill);

            if (GetSaveFlag(flags, SaveFlag.Type))
                writer.Write((int)m_Type);

            if (GetSaveFlag(flags, SaveFlag.Animation))
                writer.Write((int)m_Animation);

            if (GetSaveFlag(flags, SaveFlag.Resource))
                writer.Write((int)m_Resource);

            if (GetSaveFlag(flags, SaveFlag.xAttributes))
                m_AosAttributes.Serialize(writer);

            if (GetSaveFlag(flags, SaveFlag.xWeaponAttributes))
                m_AosWeaponAttributes.Serialize(writer);

            if (GetSaveFlag(flags, SaveFlag.SkillBonuses))
                m_AosSkillBonuses.Serialize(writer);

            if (GetSaveFlag(flags, SaveFlag.Slayer2))
                writer.Write((int)m_Slayer2);

            if (GetSaveFlag(flags, SaveFlag.ElementalDamages))
                m_AosElementDamages.Serialize(writer);

            if (GetSaveFlag(flags, SaveFlag.EngravedText))
                writer.Write((string)m_EngravedText);
        }

        [Flags]
        private enum SaveFlag
        {
            None = 0x00000000,
            DamageLevel = 0x00000001,
            AccuracyLevel = 0x00000002,
            DurabilityLevel = 0x00000004,
            Quality = 0x00000008,
            Hits = 0x00000010,
            MaxHits = 0x00000020,
            Slayer = 0x00000040,
            Poison = 0x00000080,
            PoisonCharges = 0x00000100,
            Crafter = 0x00000200,
            Identified = 0x00000400,
            StrReq = 0x00000800,
            DexReq = 0x00001000,
            IntReq = 0x00002000,
            MinDamage = 0x00004000,
            MaxDamage = 0x00008000,
            HitSound = 0x00010000,
            MissSound = 0x00020000,
            Speed = 0x00040000,
            MaxRange = 0x00080000,
            Skill = 0x00100000,
            Type = 0x00200000,
            Animation = 0x00400000,
            Resource = 0x00800000,
            xAttributes = 0x01000000,
            xWeaponAttributes = 0x02000000,
            PlayerConstructed = 0x04000000,
            SkillBonuses = 0x08000000,
            Slayer2 = 0x10000000,
            ElementalDamages = 0x20000000,
            EngravedText = 0x40000000
        }

        #region Mondain's Legacy Sets
        private static void SetSaveFlag(ref SetFlag flags, SetFlag toSet, bool setIf)
        {
            if (setIf)
                flags |= toSet;
        }

        private static bool GetSaveFlag(SetFlag flags, SetFlag toGet)
        {
            return ((flags & toGet) != 0);
        }

        [Flags]
        private enum SetFlag
        {
            None = 0x00000000,
            Attributes = 0x00000001,
            WeaponAttributes = 0x00000002,
            SkillBonuses = 0x00000004,
            Hue = 0x00000008,
            LastEquipped = 0x00000010,
            SetEquipped = 0x00000020,
            SetSelfRepair = 0x00000040,
        }
        #endregion

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);

            int version = reader.ReadInt();

            switch (version)
            {
                case 13:
                //personal bless deed
                case 12:
                    {
                        m_BlessedBy = reader.ReadMobile();
                        goto case 11;
                    }
                case 11:
                    #region Veteran Rewards
                    m_EngravedText = reader.ReadString();

                    goto case 10;
                    #endregion
                #region Mondain's Legacy
                case 10:
                    {
                        m_Slayer3 = (TalismanSlayerName)reader.ReadInt();
                        goto case 9;
                    }
                case 9:
                    {
                        SetFlag flags = (SetFlag)reader.ReadEncodedInt();

                        if (GetSaveFlag(flags, SetFlag.Attributes))
                            m_SetAttributes = new AosAttributes(this, reader);
                        else
                            m_SetAttributes = new AosAttributes(this);

                        if (GetSaveFlag(flags, SetFlag.WeaponAttributes))
                            m_SetSelfRepair = (new AosWeaponAttributes(this, reader)).SelfRepair;

                        if (GetSaveFlag(flags, SetFlag.SkillBonuses))
                            m_SetSkillBonuses = new AosSkillBonuses(this, reader);
                        else
                            m_SetSkillBonuses = new AosSkillBonuses(this);

                        if (GetSaveFlag(flags, SetFlag.Hue))
                            m_SetHue = reader.ReadInt();

                        if (GetSaveFlag(flags, SetFlag.LastEquipped))
                            m_LastEquipped = reader.ReadBool();

                        if (GetSaveFlag(flags, SetFlag.SetEquipped))
                            m_SetEquipped = reader.ReadBool();

                        if (GetSaveFlag(flags, SetFlag.SetSelfRepair))
                            m_SetSelfRepair = reader.ReadEncodedInt();

                        goto case 8;
                    }
                #endregion
                case 8:
                case 7:
                case 6:
                case 5:
                    {
                        SaveFlag flags = (SaveFlag)reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.DamageLevel))
                        {
                            m_DamageLevel = (WeaponDamageLevel)reader.ReadInt();

                            if (m_DamageLevel > WeaponDamageLevel.Vanq)
                                m_DamageLevel = WeaponDamageLevel.Ruin;
                        }

                        if (GetSaveFlag(flags, SaveFlag.AccuracyLevel))
                        {
                            m_AccuracyLevel = (WeaponAccuracyLevel)reader.ReadInt();

                            if (m_AccuracyLevel > WeaponAccuracyLevel.Supremely)
                                m_AccuracyLevel = WeaponAccuracyLevel.Accurate;
                        }

                        if (GetSaveFlag(flags, SaveFlag.DurabilityLevel))
                        {
                            m_DurabilityLevel = (WeaponDurabilityLevel)reader.ReadInt();

                            if (m_DurabilityLevel > WeaponDurabilityLevel.Indestructible)
                                m_DurabilityLevel = WeaponDurabilityLevel.Durable;
                        }

                        if (GetSaveFlag(flags, SaveFlag.Quality))
                            m_Quality = (WeaponQuality)reader.ReadInt();
                        else
                            m_Quality = WeaponQuality.Regular;

                        if (GetSaveFlag(flags, SaveFlag.Hits))
                            m_Hits = reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.MaxHits))
                            m_MaxHits = reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.Slayer))
                            m_Slayer = (SlayerName)reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.Poison))
                            m_Poison = Poison.Deserialize(reader);

                        if (GetSaveFlag(flags, SaveFlag.PoisonCharges))
                            m_PoisonCharges = reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.Crafter))
                            m_Crafter = reader.ReadMobile();

                        if (GetSaveFlag(flags, SaveFlag.Identified))
                            m_Identified = (version >= 6 || reader.ReadBool());

                        if (GetSaveFlag(flags, SaveFlag.StrReq))
                            m_StrReq = reader.ReadInt();
                        else
                            m_StrReq = -1;

                        if (GetSaveFlag(flags, SaveFlag.DexReq))
                            m_DexReq = reader.ReadInt();
                        else
                            m_DexReq = -1;

                        if (GetSaveFlag(flags, SaveFlag.IntReq))
                            m_IntReq = reader.ReadInt();
                        else
                            m_IntReq = -1;

                        if (GetSaveFlag(flags, SaveFlag.MinDamage))
                            m_MinDamage = reader.ReadInt();
                        else
                            m_MinDamage = -1;

                        if (GetSaveFlag(flags, SaveFlag.MaxDamage))
                            m_MaxDamage = reader.ReadInt();
                        else
                            m_MaxDamage = -1;

                        if (GetSaveFlag(flags, SaveFlag.HitSound))
                            m_HitSound = reader.ReadInt();
                        else
                            m_HitSound = -1;

                        if (GetSaveFlag(flags, SaveFlag.MissSound))
                            m_MissSound = reader.ReadInt();
                        else
                            m_MissSound = -1;

                        if (GetSaveFlag(flags, SaveFlag.Speed))
                        {
                            if (version < 13)
                                m_Speed = reader.ReadInt();
                            else
                                m_Speed = reader.ReadFloat();
                        }
                        else
                            m_Speed = -1;

                        if (GetSaveFlag(flags, SaveFlag.MaxRange))
                            m_MaxRange = reader.ReadInt();
                        else
                            m_MaxRange = -1;

                        if (GetSaveFlag(flags, SaveFlag.Skill))
                            m_Skill = (SkillName)reader.ReadInt();
                        else
                            m_Skill = (SkillName)(-1);

                        if (GetSaveFlag(flags, SaveFlag.Type))
                            m_Type = (WeaponType)reader.ReadInt();
                        else
                            m_Type = (WeaponType)(-1);

                        if (GetSaveFlag(flags, SaveFlag.Animation))
                            m_Animation = (WeaponAnimation)reader.ReadInt();
                        else
                            m_Animation = (WeaponAnimation)(-1);

                        if (GetSaveFlag(flags, SaveFlag.Resource))
                            m_Resource = (CraftResource)reader.ReadInt();
                        else
                            m_Resource = CraftResource.Iron;

                        if (GetSaveFlag(flags, SaveFlag.xAttributes))
                            m_AosAttributes = new AosAttributes(this, reader);
                        else
                            m_AosAttributes = new AosAttributes(this);

                        if (GetSaveFlag(flags, SaveFlag.xWeaponAttributes))
                            m_AosWeaponAttributes = new AosWeaponAttributes(this, reader);
                        else
                            m_AosWeaponAttributes = new AosWeaponAttributes(this);

                        if (UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile)
                        {
                            m_SkillMod = new DefaultSkillMod(AccuracySkill, true, (int)m_AccuracyLevel * 5);
                            ((Mobile)Parent).AddSkillMod(m_SkillMod);
                        }

                        if (version < 7 && m_AosWeaponAttributes.MageWeapon != 0)
                            m_AosWeaponAttributes.MageWeapon = 30 - m_AosWeaponAttributes.MageWeapon;

                        if (Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 && Parent is Mobile)
                        {
                            m_MageMod = new DefaultSkillMod(SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon);
                            ((Mobile)Parent).AddSkillMod(m_MageMod);
                        }

                        if (GetSaveFlag(flags, SaveFlag.PlayerConstructed))
                            m_PlayerConstructed = true;

                        if (GetSaveFlag(flags, SaveFlag.SkillBonuses))
                            m_AosSkillBonuses = new AosSkillBonuses(this, reader);
                        else
                            m_AosSkillBonuses = new AosSkillBonuses(this);

                        if (GetSaveFlag(flags, SaveFlag.Slayer2))
                            m_Slayer2 = (SlayerName)reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.ElementalDamages))
                            m_AosElementDamages = new AosElementAttributes(this, reader);
                        else
                            m_AosElementDamages = new AosElementAttributes(this);

                        if (GetSaveFlag(flags, SaveFlag.EngravedText))
                            m_EngravedText = reader.ReadString();

                        break;
                    }
                case 4:
                    {
                        m_Slayer = (SlayerName)reader.ReadInt();

                        goto case 3;
                    }
                case 3:
                    {
                        m_StrReq = reader.ReadInt();
                        m_DexReq = reader.ReadInt();
                        m_IntReq = reader.ReadInt();

                        goto case 2;
                    }
                case 2:
                    {
                        m_Identified = reader.ReadBool();

                        goto case 1;
                    }
                case 1:
                    {
                        m_MaxRange = reader.ReadInt();

                        goto case 0;
                    }
                case 0:
                    {
                        if (version == 0)
                            m_MaxRange = 1; // default

                        if (version < 5)
                        {
                            m_Resource = CraftResource.Iron;
                            m_AosAttributes = new AosAttributes(this);
                            m_AosWeaponAttributes = new AosWeaponAttributes(this);
                            m_AosElementDamages = new AosElementAttributes(this);
                            m_AosSkillBonuses = new AosSkillBonuses(this);
                        }

                        m_MinDamage = reader.ReadInt();
                        m_MaxDamage = reader.ReadInt();

                        m_Speed = reader.ReadInt();

                        m_HitSound = reader.ReadInt();
                        m_MissSound = reader.ReadInt();

                        m_Skill = (SkillName)reader.ReadInt();
                        m_Type = (WeaponType)reader.ReadInt();
                        m_Animation = (WeaponAnimation)reader.ReadInt();
                        m_DamageLevel = (WeaponDamageLevel)reader.ReadInt();
                        m_AccuracyLevel = (WeaponAccuracyLevel)reader.ReadInt();
                        m_DurabilityLevel = (WeaponDurabilityLevel)reader.ReadInt();
                        m_Quality = (WeaponQuality)reader.ReadInt();

                        m_Crafter = reader.ReadMobile();

                        m_Poison = Poison.Deserialize(reader);
                        m_PoisonCharges = reader.ReadInt();

                        if (m_StrReq == OldStrengthReq)
                            m_StrReq = -1;

                        if (m_DexReq == OldDexterityReq)
                            m_DexReq = -1;

                        if (m_IntReq == OldIntelligenceReq)
                            m_IntReq = -1;

                        if (m_MinDamage == OldMinDamage)
                            m_MinDamage = -1;

                        if (m_MaxDamage == OldMaxDamage)
                            m_MaxDamage = -1;

                        if (m_HitSound == OldHitSound)
                            m_HitSound = -1;

                        if (m_MissSound == OldMissSound)
                            m_MissSound = -1;

                        if (m_Speed == OldSpeed)
                            m_Speed = -1;

                        if (m_MaxRange == OldMaxRange)
                            m_MaxRange = -1;

                        if (m_Skill == OldSkill)
                            m_Skill = (SkillName)(-1);

                        if (m_Type == OldType)
                            m_Type = (WeaponType)(-1);

                        if (m_Animation == OldAnimation)
                            m_Animation = (WeaponAnimation)(-1);

                        if (UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile)
                        {
                            m_SkillMod = new DefaultSkillMod(AccuracySkill, true, (int)m_AccuracyLevel * 5);
                            ((Mobile)Parent).AddSkillMod(m_SkillMod);
                        }

                        break;
                    }
            }

            #region Mondain's Legacy Sets
            if (m_SetAttributes == null)
                m_SetAttributes = new AosAttributes(this);

            if (m_SetSkillBonuses == null)
                m_SetSkillBonuses = new AosSkillBonuses(this);
            #endregion

            if (Core.AOS && Parent is Mobile)
                m_AosSkillBonuses.AddTo((Mobile)Parent);

            int strBonus = m_AosAttributes.BonusStr;
            int dexBonus = m_AosAttributes.BonusDex;
            int intBonus = m_AosAttributes.BonusInt;

            if (this.Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0))
            {
                Mobile m = (Mobile)this.Parent;

                string modName = this.Serial.ToString();

                if (strBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Str, modName + "Str", strBonus, TimeSpan.Zero));

                if (dexBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero));

                if (intBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Int, modName + "Int", intBonus, TimeSpan.Zero));
            }

            if (Parent is Mobile)
                ((Mobile)Parent).CheckStatTimers();

            if (m_Hits <= 0 && m_MaxHits <= 0)
            {
                m_Hits = m_MaxHits = Utility.RandomMinMax(InitMinHits, InitMaxHits);
            }

            if (version < 6)
                m_PlayerConstructed = true; // we don't know, so, assume it's crafted
        }
        #endregion

        public BaseWeapon(int itemID)
            : base(itemID)
        {
            Layer = (Layer)ItemData.Quality;

            m_Quality = WeaponQuality.Regular;
            m_StrReq = -1;
            m_DexReq = -1;
            m_IntReq = -1;
            m_MinDamage = -1;
            m_MaxDamage = -1;
            m_HitSound = -1;
            m_MissSound = -1;
            m_Speed = -1;
            m_MaxRange = -1;
            m_Skill = (SkillName)(-1);
            m_Type = (WeaponType)(-1);
            m_Animation = (WeaponAnimation)(-1);

            m_Hits = m_MaxHits = Utility.RandomMinMax(InitMinHits, InitMaxHits);

            m_Resource = CraftResource.Iron;

            m_AosAttributes = new AosAttributes(this);
            m_AosWeaponAttributes = new AosWeaponAttributes(this);
            m_AosSkillBonuses = new AosSkillBonuses(this);
            m_AosElementDamages = new AosElementAttributes(this);

            #region Mondain's Legacy Sets
            m_SetAttributes = new AosAttributes(this);
            m_SetSkillBonuses = new AosSkillBonuses(this);
            #endregion
        }

        public BaseWeapon(Serial serial)
            : base(serial)
        {
        }

        private string GetNameString()
        {
            string name = this.Name;

            if (name == null)
                name = String.Format("#{0}", LabelNumber);

            return name;
        }

        [Hue, CommandProperty(AccessLevel.GameMaster)]
        public override int Hue
        {
            get { return base.Hue; }
            set { base.Hue = value; InvalidateProperties(); }
        }

        public int GetElementalDamageHue()
        {
            int phys, fire, cold, pois, nrgy, chaos, direct;
            GetDamageTypes(null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);
            //Order is Cold, Energy, Fire, Poison, Physical left

            int currentMax = 50;
            int hue = 0;

            if (pois >= currentMax)
            {
                hue = 1267 + (pois - 50) / 10;
                currentMax = pois;
            }

            if (fire >= currentMax)
            {
                hue = 1255 + (fire - 50) / 10;
                currentMax = fire;
            }

            if (nrgy >= currentMax)
            {
                hue = 1273 + (nrgy - 50) / 10;
                currentMax = nrgy;
            }

            if (cold >= currentMax)
            {
                hue = 1261 + (cold - 50) / 10;
                currentMax = cold;
            }

            return hue;
        }

        public override void AddNameProperty(ObjectPropertyList list)
        {
            string oreType;

            if (Hue == 0)
            {
                oreType = "iron";
            }
            else
            {
                switch (m_Resource)
                {
                    case CraftResource.DullCopper: oreType = "Dull Copper"; break; // Dull Copper
                    case CraftResource.ShadowIron: oreType = "Shadow Iron"; break; // Shadow Iron
                    case CraftResource.Copper: oreType = "Copper"; break; // Copper
                    case CraftResource.Bronze: oreType = "Bronze"; break; // Bronze
                    case CraftResource.Gold: oreType = "Gold"; break; // Gold
                    case CraftResource.Agapite: oreType = "Agapite"; break; // Agapite
                    case CraftResource.Verite: oreType = "Verite"; break; // Verite
                    case CraftResource.Valorite: oreType = "Valorite"; break; // valorite
                    case CraftResource.Blaze: oreType = "Blaze"; break; // Blaze
                    case CraftResource.Ice: oreType = "Ice"; break; // Ice
                    case CraftResource.Toxic: oreType = "Toxic"; break; // Toxic
                    case CraftResource.Electrum: oreType = "Electrum"; break; // Electrum
                    case CraftResource.Platinum: oreType = "Platinum"; break; // Platinum
                    case CraftResource.SpinedLeather: oreType = "Spined Leather"; break; // Spined
                    case CraftResource.HornedLeather: oreType = "Horned Leather"; break; // Horned
                    case CraftResource.BarbedLeather: oreType = "Barbed Leather"; break; // Barbed
                    case CraftResource.PolarLeather: oreType = "Polar Leather"; break; // Polar
                    case CraftResource.SyntheticLeather: oreType = "Synthetic Leather"; break; // Synthetic
                    case CraftResource.BlazeLeather: oreType = "Blaze Leather"; break; // Blaze
                    case CraftResource.DaemonicLeather: oreType = "Daemonic Leather"; break; // Daemonic
                    case CraftResource.ShadowLeather: oreType = "Shadow Leather"; break; // Shadow
                    case CraftResource.FrostLeather: oreType = "Frost Leather"; break; // Frost
                    case CraftResource.EtherealLeather: oreType = "Ethereal Leather"; break; // Ethereal
                    case CraftResource.RedScales: oreType = "Red Scales"; break; // Red
                    case CraftResource.YellowScales: oreType = "Yellow Scales"; break; // Yellow
                    case CraftResource.BlackScales: oreType = "Black Scales"; break; // Black
                    case CraftResource.GreenScales: oreType = "Green Scales"; break; // Green
                    case CraftResource.WhiteScales: oreType = "White Scales"; break; // White
                    case CraftResource.BlueScales: oreType = "Blue Scales"; break; // Blue
                    case CraftResource.CopperScales: oreType = "Copper Scales"; break; // Copper
                    case CraftResource.SilverScales: oreType = "Silver Scales"; break; // Silver
                    case CraftResource.GoldScales: oreType = "Gold Scales"; break; // Gold
                    case CraftResource.Pine: oreType = "Pine"; break; // Pine
                    case CraftResource.AshWood: oreType = "Ash Wood"; break; // Ash
                    case CraftResource.Mohogany: oreType = "Mohogany"; break; // Mohogany
                    case CraftResource.YewWood: oreType = "Yew Wood"; break; // Yew
                    case CraftResource.OakWood: oreType = "Oak Wood"; break; // Oak
                    case CraftResource.Zircote: oreType = "Zircote"; break; // Zircote
                    case CraftResource.Ebony: oreType = "Ebony"; break; // Ebony
                    case CraftResource.Bamboo: oreType = "Bamboo"; break; // Bamboo
                    case CraftResource.Bloodwood: oreType = "bloodwood"; break; // bloodwood
                    case CraftResource.Heartwood: oreType = "heartwood"; break; // heartwood
                    case CraftResource.Frostwood: oreType = "frostwood"; break; // frostwood
                    default: oreType = ""; break;
                }
            }

            if (oreType != "" )
                list.Add(1053099, "{0}\t{1}", oreType, GetNameString()); // ~1_oretype~ ~2_armortype~
            else if (Name == "" )
                list.Add(LabelNumber);
            else
                list.Add(Name);

            if (!String.IsNullOrEmpty(m_EngravedText))
                list.Add(1062613, m_EngravedText);
        }

        public override bool AllowEquipedCast(Mobile from)
        {
            if (base.AllowEquipedCast(from))
                return true;

            return (m_AosAttributes.SpellChanneling != 0);
        }

        public virtual int ArtifactRarity
        {
            get { return 0; }
        }

        public virtual int GetLuckBonus()
        {
            #region Mondain's Legacy
            if (m_Resource == CraftResource.Heartwood)
                return 0;
            #endregion

            CraftResourceInfo resInfo = CraftResources.GetInfo(m_Resource);

            if (resInfo == null)
                return 0;

            CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

            if (attrInfo == null)
                return 0;

            return attrInfo.WeaponLuck;
        }

        public override void GetProperties(ObjectPropertyList list)
        {
            base.GetProperties(list);

            if (m_Crafter != null)
                list.Add(1050043, m_Crafter.Name); // crafted by ~1_NAME~

            #region Factions
            if (m_FactionState != null)
                list.Add(1041350); // faction item
            #endregion

            #region Mondain's Legacy Sets
            if (IsSetItem)
            {
                list.Add(1073491, Pieces.ToString()); // Part of a Weapon/Armor Set (~1_val~ pieces)

                if (m_SetEquipped)
                {
                    list.Add(1073492); // Full Weapon/Armor Set Present			
                    GetSetProperties(list);
                }
            }
            #endregion

            if (m_AosSkillBonuses != null)
                m_AosSkillBonuses.GetProperties(list);

            if (m_Quality == WeaponQuality.Exceptional)
                list.Add(1060636); // exceptional

            if (RequiredRace == Race.Elf)
                list.Add(1075086); // Elves Only

            if (ArtifactRarity > 0)
                list.Add(1061078, ArtifactRarity.ToString()); // artifact rarity ~1_val~

            if (this is IUsesRemaining && ((IUsesRemaining)this).ShowUsesRemaining)
                list.Add(1060584, ((IUsesRemaining)this).UsesRemaining.ToString()); // uses remaining: ~1_val~

            if (m_Poison != null && m_PoisonCharges > 0)
            {
                #region Mondain's Legacy mod
                list.Add(m_Poison.LabelNumber, m_PoisonCharges.ToString());
                #endregion
            }

            if (m_Slayer != SlayerName.None)
            {
                SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer);
                if (entry != null)
                    list.Add(entry.Title);
            }

            if (m_Slayer2 != SlayerName.None)
            {
                SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer2);
                if (entry != null)
                    list.Add(entry.Title);
            }

            #region Mondain's Legacy
            if (m_Slayer3 != TalismanSlayerName.None)
                list.Add((int)m_Slayer3);
            #endregion


            base.AddResistanceProperties(list);

            int prop;

            if (Core.ML && this is BaseRanged && ((BaseRanged)this).Balanced)
                list.Add(1072792); // Balanced

            if ((prop = m_AosWeaponAttributes.UseBestSkill) != 0)
                list.Add(1060400); // use best weapon skill

            if ((prop = (GetDamageBonus() + m_AosAttributes.WeaponDamage)) != 0)
                list.Add(1060401, prop.ToString()); // damage increase ~1_val~%

            if ((prop = m_AosAttributes.DefendChance) != 0)
                list.Add(1060408, prop.ToString()); // defense chance increase ~1_val~%

            if ((prop = m_AosAttributes.EnhancePotions) != 0)
                list.Add(1060411, prop.ToString()); // enhance potions ~1_val~%

            if ((prop = m_AosAttributes.CastRecovery) != 0)
                list.Add(1060412, prop.ToString()); // faster cast recovery ~1_val~

            if ((prop = m_AosAttributes.CastSpeed) != 0)
                list.Add(1060413, prop.ToString()); // faster casting ~1_val~

            if ((prop = (GetHitChanceBonus() + m_AosAttributes.AttackChance)) != 0)
                list.Add(1060415, prop.ToString()); // hit chance increase ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitColdArea) != 0)
                list.Add(1060416, prop.ToString()); // hit cold area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitDispel) != 0)
                list.Add(1060417, prop.ToString()); // hit dispel ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitEnergyArea) != 0)
                list.Add(1060418, prop.ToString()); // hit energy area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitFireArea) != 0)
                list.Add(1060419, prop.ToString()); // hit fire area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitFireball) != 0)
                list.Add(1060420, prop.ToString()); // hit fireball ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitHarm) != 0)
                list.Add(1060421, prop.ToString()); // hit harm ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLeechHits) != 0)
                list.Add(1060422, prop.ToString()); // hit life leech ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLightning) != 0)
                list.Add(1060423, prop.ToString()); // hit lightning ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLowerAttack) != 0)
                list.Add(1060424, prop.ToString()); // hit lower attack ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLowerDefend) != 0)
                list.Add(1060425, prop.ToString()); // hit lower defense ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitMagicArrow) != 0)
                list.Add(1060426, prop.ToString()); // hit magic arrow ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLeechMana) != 0)
                list.Add(1060427, prop.ToString()); // hit mana leech ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitPhysicalArea) != 0)
                list.Add(1060428, prop.ToString()); // hit physical area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitPoisonArea) != 0)
                list.Add(1060429, prop.ToString()); // hit poison area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLeechStam) != 0)
                list.Add(1060430, prop.ToString()); // hit stamina leech ~1_val~%

            if (Core.ML && this is BaseRanged && (prop = ((BaseRanged)this).Velocity) != 0)
                list.Add(1072793, prop.ToString()); // Velocity ~1_val~%

            if ((prop = m_AosAttributes.BonusDex) != 0)
                list.Add(1060409, prop.ToString()); // dexterity bonus ~1_val~

            if ((prop = m_AosAttributes.BonusHits) != 0)
                list.Add(1060431, prop.ToString()); // hit point increase ~1_val~

            if ((prop = m_AosAttributes.BonusInt) != 0)
                list.Add(1060432, prop.ToString()); // intelligence bonus ~1_val~

            if ((prop = m_AosAttributes.LowerManaCost) != 0)
                list.Add(1060433, prop.ToString()); // lower mana cost ~1_val~%

            if ((prop = m_AosAttributes.LowerRegCost) != 0)
                list.Add(1060434, prop.ToString()); // lower reagent cost ~1_val~%

            if ((prop = GetLowerStatReq()) != 0)
                list.Add(1060435, prop.ToString()); // lower requirements ~1_val~%

            if ((prop = (GetLuckBonus() + m_AosAttributes.Luck)) != 0)
                list.Add(1060436, prop.ToString()); // luck ~1_val~

            if ((prop = m_AosWeaponAttributes.MageWeapon) != 0)
                list.Add(1060438, (30 - prop).ToString()); // mage weapon -~1_val~ skill

            if ((prop = m_AosAttributes.BonusMana) != 0)
                list.Add(1060439, prop.ToString()); // mana increase ~1_val~

            if ((prop = m_AosAttributes.RegenMana) != 0)
                list.Add(1060440, prop.ToString()); // mana regeneration ~1_val~

            if ((prop = m_AosAttributes.NightSight) != 0)
                list.Add(1060441); // night sight

            if ((prop = m_AosAttributes.ReflectPhysical) != 0)
                list.Add(1060442, prop.ToString()); // reflect physical damage ~1_val~%

            if ((prop = m_AosAttributes.RegenStam) != 0)
                list.Add(1060443, prop.ToString()); // stamina regeneration ~1_val~

            if ((prop = m_AosAttributes.RegenHits) != 0)
                list.Add(1060444, prop.ToString()); // hit point regeneration ~1_val~

            if ((prop = m_AosWeaponAttributes.SelfRepair) != 0)
                list.Add(1060450, prop.ToString()); // self repair ~1_val~

            if ((prop = m_AosAttributes.SpellChanneling) != 0)
                list.Add(1060482); // spell channeling

            if ((prop = m_AosAttributes.SpellDamage) != 0)
                list.Add(1060483, prop.ToString()); // spell damage increase ~1_val~%

            if ((prop = m_AosAttributes.BonusStam) != 0)
                list.Add(1060484, prop.ToString()); // stamina increase ~1_val~

            if ((prop = m_AosAttributes.BonusStr) != 0)
                list.Add(1060485, prop.ToString()); // strength bonus ~1_val~

            if ((prop = m_AosAttributes.WeaponSpeed) != 0)
                list.Add(1060486, prop.ToString()); // swing speed increase ~1_val~%

            int phys, fire, cold, pois, nrgy, chaos, direct;

            GetDamageTypes(null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);

            if (phys != 0)
                list.Add(1060403, phys.ToString()); // physical damage ~1_val~%

            if (fire != 0)
                list.Add(1060405, fire.ToString()); // fire damage ~1_val~%

            if (cold != 0)
                list.Add(1060404, cold.ToString()); // cold damage ~1_val~%

            if (pois != 0)
                list.Add(1060406, pois.ToString()); // poison damage ~1_val~%

            if (nrgy != 0)
                list.Add(1060407, nrgy.ToString()); // energy damage ~1_val~%

            if (Core.ML && chaos != 0)
                list.Add(1072846, chaos.ToString()); // chaos damage ~1_val~%

            if (Core.ML && direct != 0)
                list.Add(1079978, direct.ToString()); // Direct Damage: ~1_PERCENT~%

            list.Add(1061168, "{0}\t{1}", MinDamage.ToString(), MaxDamage.ToString()); // weapon damage ~1_val~ - ~2_val~

            if (Core.ML)
                list.Add(1061167, String.Format("{0}s", Speed)); // weapon speed ~1_val~
            else
                list.Add(1061167, Speed.ToString());

            if (MaxRange > 1)
                list.Add(1061169, MaxRange.ToString()); // range ~1_val~

            int strReq = AOS.Scale(StrRequirement, 100 - GetLowerStatReq());

            if (strReq > 0)
                list.Add(1061170, strReq.ToString()); // strength requirement ~1_val~

            if (Layer == Layer.TwoHanded)
                list.Add(1061171); // two-handed weapon
            else
                list.Add(1061824); // one-handed weapon

            if (Core.SE || m_AosWeaponAttributes.UseBestSkill == 0)
            {
                switch (Skill)
                {
                    case SkillName.Swords: list.Add(1061172); break; // skill required: swordsmanship
                    case SkillName.Macing: list.Add(1061173); break; // skill required: mace fighting
                    case SkillName.Fencing: list.Add(1061174); break; // skill required: fencing
                    case SkillName.Archery: list.Add(1061175); break; // skill required: archery
                }
            }

            if (m_Hits >= 0 && m_MaxHits > 0)
                list.Add(1060639, "{0}\t{1}", m_Hits, m_MaxHits); // durability ~1_val~ / ~2_val~

            #region Mondain's Legacy Sets
            if (IsSetItem && !m_SetEquipped)
            {
                list.Add(1072378); // <br>Only when full set is present:				
                GetSetProperties(list);
            }
            #endregion
        }

        public override void OnSingleClick(Mobile from)
        {
            List<EquipInfoAttribute> attrs = new List<EquipInfoAttribute>();

            if (DisplayLootType)
            {
                if (LootType == LootType.Blessed)
                    attrs.Add(new EquipInfoAttribute(1038021)); // blessed
                else if (LootType == LootType.Cursed)
                    attrs.Add(new EquipInfoAttribute(1049643)); // cursed
            }

            #region Factions
            if (m_FactionState != null)
                attrs.Add(new EquipInfoAttribute(1041350)); // faction item
            #endregion

            if (m_Quality == WeaponQuality.Exceptional)
                attrs.Add(new EquipInfoAttribute(1018305 - (int)m_Quality));

            if (m_Identified || from.AccessLevel >= AccessLevel.GameMaster)
            {
                if (m_Slayer != SlayerName.None)
                {
                    SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer);
                    if (entry != null)
                        attrs.Add(new EquipInfoAttribute(entry.Title));
                }

                if (m_Slayer2 != SlayerName.None)
                {
                    SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer2);
                    if (entry != null)
                        attrs.Add(new EquipInfoAttribute(entry.Title));
                }

                if (m_DurabilityLevel != WeaponDurabilityLevel.Regular)
                    attrs.Add(new EquipInfoAttribute(1038000 + (int)m_DurabilityLevel));

                if (m_DamageLevel != WeaponDamageLevel.Regular)
                    attrs.Add(new EquipInfoAttribute(1038015 + (int)m_DamageLevel));

                if (m_AccuracyLevel != WeaponAccuracyLevel.Regular)
                    attrs.Add(new EquipInfoAttribute(1038010 + (int)m_AccuracyLevel));
            }
            else if (m_Slayer != SlayerName.None || m_Slayer2 != SlayerName.None || m_DurabilityLevel != WeaponDurabilityLevel.Regular || m_DamageLevel != WeaponDamageLevel.Regular || m_AccuracyLevel != WeaponAccuracyLevel.Regular)
                attrs.Add(new EquipInfoAttribute(1038000)); // Unidentified

            if (m_Poison != null && m_PoisonCharges > 0)
                attrs.Add(new EquipInfoAttribute(1017383, m_PoisonCharges));

            int number;

            if (Name == null)
            {
                number = LabelNumber;
            }
            else
            {
                this.LabelTo(from, Name);
                number = 1041000;
            }

            if (attrs.Count == 0 && Crafter == null && Name != null)
                return;

            EquipmentInfo eqInfo = new EquipmentInfo(number, m_Crafter, false, attrs.ToArray());

            from.Send(new DisplayEquipmentInfo(this, eqInfo));
        }

        private static BaseWeapon m_Fists; // This value holds the default--fist--weapon

        public static BaseWeapon Fists
        {
            get { return m_Fists; }
            set { m_Fists = value; }
        }

        #region ICraftable Members

        public virtual int OnCraft(int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CraftItem craftItem, int resHue)
        {
            Quality = (WeaponQuality)quality;

            if (makersMark)
                Crafter = from;

            PlayerConstructed = true;

            Type resourceType = typeRes;

            if (resourceType == null)
                resourceType = craftItem.Resources.GetAt(0).ItemType;

            if (Core.AOS)
            {
                #region Mondain's Legacy
                if (!craftItem.ForceNonExceptional)
                    Resource = CraftResources.GetFromType(resourceType);
                #endregion

                CraftContext context = craftSystem.GetContext(from);

                if (context != null && context.DoNotColor)
                    Hue = 0;

                // Mondain's Legacy Mod
                if (craftItem != null && !craftItem.ForceNonExceptional)
                {
                    if (tool is BaseRunicTool)
                        ((BaseRunicTool)tool).ApplyAttributesTo(this);
                }

                if (Quality == WeaponQuality.Exceptional)
                {
                    if (Attributes.WeaponDamage > 35)
                        Attributes.WeaponDamage -= 20;
                    else
                        Attributes.WeaponDamage = 15;

                    if (Core.ML)
                    {
                        Attributes.WeaponDamage += (int)(from.Skills.ArmsLore.Value / 20);

                        if (Attributes.WeaponDamage > 50)
                            Attributes.WeaponDamage = 50;

                        from.CheckSkill(SkillName.ArmsLore, 0, 100);
                    }
                }
            }
            else if (tool is BaseRunicTool)
            {
                // Mondain's Legacy Mod
                if (craftItem != null && !craftItem.ForceNonExceptional)
                {
                    CraftResource thisResource = CraftResources.GetFromType(resourceType);

                    if (thisResource == ((BaseRunicTool)tool).Resource)
                    {
                        Resource = thisResource;

                        CraftContext context = craftSystem.GetContext(from);

                        if (context != null && context.DoNotColor)
                            Hue = 0;

                        switch (thisResource)
                        {
                            case CraftResource.DullCopper:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Durable;
                                    AccuracyLevel = WeaponAccuracyLevel.Accurate;
                                    break;
                                }
                            case CraftResource.ShadowIron:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Durable;
                                    DamageLevel = WeaponDamageLevel.Ruin;
                                    break;
                                }
                            case CraftResource.Copper:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Fortified;
                                    DamageLevel = WeaponDamageLevel.Ruin;
                                    AccuracyLevel = WeaponAccuracyLevel.Surpassingly;
                                    break;
                                }
                            case CraftResource.Bronze:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Fortified;
                                    DamageLevel = WeaponDamageLevel.Might;
                                    AccuracyLevel = WeaponAccuracyLevel.Surpassingly;
                                    break;
                                }
                            case CraftResource.Gold:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                                    DamageLevel = WeaponDamageLevel.Force;
                                    AccuracyLevel = WeaponAccuracyLevel.Eminently;
                                    break;
                                }
                            case CraftResource.Agapite:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                                    DamageLevel = WeaponDamageLevel.Power;
                                    AccuracyLevel = WeaponAccuracyLevel.Eminently;
                                    break;
                                }
                            case CraftResource.Verite:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                                    DamageLevel = WeaponDamageLevel.Power;
                                    AccuracyLevel = WeaponAccuracyLevel.Exceedingly;
                                    break;
                                }
                            case CraftResource.Valorite:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                                    DamageLevel = WeaponDamageLevel.Vanq;
                                    AccuracyLevel = WeaponAccuracyLevel.Supremely;
                                    break;
                                }
                        }
                    }
                }
            }

            #region Mondain's Legacy
            if (craftItem != null && !craftItem.ForceNonExceptional)
            {
                CraftResourceInfo resInfo = CraftResources.GetInfo(m_Resource);

                if (resInfo == null)
                    return quality;

                CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

                if (attrInfo == null)
                    return quality;

                if (m_Resource != CraftResource.Heartwood)
                {
                    m_AosAttributes.WeaponDamage += attrInfo.WeaponDamage;
                    m_AosAttributes.WeaponSpeed += attrInfo.WeaponSwingSpeed;
                    m_AosAttributes.AttackChance += attrInfo.WeaponHitChance;
                    m_AosAttributes.RegenHits += attrInfo.WeaponRegenHits;
                    m_AosWeaponAttributes.HitLeechHits += attrInfo.WeaponHitLifeLeech;
                }
                else
                {
                    switch (Utility.Random(6))
                    {
                        case 0: m_AosAttributes.WeaponDamage += attrInfo.WeaponDamage; break;
                        case 1: m_AosAttributes.WeaponSpeed += attrInfo.WeaponSwingSpeed; break;
                        case 2: m_AosAttributes.AttackChance += attrInfo.WeaponHitChance; break;
                        case 3: m_AosAttributes.Luck += attrInfo.WeaponLuck; break;
                        case 4: m_AosWeaponAttributes.LowerStatReq += attrInfo.WeaponLowerRequirements; break;
                        case 5: m_AosWeaponAttributes.HitLeechHits += attrInfo.WeaponHitLifeLeech; break;
                    }
                }
            }
            #endregion

            return quality;
        }

        #endregion

        #region Mondain's Legacy Sets
        public override bool OnDragLift(Mobile from)
        {
            if (Parent is Mobile && from == Parent)
            {
                if (IsSetItem && m_SetEquipped)
                    SetHelper.RemoveSetBonus(from, SetID, this);
            }

            return base.OnDragLift(from);
        }

        public virtual SetItem SetID { get { return SetItem.None; } }
        public virtual int Pieces { get { return 0; } }

        public bool IsSetItem { get { return SetID != SetItem.None; } }

        private int m_SetHue;
        private bool m_SetEquipped;
        private bool m_LastEquipped;

        [CommandProperty(AccessLevel.GameMaster)]
        public int SetHue
        {
            get { return m_SetHue; }
            set { m_SetHue = value; InvalidateProperties(); }
        }

        public bool SetEquipped
        {
            get { return m_SetEquipped; }
            set { m_SetEquipped = value; }
        }

        public bool LastEquipped
        {
            get { return m_LastEquipped; }
            set { m_LastEquipped = value; }
        }

        private AosAttributes m_SetAttributes;
        private AosSkillBonuses m_SetSkillBonuses;
        private int m_SetSelfRepair;

        [CommandProperty(AccessLevel.GameMaster)]
        public AosAttributes SetAttributes
        {
            get { return m_SetAttributes; }
            set { }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public AosSkillBonuses SetSkillBonuses
        {
            get { return m_SetSkillBonuses; }
            set { }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int SetSelfRepair
        {
            get { return m_SetSelfRepair; }
            set { m_SetSelfRepair = value; InvalidateProperties(); }
        }

        public virtual void GetSetProperties(ObjectPropertyList list)
        {
            int prop;

            if ((prop = m_SetSelfRepair) != 0 && WeaponAttributes.SelfRepair == 0)
                list.Add(1060450, prop.ToString()); // self repair ~1_val~	

            SetHelper.GetSetProperties(list, this);
        }
        #endregion
    }

    public enum CheckSlayerResult
    {
        None,
        Slayer,
        Opposition
    }
}


Strange thing is, I fixed the armor part. But the code is different between the armor and weapon. Im not sure if I can add the same part to the weapon and have it still work. The weapon code has that section about weapon engraving in it... Thanks for taking a look.
 
well to make it so it does not show iron in there, but not have an error is like so:
oreType = "iron";
to
oreType = " ";
it just puts in a "space" instead

Code:
            if (oreType != "" )
                list.Add(1053099, "{0}\t{1}", oreType, GetNameString()); // ~1_oretype~ ~2_armortype~
            else if (Name == "" )
                list.Add(LabelNumber);
            else
                list.Add(Name);

here lets try just this:
Code:
list.Add(1053099, "{0}\t{1}", oreType, GetNameString()); // ~1_oretype~ ~2_armortype~

and to fix the cliloc problem - maybe - find this section that is called:
Code:
        private string GetNameString()
        {
            string name = this.Name;

            if (name == null)
                name = String.Format("#{0}", LabelNumber);

            return name;
        }

this is NOT a FIX BUT something so players tell you items that needs a --Name = "bla bla"-- in their script
but i believe the other fix for it just may help more

Code:
        private string GetNameString()
        {
            string name = this.Name;

            if (name == null)
                name = String.Format("#{0}", LabelNumber);
            if (name == null || name.Contains("error") ) // might need to be "Error" instead
                name = "This item needs a name set, report it to a GM please";
            return name;
        }
 

JamzeMcC

Squire
You are a damn saint! I have no idea how I didnt notice this earlier but

Code:
if (Hue == 0)
            {
                oreType = "";

and
Code:
if (oreType != "null" )
                list.Add(1053099, "{0}\t{1}", oreType, GetNameString()); // ~1_oretype~ ~2_armortype~
            else if (Name == "" )
                list.Add(LabelNumber);

was all I needed to change. Thank you so very much!!!
 

seanandre

Sorceror
Actually I've been toying around with this and found that you dodn't even have to change "" to null. All you have to do is remove the # from {0}\t{1} and now all weapons and armor show their exact ore types and names instead of Error (TID): Provided Token Out Of Range : 0 : 1053099
 
Top