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!

BaseQuest System

Spaces

Wanderer
I think I do all correctly, but I have this problems, help me plz


- Error: Scripts\Custom\MatriarchQuest\Black\BlackSolenMatriarch.cs: CS0246: (line 167, column 63) The type or namespace name 'FireSeed' could not be found (are you missing a using directive or an assembly reference?)
- Error: Scripts\Custom\MatriarchQuest\Red\RedSolenMatriarch.cs: CS0246: (line 166, column 63) The type or namespace name 'FireSeed' could not be found (are you missing a using directive or an assembly reference?)
- Error: Scripts\Custom\SolenHiveStudyQuest\Naturalist.cs: CS0246: (line 127, column 46) The type or namespace name 'FireSeed' could not be found (are you missing a using directive or an assembly reference?)
- Error: Scripts\Custom\QuestCleanup.cs: CS0246: (line 46, column 45) The type or namespace name 'FireSeed' could not be found (are you missing a using directive or an assembly reference?)
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
 

Tru

Knight
Spaces said:
I think I do all correctly, but I have this problems, help me plz


- Error: Scripts\Custom\MatriarchQuest\Black\BlackSolenMatriarch.cs: CS0246: (line 167, column 63) The type or namespace name 'FireSeed' could not be found (are you missing a using directive or an assembly reference?)
- Error: Scripts\Custom\MatriarchQuest\Red\RedSolenMatriarch.cs: CS0246: (line 166, column 63) The type or namespace name 'FireSeed' could not be found (are you missing a using directive or an assembly reference?)
- Error: Scripts\Custom\SolenHiveStudyQuest\Naturalist.cs: CS0246: (line 127, column 46) The type or namespace name 'FireSeed' could not be found (are you missing a using directive or an assembly reference?)
- Error: Scripts\Custom\QuestCleanup.cs: CS0246: (line 46, column 45) The type or namespace name 'FireSeed' could not be found (are you missing a using directive or an assembly reference?)
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
you neen UOT's plant growing system
if you edit out the add fireseed lines that will remove those errors (or add the plant system)
 

Artras

Wanderer
But I have tryed 3 nights to run base quest and ....

i have got a lot of errors :(

Code:
Scripts: Compiling C# scripts...failed (48 errors, 1 warnings)
 - Warning: Scripts\Misc\CharacterCreation.cs: CS0168: (line 76, column 14) The
variable 'cont' is declared but never used
 - Error: Scripts\Skills\Stealing.cs: CS0246: (line 173, column 35) The type or
namespace name 'SolenFriend' could not be found (are you missing a using directi
ve or an assembly reference?)
 - Error: Scripts\Skills\Stealing.cs: CS0246: (line 176, column 32) The type or
namespace name 'SolenFriend' could not be found (are you missing a using directi
ve or an assembly reference?)
 - Error: Scripts\Skills\Stealing.cs: CS0246: (line 179, column 35) The type or
namespace name 'SolenFriend' could not be found (are you missing a using directi
ve or an assembly reference?)
 - Error: Scripts\Skills\Stealing.cs: CS0246: (line 182, column 32) The type or
namespace name 'SolenFriend' could not be found (are you missing a using directi
ve or an assembly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enQueen.cs: CS0246: (line 73, column 35) The type or namespace name 'SolenFriend
' could not be found (are you missing a using directive or an assembly reference
?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enQueen.cs: CS0246: (line 140, column 35) The type or namespace name 'SolenFrien
d' could not be found (are you missing a using directive or an assembly referenc
e?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enQueen.cs: CS0246: (line 142, column 31) The type or namespace name 'SolenFrien
d' could not be found (are you missing a using directive or an assembly referenc
e?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enWarrior.cs: CS0246: (line 76, column 35) The type or namespace name 'SolenFrie
nd' could not be found (are you missing a using directive or an assembly referen
ce?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enWarrior.cs: CS0246: (line 116, column 35) The type or namespace name 'SolenFri
end' could not be found (are you missing a using directive or an assembly refere
nce?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enWarrior.cs: CS0246: (line 118, column 31) The type or namespace name 'SolenFri
end' could not be found (are you missing a using directive or an assembly refere
nce?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enWorker.cs: CS0246: (line 62, column 35) The type or namespace name 'SolenFrien
d' could not be found (are you missing a using directive or an assembly referenc
e?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enWorker.cs: CS0246: (line 74, column 35) The type or namespace name 'SolenFrien
d' could not be found (are you missing a using directive or an assembly referenc
e?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enWorker.cs: CS0246: (line 76, column 31) The type or namespace name 'SolenFrien
d' could not be found (are you missing a using directive or an assembly referenc
e?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenQu
een.cs: CS0246: (line 72, column 35) The type or namespace name 'SolenFriend' co
uld not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenQu
een.cs: CS0246: (line 139, column 35) The type or namespace name 'SolenFriend' c
ould not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenQu
een.cs: CS0246: (line 141, column 31) The type or namespace name 'SolenFriend' c
ould not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenWa
rrior.cs: CS0246: (line 75, column 35) The type or namespace name 'SolenFriend'
could not be found (are you missing a using directive or an assembly reference?)

 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenWa
rrior.cs: CS0246: (line 115, column 35) The type or namespace name 'SolenFriend'
 could not be found (are you missing a using directive or an assembly reference?
)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenWa
rrior.cs: CS0246: (line 117, column 31) The type or namespace name 'SolenFriend'
 could not be found (are you missing a using directive or an assembly reference?
)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenWo
rker.cs: CS0246: (line 61, column 35) The type or namespace name 'SolenFriend' c
ould not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenWo
rker.cs: CS0246: (line 73, column 35) The type or namespace name 'SolenFriend' c
ould not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenWo
rker.cs: CS0246: (line 75, column 31) The type or namespace name 'SolenFriend' c
ould not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nInfiltratorQueen.cs: CS0246: (line 65, column 35) The type or namespace name 'S
olenFriend' could not be found (are you missing a using directive or an assembly
 reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nInfiltratorQueen.cs: CS0246: (line 77, column 35) The type or namespace name 'S
olenFriend' could not be found (are you missing a using directive or an assembly
 reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nInfiltratorQueen.cs: CS0246: (line 79, column 31) The type or namespace name 'S
olenFriend' could not be found (are you missing a using directive or an assembly
 reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nInfiltratorWarrior.cs: CS0246: (line 70, column 35) The type or namespace name
'SolenFriend' could not be found (are you missing a using directive or an assemb
ly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nInfiltratorWarrior.cs: CS0246: (line 82, column 35) The type or namespace name
'SolenFriend' could not be found (are you missing a using directive or an assemb
ly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nInfiltratorWarrior.cs: CS0246: (line 84, column 31) The type or namespace name
'SolenFriend' could not be found (are you missing a using directive or an assemb
ly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nMatriarch.cs: CS0246: (line 175, column 38) The type or namespace name 'SolenFr
iend' could not be found (are you missing a using directive or an assembly refer
ence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nMatriarch.cs: CS0246: (line 185, column 43) The type or namespace name 'SolenFr
iend' could not be found (are you missing a using directive or an assembly refer
ence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nMatriarch.cs: CS0246: (line 233, column 35) The type or namespace name 'SolenFr
iend' could not be found (are you missing a using directive or an assembly refer
ence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nMatriarch.cs: CS0246: (line 280, column 38) The type or namespace name 'SolenFr
iend' could not be found (are you missing a using directive or an assembly refer
ence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nMatriarch.cs: CS0246: (line 100, column 32) The type or namespace name 'SolenFr
iend' could not be found (are you missing a using directive or an assembly refer
ence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nMatriarch.cs: CS0246: (line 143, column 57) The type or namespace name 'SolenFr
iend' could not be found (are you missing a using directive or an assembly refer
ence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nMatriarch.cs: CS0246: (line 151, column 57) The type or namespace name 'SolenFr
iend' could not be found (are you missing a using directive or an assembly refer
ence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenInf
iltratorQueen.cs: CS0246: (line 65, column 35) The type or namespace name 'Solen
Friend' could not be found (are you missing a using directive or an assembly ref
erence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenInf
iltratorQueen.cs: CS0246: (line 77, column 35) The type or namespace name 'Solen
Friend' could not be found (are you missing a using directive or an assembly ref
erence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenInf
iltratorQueen.cs: CS0246: (line 79, column 31) The type or namespace name 'Solen
Friend' could not be found (are you missing a using directive or an assembly ref
erence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenInf
iltratorWarrior.cs: CS0246: (line 69, column 35) The type or namespace name 'Sol
enFriend' could not be found (are you missing a using directive or an assembly r
eference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenInf
iltratorWarrior.cs: CS0246: (line 81, column 35) The type or namespace name 'Sol
enFriend' could not be found (are you missing a using directive or an assembly r
eference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenInf
iltratorWarrior.cs: CS0246: (line 83, column 31) The type or namespace name 'Sol
enFriend' could not be found (are you missing a using directive or an assembly r
eference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenMat
riarch.cs: CS0246: (line 174, column 38) The type or namespace name 'SolenFriend
' could not be found (are you missing a using directive or an assembly reference
?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenMat
riarch.cs: CS0246: (line 184, column 43) The type or namespace name 'SolenFriend
' could not be found (are you missing a using directive or an assembly reference
?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenMat
riarch.cs: CS0246: (line 232, column 35) The type or namespace name 'SolenFriend
' could not be found (are you missing a using directive or an assembly reference
?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenMat
riarch.cs: CS0246: (line 279, column 38) The type or namespace name 'SolenFriend
' could not be found (are you missing a using directive or an assembly reference
?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenMat
riarch.cs: CS0246: (line 99, column 32) The type or namespace name 'SolenFriend'
 could not be found (are you missing a using directive or an assembly reference?
)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenMat
riarch.cs: CS0246: (line 142, column 57) The type or namespace name 'SolenFriend
' could not be found (are you missing a using directive or an assembly reference
?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenMat
riarch.cs: CS0246: (line 150, column 57) The type or namespace name 'SolenFriend
' could not be found (are you missing a using directive or an assembly reference
?)
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.

I think i can make mistake somewhere in the PlayerMobile.cs

Code:
using System;
using System.Collections;
using Server;
using Server.Misc;
using Server.Items;
using Server.Gumps;
using Server.Multis;
using Server.Engines.Help;
using Server.ContextMenus;
using Server.Network;
using Server.Spells;
using Server.Spells.Fifth;
using Server.Spells.Seventh;
using Server.Targeting;

namespace Server.Mobiles
{
	[Flags]
	public enum PlayerFlag // First 16 bits are reserved for default-distro use, start custom flags at 0x00010000
	{
		None				= 0x00000000,
		Glassblowing		= 0x00000001,
		Masonry				= 0x00000002,
		SandMining			= 0x00000004,
		StoneMining			= 0x00000008,
		ToggleMiningStone	= 0x00000010,
		KarmaLocked			= 0x00000020,
		AutoRenewInsurance	= 0x00000040,
		UseOwnFilter		= 0x00000080,
		PublicMyRunUO		= 0x00000100,
		PagingSquelched		= 0x00000200
	}

	public enum NpcGuild
	{
		None,
		MagesGuild,
		WarriorsGuild,
		ThievesGuild,
		RangersGuild,
		HealersGuild,
		MinersGuild,
		MerchantsGuild,
		TinkersGuild,
		TailorsGuild,
		FishermensGuild,
		BardsGuild,
		BlacksmithsGuild
	}

	public class PlayerMobile : Mobile
	{
		//ADDED for Orange Petals
		public bool Petals;

		public override bool CheckPoisonImmunity( Mobile from, Poison poison )
		{
			if (Petals)
				return (poison.Level < 3);
			return base.CheckPoisonImmunity( from, poison );
		}

		public override void OnPoisonImmunity(Mobile from, Poison poison) 
		{
			if (Petals)
			{
				this.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1053092, this.NetState); // * You feel yourself resisting the effects of the poison *
				return;
			}		
			base.OnPoisonImmunity( from,poison ); 
		}

		public override void OnPoisoned(Mobile from, Poison poison, Poison oldPoison) 
		{
			if (Petals && (poison != oldPoison))
			{
				this.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1053093, this.NetState); // * The strength of the poison overcomes your resistance! *
				return;
			}
			base.OnPoisoned( from, poison, oldPoison);
		}
		// End added Orange Petals
		
		// --- Start Quest Property --- //

		public enum SolenFriend 
		{ 
			None, Black, Red 
		}
		
		private BaseQuest m_CurrentQuest;
		public DateTime m_QuestRestartTime;
		private SolenFriend m_SolenFriend = SolenFriend.None;
		// --- Stop Quest Property --- //

		// --- Start Quest Property Method --- //
		[CommandProperty( AccessLevel.GameMaster )] 
		public BaseQuest CurrentQuest
		{
			get { return m_CurrentQuest; }
			set { m_CurrentQuest = value; }
		}
		[CommandProperty( AccessLevel.GameMaster )]
		public bool CanStartNewQuest
		{
			get
			{
				if ( DateTime.Now > m_QuestRestartTime )
					return true;
				else
					return false;
			}
		}
		[CommandProperty( AccessLevel.GameMaster )] 
		public SolenFriend SolenFriendship 
		{ 
			get { return m_SolenFriend; } 
			set { m_SolenFriend = value; } 
		}
		// --- Stop Quest Property Method --- //

		// --- Start Quest Context Menu's --- //

		private class QuestLogEntry : Server.ContextMenus.ContextMenuEntry
		{
			private BaseQuest m_Quest;
			private Mobile m_From;

			public QuestLogEntry( Mobile from, BaseQuest quest ) : base( 6154 )
			{
				m_Quest = quest;
				m_From = from;
			}

			public override void OnClick()
			{
				m_From.SendGump( new Server.Gumps.QuestLogGump( m_Quest ) );
			}
		}

		private class CancelQuestEntry : Server.ContextMenus.ContextMenuEntry
		{
			private BaseQuest m_Quest;
			private Mobile m_From;

			public CancelQuestEntry( Mobile from, BaseQuest quest ) : base( 6155 )
			{
				m_Quest = quest;
				m_From = from;
			}
		
			public override void OnClick()
			{
				m_From.SendGump( new Server.Gumps.CancelQuestGump( m_Quest ) );
			}
		
		}
		// --- Stop Quest Context Menu's --- //


		private class CountAndTimeStamp
		{
			private int m_Count;
			private DateTime m_Stamp;

			public CountAndTimeStamp()
			{
			}

			public DateTime TimeStamp { get{ return m_Stamp; } }
			public int Count 
			{ 
				get { return m_Count; } 
				set	{ m_Count = value; m_Stamp = DateTime.Now; } 
			}
		}

		private DesignContext m_DesignContext;

		private NpcGuild m_NpcGuild;
		private DateTime m_NpcGuildJoinTime;
		private TimeSpan m_NpcGuildGameTime;
		private PlayerFlag m_Flags;
		private int m_StepsTaken;

		public int StepsTaken
		{
			get{ return m_StepsTaken; }
			set{ m_StepsTaken = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public NpcGuild NpcGuild
		{
			get{ return m_NpcGuild; }
			set{ m_NpcGuild = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public DateTime NpcGuildJoinTime
		{
			get{ return m_NpcGuildJoinTime; }
			set{ m_NpcGuildJoinTime = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public TimeSpan NpcGuildGameTime
		{
			get{ return m_NpcGuildGameTime; }
			set{ m_NpcGuildGameTime = value; }
		}

		public PlayerFlag Flags
		{
			get{ return m_Flags; }
			set{ m_Flags = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool PagingSquelched
		{
			get{ return GetFlag( PlayerFlag.PagingSquelched ); }
			set{ SetFlag( PlayerFlag.PagingSquelched, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool Glassblowing
		{
			get{ return GetFlag( PlayerFlag.Glassblowing ); }
			set{ SetFlag( PlayerFlag.Glassblowing, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool Masonry
		{
			get{ return GetFlag( PlayerFlag.Masonry ); }
			set{ SetFlag( PlayerFlag.Masonry, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool SandMining
		{
			get{ return GetFlag( PlayerFlag.SandMining ); }
			set{ SetFlag( PlayerFlag.SandMining, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool StoneMining
		{
			get{ return GetFlag( PlayerFlag.StoneMining ); }
			set{ SetFlag( PlayerFlag.StoneMining, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool ToggleMiningStone
		{
			get{ return GetFlag( PlayerFlag.ToggleMiningStone ); }
			set{ SetFlag( PlayerFlag.ToggleMiningStone, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool KarmaLocked
		{
			get{ return GetFlag( PlayerFlag.KarmaLocked ); }
			set{ SetFlag( PlayerFlag.KarmaLocked, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool AutoRenewInsurance
		{
			get{ return GetFlag( PlayerFlag.AutoRenewInsurance ); }
			set{ SetFlag( PlayerFlag.AutoRenewInsurance, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool UseOwnFilter
		{
			get{ return GetFlag( PlayerFlag.UseOwnFilter ); }
			set{ SetFlag( PlayerFlag.UseOwnFilter, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool PublicMyRunUO
		{
			get{ return GetFlag( PlayerFlag.PublicMyRunUO ); }
			set{ SetFlag( PlayerFlag.PublicMyRunUO, value ); InvalidateMyRunUO(); }
		}

		public bool GetFlag( PlayerFlag flag )
		{
			return ( (m_Flags & flag) != 0 );
		}

		public void SetFlag( PlayerFlag flag, bool value )
		{
			if ( value )
				m_Flags |= flag;
			else
				m_Flags &= ~flag;
		}

		public DesignContext DesignContext
		{
			get{ return m_DesignContext; }
			set{ m_DesignContext = value; }
		}

		public static void Initialize()
		{
			if ( FastwalkPrevention )
			{
				PacketHandler ph = PacketHandlers.GetHandler( 0x02 );

				ph.ThrottleCallback = new ThrottlePacketCallback( MovementThrottle_Callback );
			}

			EventSink.Login += new LoginEventHandler( OnLogin );
			EventSink.Logout += new LogoutEventHandler( OnLogout );
			EventSink.Connected += new ConnectedEventHandler( EventSink_Connected );
			EventSink.Disconnected += new DisconnectedEventHandler( EventSink_Disconnected );
		}

		public override void OnSkillInvalidated( Skill skill )
		{
			if ( Core.AOS && skill.SkillName == SkillName.MagicResist )
				UpdateResistances();
		}

		public override int GetMaxResistance( ResistanceType type )
		{
			int max = base.GetMaxResistance( type );

			if ( 60 < max && Spells.Fourth.CurseSpell.UnderEffect( this ) )
				max = 60;

			return max;
		}

		private int m_LastGlobalLight = -1, m_LastPersonalLight = -1;

		public override void OnNetStateChanged()
		{
			m_LastGlobalLight = -1;
			m_LastPersonalLight = -1;
		}

		public override void ComputeBaseLightLevels( out int global, out int personal )
		{
			global = LightCycle.ComputeLevelFor( this );
			personal = this.LightLevel;
		}

		public override void CheckLightLevels( bool forceResend )
		{
			NetState ns = this.NetState;

			if ( ns == null )
				return;

			int global, personal;

			ComputeLightLevels( out global, out personal );

			if ( !forceResend )
				forceResend = ( global != m_LastGlobalLight || personal != m_LastPersonalLight );

			if ( !forceResend )
				return;

			m_LastGlobalLight = global;
			m_LastPersonalLight = personal;

			ns.Send( new GlobalLightLevel( global ) );
			ns.Send( new PersonalLightLevel( this, personal ) );
		}

		public override int GetMinResistance( ResistanceType type )
		{
			int magicResist = (int)(Skills[SkillName.MagicResist].Value * 10);
			int min = int.MinValue;

			if ( magicResist >= 1000 )
				min = 40 + ((magicResist - 1000) / 50);
			else if ( magicResist >= 400 )
				min = (magicResist - 400) / 15;

			if ( min > MaxPlayerResistance )
				min = MaxPlayerResistance;

			int baseMin = base.GetMinResistance( type );

			if ( min < baseMin )
				min = baseMin;

			return min;
		}

		private static void OnLogin( LoginEventArgs e )
		{
			Mobile from = e.Mobile;

			SacrificeVirtue.CheckAtrophy( from );
			JusticeVirtue.CheckAtrophy( from );
			CompassionVirtue.CheckAtrophy( from );

			if ( AccountHandler.LockdownLevel > AccessLevel.Player )
			{
				string notice;

				Accounting.Account acct = from.Account as Accounting.Account;

				if ( acct == null || !acct.HasAccess( from.NetState ) )
				{
					if ( from.AccessLevel == AccessLevel.Player )
						notice = "The server is currently under lockdown. No players are allowed to log in at this time.";
					else
						notice = "The server is currently under lockdown. You do not have sufficient access level to connect.";

					Timer.DelayCall( TimeSpan.FromSeconds( 1.0 ), new TimerStateCallback( Disconnect ), from );
				}
				else if ( from.AccessLevel == AccessLevel.Administrator )
				{
					notice = "The server is currently under lockdown. As you are an administrator, you may change this from the [Admin gump.";
				}
				else
				{
					notice = "The server is currently under lockdown. You have sufficient access level to connect.";
				}

				from.SendGump( new NoticeGump( 1060637, 30720, notice, 0xFFC000, 300, 140, null, null ) );
			}
		}

		private bool m_NoDeltaRecursion;

		public void ValidateEquipment()
		{
			if ( m_NoDeltaRecursion || Map == null || Map == Map.Internal )
				return;

			if ( this.Items == null )
				return;

			m_NoDeltaRecursion = true;
			Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ValidateEquipment_Sandbox ) );
		}

		private void ValidateEquipment_Sandbox()
		{
			try
			{
				if ( Map == null || Map == Map.Internal )
					return;

				ArrayList items = this.Items;

				if ( items == null )
					return;

				bool moved = false;

				int str = this.Str;
				int dex = this.Dex;
				int intel = this.Int;

				Mobile from = this;

				for ( int i = items.Count - 1; i >= 0; --i )
				{
					if ( i >= items.Count )
						continue;

					Item item = (Item)items[i];

					if ( item is BaseWeapon )
					{
						BaseWeapon weapon = (BaseWeapon)item;

						bool drop = false;

						if ( dex < weapon.DexRequirement )
							drop = true;
						else if ( str < AOS.Scale( weapon.StrRequirement, 100 - weapon.GetLowerStatReq() ) )
							drop = true;
						else if ( intel < weapon.IntRequirement )
							drop = true;

						if ( drop )
						{
							string name = weapon.Name;

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

							from.SendLocalizedMessage( 1062001, name ); // You can no longer wield your ~1_WEAPON~
							from.AddToBackpack( weapon );
							moved = true;
						}
					}
					else if ( item is BaseArmor )
					{
						BaseArmor armor = (BaseArmor)item;

						bool drop = false;

						if ( !armor.AllowMaleWearer && from.Body.IsMale && from.AccessLevel < AccessLevel.GameMaster )
						{
							drop = true;
						}
						else if ( !armor.AllowFemaleWearer && from.Body.IsFemale && from.AccessLevel < AccessLevel.GameMaster )
						{
							drop = true;
						}
						else
						{
							int strBonus = armor.ComputeStatBonus( StatType.Str ), strReq = armor.ComputeStatReq( StatType.Str );
							int dexBonus = armor.ComputeStatBonus( StatType.Dex ), dexReq = armor.ComputeStatReq( StatType.Dex );
							int intBonus = armor.ComputeStatBonus( StatType.Int ), intReq = armor.ComputeStatReq( StatType.Int );

							if ( dex < dexReq || (dex + dexBonus) < 1 )
								drop = true;
							else if ( str < strReq || (str + strBonus) < 1 )
								drop = true;
							else if ( intel < intReq || (intel + intBonus) < 1 )
								drop = true;
						}

						if ( drop )
						{
							string name = armor.Name;

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

							if ( armor is BaseShield )
								from.SendLocalizedMessage( 1062003, name ); // You can no longer equip your ~1_SHIELD~
							else
								from.SendLocalizedMessage( 1062002, name ); // You can no longer wear your ~1_ARMOR~

							from.AddToBackpack( armor );
							moved = true;
						}
					}
				}

				if ( moved )
					from.SendLocalizedMessage( 500647 ); // Some equipment has been moved to your backpack.
			}
			catch ( Exception e )
			{
				Console.WriteLine( e );
			}
			finally
			{
				m_NoDeltaRecursion = false;
			}
		}

		public override void Delta( MobileDelta flag )
		{
			base.Delta( flag );

			if ( (flag & MobileDelta.Stat) != 0 )
				ValidateEquipment();

			if ( (flag & (MobileDelta.Name | MobileDelta.Hue)) != 0 )
				InvalidateMyRunUO();
		}

		private static void Disconnect( object state )
		{
			NetState ns = ((Mobile)state).NetState;

			if ( ns != null )
				ns.Dispose();
		}

		private static void OnLogout( LogoutEventArgs e )
		{
		}

		private static void EventSink_Connected( ConnectedEventArgs e )
		{
			PlayerMobile pm = e.Mobile as PlayerMobile;

			if ( pm != null )
				pm.m_SessionStart = DateTime.Now;
		}

		private static void EventSink_Disconnected( DisconnectedEventArgs e )
		{
			Mobile from = e.Mobile;
			DesignContext context = DesignContext.Find( from );

			if ( context != null )
			{
				/* Client disconnected
				 *  - Remove design context
				 *  - Eject client from house
				 */

				// Remove design context
				DesignContext.Remove( from );

				// Eject client from house
				from.RevealingAction();
				from.Map = context.Foundation.Map;
				from.Location = context.Foundation.BanLocation;
			}

			PlayerMobile pm = e.Mobile as PlayerMobile;

			if ( pm != null )
				pm.m_GameTime += (DateTime.Now - pm.m_SessionStart);
		}

		public override void RevealingAction()
		{
			if ( m_DesignContext != null )
				return;

			Spells.Sixth.InvisibilitySpell.RemoveTimer( this );

			base.RevealingAction();
		}

		public override void OnSubItemAdded( Item item )
		{
			if ( AccessLevel < AccessLevel.GameMaster && item.IsChildOf( this.Backpack ) )
			{
				int maxWeight = WeightOverloading.GetMaxWeight( this );
				int curWeight = Mobile.BodyWeight + this.TotalWeight;

				if ( curWeight > maxWeight )
					this.SendLocalizedMessage( 1019035, true, String.Format( " : {0} / {1}", curWeight, maxWeight ) );
			}
		}

		public override bool CanBeHarmful( Mobile target, bool message, bool ignoreOurBlessedness )
		{
			if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
				return false;

			if ( (target is BaseVendor && ((BaseVendor)target).IsInvulnerable) || target is PlayerVendor || target is TownCrier )
			{
				if ( message )
				{
					if ( target.Title == null )
						SendMessage( "{0} the vendor cannot be harmed.", target.Name );
					else
						SendMessage( "{0} {1} cannot be harmed.", target.Name, target.Title );
				}

				return false;
			}

			return base.CanBeHarmful( target, message, ignoreOurBlessedness );
		}

		public override bool CanBeBeneficial( Mobile target, bool message, bool allowDead )
		{
			if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
				return false;

			return base.CanBeBeneficial( target, message, allowDead );
		}

		public override bool CheckContextMenuDisplay( IEntity target )
		{
			return ( m_DesignContext == null );
		}

		public override void OnItemAdded( Item item )
		{
			base.OnItemAdded( item );

			if ( item is BaseArmor || item is BaseWeapon )
			{
				Hits=Hits; Stam=Stam; Mana=Mana;
			}

			InvalidateMyRunUO();
		}

		public override void OnItemRemoved( Item item )
		{
			base.OnItemRemoved( item );

			if ( item is BaseArmor || item is BaseWeapon )
			{
				Hits=Hits; Stam=Stam; Mana=Mana;
			}

			InvalidateMyRunUO();
		}

		public override int HitsMax
		{
			get
			{
				int strBase;
				int strOffs = GetStatOffset( StatType.Str );

				if ( Core.AOS )
				{
					strBase = this.Str;
					strOffs += AosAttributes.GetValue( this, AosAttribute.BonusHits );
				}
				else
				{
					strBase = this.RawStr;
				}

				return (strBase / 2) + 50 + strOffs;
			}
		}

		public override int StamMax
		{
			get{ return base.StamMax + AosAttributes.GetValue( this, AosAttribute.BonusStam ); }
		}

		public override int ManaMax
		{
			get{ return base.ManaMax + AosAttributes.GetValue( this, AosAttribute.BonusMana ); }
		}

		public override bool Move( Direction d )
		{
			NetState ns = this.NetState;

			if ( ns != null )
			{
				Gump[] gumps = ns.Gumps;

				for ( int i = 0; i < gumps.Length; ++i )
				{
					if ( gumps[i] is ResurrectGump )
					{
						if ( Alive )
						{
							CloseGump( typeof( ResurrectGump ) );
						}
						else
						{
							SendLocalizedMessage( 500111 ); // You are frozen and cannot move.
							return false;
						}
					}
				}
			}

			TimeSpan speed = ComputeMovementSpeed( d );

			if ( !base.Move( d ) )
				return false;

			m_NextMovementTime += speed;
			return true;
		}

		public override bool CheckMovement( Direction d, out int newZ )
		{
			DesignContext context = m_DesignContext;

			if ( context == null )
				return base.CheckMovement( d, out newZ );

			HouseFoundation foundation = context.Foundation;

			newZ = foundation.Z + HouseFoundation.GetLevelZ( context.Level );

			int newX = this.X, newY = this.Y;
			Movement.Movement.Offset( d, ref newX, ref newY );

			int startX = foundation.X + foundation.Components.Min.X + 1;
			int startY = foundation.Y + foundation.Components.Min.Y + 1;
			int endX = startX + foundation.Components.Width - 1;
			int endY = startY + foundation.Components.Height - 2;

			return ( newX >= startX && newY >= startY && newX < endX && newY < endY && Map == foundation.Map );
		}

		public override bool AllowItemUse( Item item )
		{
			return DesignContext.Check( this );
		}

		public override bool AllowSkillUse( SkillName skill )
		{
			return DesignContext.Check( this );
		}

		private bool m_LastProtectedMessage;
		private int m_NextProtectionCheck = 10;

		public override void SetLocation( Point3D loc, bool isTeleport )
		{
			base.SetLocation( loc, isTeleport );

			if ( isTeleport || --m_NextProtectionCheck == 0 )
			{
				m_NextProtectionCheck = 10;

				Regions.GuardedRegion reg = this.Region as Regions.GuardedRegion;
				bool isProtected = ( reg != null && !reg.IsDisabled() );

				if ( isProtected != m_LastProtectedMessage )
				{
					if ( isProtected )
						SendLocalizedMessage( 500112 ); // You are now under the protection of the town guards.
					else
						SendLocalizedMessage( 500113 ); // You have left the protection of the town guards.

					m_LastProtectedMessage = isProtected;
				}
			}
		}

		public override void GetContextMenuEntries( Mobile from, ArrayList list )
		{
		base.GetContextMenuEntries( from, list );

		if ( from == this )
		{
			if ( InsuranceEnabled )
			{
				list.Add( new CallbackEntry( 6201, new ContextCallback( ToggleItemInsurance ) ) );

				if ( AutoRenewInsurance )
					list.Add( new CallbackEntry( 6202, new ContextCallback( CancelRenewInventoryInsurance ) ) );
				else
					list.Add( new CallbackEntry( 6200, new ContextCallback( AutoRenewInventoryInsurance ) ) );
			}

				if( m_CurrentQuest != null )
				{
					if( !m_CurrentQuest.Deleted )
					{
						list.Add( new QuestLogEntry( from, m_CurrentQuest ) );
						list.Add( new CancelQuestEntry( from, m_CurrentQuest ) );
					}
				}

			// TODO: Toggle champ titles

			BaseHouse house = BaseHouse.FindHouseAt( this );

			if ( house != null && house.IsAosRules )
				list.Add( new CallbackEntry( 6207, new ContextCallback( LeaveHouse ) ) );

			if ( m_JusticeProtectors.Count > 0 )
				list.Add( new CallbackEntry( 6157, new ContextCallback( CancelProtection ) ) );
			}
		}

		private void CancelProtection()
		{
			for ( int i = 0; i < m_JusticeProtectors.Count; ++i )
			{
				Mobile prot = (Mobile)m_JusticeProtectors[i];

				string args = String.Format( "{0}\t{1}", this.Name, prot.Name );

				prot.SendLocalizedMessage( 1049371, args ); // The protective relationship between ~1_PLAYER1~ and ~2_PLAYER2~ has been ended.
				this.SendLocalizedMessage( 1049371, args ); // The protective relationship between ~1_PLAYER1~ and ~2_PLAYER2~ has been ended.
			}

			m_JusticeProtectors.Clear();
		}

		private void ToggleItemInsurance()
		{
			BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
			SendLocalizedMessage( 1060868 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
		}

		private bool CanInsure( Item item )
		{
			if ( item is Container )
				return false;

			if ( item is Spellbook || item is Runebook || item is PotionKeg )
				return false;

			if ( item.Stackable )
				return false;

			if ( item.LootType == LootType.Cursed )
				return false;

			if ( item.ItemID == 0x204E ) // death shroud
				return false;

			return true;
		}

		private void ToggleItemInsurance_Callback( Mobile from, object obj )
		{
			Item item = obj as Item;

			if ( item == null || !item.IsChildOf( this ) )
			{
				BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
				SendLocalizedMessage( 1060871, "", 0x23 ); // You can only insure items that you have equipped or that are in your backpack
			}
			else if ( item.Insured )
			{
				item.Insured = false;

				SendLocalizedMessage( 1060874, "", 0x35 ); // You cancel the insurance on the item

				BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
				SendLocalizedMessage( 1060868, "", 0x23 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
			}
			else if ( !CanInsure( item ) )
			{
				BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
				SendLocalizedMessage( 1060869, "", 0x23 ); // You cannot insure that
			}
			else if ( item.LootType == LootType.Blessed || item.LootType == LootType.Newbied || item.BlessedFor == from )
			{
				BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
				SendLocalizedMessage( 1060870, "", 0x23 ); // That item is blessed and does not need to be insured
				SendLocalizedMessage( 1060869, "", 0x23 ); // You cannot insure that
			}
			else
			{
				if ( !item.PayedInsurance )
				{
					if ( Banker.Withdraw( from, 600 ) )
					{
						SendLocalizedMessage( 1060398, "600" ); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
						item.PayedInsurance = true;
					}
					else
					{
						SendLocalizedMessage( 1061079, "", 0x23 ); // You lack the funds to purchase the insurance
						return;
					}
				}

				item.Insured = true;

				SendLocalizedMessage( 1060873, "", 0x23 ); // You have insured the item

				BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
				SendLocalizedMessage( 1060868, "", 0x23 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
			}
		}

		private void AutoRenewInventoryInsurance()
		{
			SendLocalizedMessage( 1060881, "", 0x23 ); // You have selected to automatically reinsure all insured items upon death
			AutoRenewInsurance = true;
		}

		private void CancelRenewInventoryInsurance()
		{
			SendLocalizedMessage( 1061075, "", 0x23 ); // You have cancelled automatically reinsuring all insured items upon death
			AutoRenewInsurance = false;
		}

		// TODO: Champ titles, toggle

		private void LeaveHouse()
		{
			BaseHouse house = BaseHouse.FindHouseAt( this );

			if ( house != null )
				this.Location = house.BanLocation;
		}

		private delegate void ContextCallback();

		private class CallbackEntry : ContextMenuEntry
		{
			private ContextCallback m_Callback;

			public CallbackEntry( int number, ContextCallback callback ) : this( number, -1, callback )
			{
			}

			public CallbackEntry( int number, int range, ContextCallback callback ) : base( number, range )
			{
				m_Callback = callback;
			}

			public override void OnClick()
			{
				if ( m_Callback != null )
					m_Callback();
			}
		}

		public override void OnDoubleClick( Mobile from )
		{
			if ( this == from && !Warmode )
			{
				IMount mount = Mount;

				if ( mount != null && !DesignContext.Check( this ) )
					return;
			}

			base.OnDoubleClick( from );
		}

		public override void DisplayPaperdollTo( Mobile to )
		{
			if ( DesignContext.Check( this ) )
				base.DisplayPaperdollTo( to );
		}

		private static bool m_NoRecursion;

		protected override void OnLocationChange( Point3D oldLocation )
		{
			CheckLightLevels( false );

			DesignContext context = m_DesignContext;

			if ( context == null || m_NoRecursion )
				return;

			m_NoRecursion = true;

			HouseFoundation foundation = context.Foundation;

			int newX = this.X, newY = this.Y;
			int newZ = foundation.Z + HouseFoundation.GetLevelZ( context.Level );

			int startX = foundation.X + foundation.Components.Min.X + 1;
			int startY = foundation.Y + foundation.Components.Min.Y + 1;
			int endX = startX + foundation.Components.Width - 1;
			int endY = startY + foundation.Components.Height - 2;

			if ( newX >= startX && newY >= startY && newX < endX && newY < endY && Map == foundation.Map )
			{
				if ( Z != newZ )
					Location = new Point3D( X, Y, newZ );

				m_NoRecursion = false;
				return;
			}

			Location = new Point3D( foundation.X, foundation.Y, newZ );
			Map = foundation.Map;

			m_NoRecursion = false;
		}

		protected override void OnMapChange( Map oldMap )
		{
			DesignContext context = m_DesignContext;

			if ( context == null || m_NoRecursion )
				return;

			m_NoRecursion = true;

			HouseFoundation foundation = context.Foundation;

			if ( Map != foundation.Map )
				Map = foundation.Map;

			m_NoRecursion = false;
		}

		public override void OnDamage( int amount, Mobile from, bool willKill )
		{
			if ( amount > 0 )
			{
				BandageContext c = BandageContext.GetContext( this );

				if ( c != null )
					c.Slip();
			}

			WeightOverloading.FatigueOnDamage( this, amount );

			base.OnDamage( amount, from, willKill );
		}

		public static int ComputeSkillTotal( Mobile m )
		{
			int total = 0;

			for ( int i = 0; i < m.Skills.Length; ++i )
				total += m.Skills[i].BaseFixedPoint;

			return ( total / 10 );
		}

		public override void Resurrect()
		{
			bool wasAlive = this.Alive;

			base.Resurrect();

			if ( this.Alive && !wasAlive )
			{
				Item deathRobe = new DeathRobe();

				if ( !EquipItem( deathRobe ) )
					deathRobe.Delete();
			}
		}

		private Mobile m_InsuranceAward;
		private int m_InsuranceCost;
		private int m_InsuranceBonus;

		public override bool OnBeforeDeath()
		{
			m_InsuranceCost = 0;
			m_InsuranceAward = base.FindMostRecentDamager( false );

			if ( m_InsuranceAward != null && !m_InsuranceAward.Player )
				m_InsuranceAward = null;

			if ( m_InsuranceAward is PlayerMobile )
				((PlayerMobile)m_InsuranceAward).m_InsuranceBonus = 0;

			return base.OnBeforeDeath();
		}

		private bool CheckInsuranceOnDeath( Item item )
		{
			if ( InsuranceEnabled && item.Insured )
			{
				if ( AutoRenewInsurance )
				{
					int cost = ( m_InsuranceAward == null ? 600 : 300 );

					if ( Banker.Withdraw( this, cost ) )
					{
						m_InsuranceCost += cost;
						item.PayedInsurance = true;
					}
					else
					{
						SendLocalizedMessage( 1061079, "", 0x23 ); // You lack the funds to purchase the insurance
						item.PayedInsurance = false;
						item.Insured = false;
					}
				}
				else
				{
					item.PayedInsurance = false;
					item.Insured = false;
				}

				if ( m_InsuranceAward != null )
				{
					if ( Banker.Deposit( m_InsuranceAward, 300 ) )
					{
						if ( m_InsuranceAward is PlayerMobile )
							((PlayerMobile)m_InsuranceAward).m_InsuranceBonus += 300;
					}
				}

				return true;
			}

			return false;
		}

		public override DeathMoveResult GetParentMoveResultFor( Item item )
		{
			if ( CheckInsuranceOnDeath( item ) )
				return DeathMoveResult.MoveToBackpack;

			return base.GetParentMoveResultFor( item );
		}

		public override DeathMoveResult GetInventoryMoveResultFor( Item item )
		{
			if ( CheckInsuranceOnDeath( item ) )
				return DeathMoveResult.MoveToBackpack;

			return base.GetInventoryMoveResultFor( item );
		}

		public override void OnDeath( Container c )
		{
			base.OnDeath( c );

			HueMod = -1;
			NameMod = null;
			SavagePaintExpiration = TimeSpan.Zero;

			SetHairMods( -1, -1 );

			PolymorphSpell.StopTimer( this );
			IncognitoSpell.StopTimer( this );
			DisguiseGump.StopTimer( this );

			EndAction( typeof( PolymorphSpell ) );
			EndAction( typeof( IncognitoSpell ) );

			MeerMage.StopEffect( this, false );

			if ( m_PermaFlags.Count > 0 )
			{
				m_PermaFlags.Clear();

				if ( c is Corpse )
					((Corpse)c).Criminal = true;

				if ( SkillHandlers.Stealing.ClassicMode )
					Criminal = true;
			}

			if ( this.Kills >= 5 && DateTime.Now >= m_NextJustAward )
			{
				Mobile m = FindMostRecentDamager( false );

				if ( m != null && m.Player )
				{
					bool gainedPath = false;

					int theirTotal = ComputeSkillTotal( m );
					int ourTotal = ComputeSkillTotal( this );

					int pointsToGain = 1 + ((theirTotal - ourTotal) / 50);

					if ( pointsToGain < 1 )
						pointsToGain = 1;
					else if ( pointsToGain > 4 )
						pointsToGain = 4;

					if ( VirtueHelper.Award( m, VirtueName.Justice, pointsToGain, ref gainedPath ) )
					{
						if ( gainedPath )
							m.SendLocalizedMessage( 1049367 ); // You have gained a path in Justice!
						else
							m.SendLocalizedMessage( 1049363 ); // You have gained in Justice.

						m.FixedParticles( 0x375A, 9, 20, 5027, EffectLayer.Waist );
						m.PlaySound( 0x1F7 );

						m_NextJustAward = DateTime.Now + TimeSpan.FromMinutes( pointsToGain * 2 );
					}
				}
			}

			if ( m_InsuranceCost > 0 )
				SendLocalizedMessage( 1060398, m_InsuranceCost.ToString() ); // ~1_AMOUNT~ gold has been withdrawn from your bank box.

			if ( m_InsuranceAward is PlayerMobile )
			{
				PlayerMobile pm = (PlayerMobile)m_InsuranceAward;

				if ( pm.m_InsuranceBonus > 0 )
					pm.SendLocalizedMessage( 1060397, pm.m_InsuranceBonus.ToString() ); // ~1_AMOUNT~ gold has been deposited into your bank box.
			}
		}

		private ArrayList m_PermaFlags;
		private ArrayList m_VisList;
		private Hashtable m_AntiMacroTable;
		private TimeSpan m_GameTime;
		private TimeSpan m_ShortTermElapse;
		private TimeSpan m_LongTermElapse;
		private DateTime m_SessionStart;
		private DateTime m_LastEscortTime;
		private DateTime m_NextSmithBulkOrder;
		private DateTime m_NextTailorBulkOrder;
		private DateTime m_SavagePaintExpiration;
		private SkillName m_Learning = (SkillName)(-1);

		public SkillName Learning
		{
			get{ return m_Learning; }
			set{ m_Learning = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public TimeSpan SavagePaintExpiration
		{
			get
			{
				TimeSpan ts = m_SavagePaintExpiration - DateTime.Now;

				if ( ts < TimeSpan.Zero )
					ts = TimeSpan.Zero;

				return ts;
			}
			set
			{
				m_SavagePaintExpiration = DateTime.Now + value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public TimeSpan NextSmithBulkOrder
		{
			get
			{
				TimeSpan ts = m_NextSmithBulkOrder - DateTime.Now;

				if ( ts < TimeSpan.Zero )
					ts = TimeSpan.Zero;

				return ts;
			}
			set
			{
				try{ m_NextSmithBulkOrder = DateTime.Now + value; }
				catch{}
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public TimeSpan NextTailorBulkOrder
		{
			get
			{
				TimeSpan ts = m_NextTailorBulkOrder - DateTime.Now;

				if ( ts < TimeSpan.Zero )
					ts = TimeSpan.Zero;

				return ts;
			}
			set
			{
				try{ m_NextTailorBulkOrder = DateTime.Now + value; }
				catch{}
			}
		}

		public DateTime LastEscortTime
		{
			get{ return m_LastEscortTime; }
			set{ m_LastEscortTime = value; }
		}

		public PlayerMobile()
		{
			m_VisList = new ArrayList();
			m_PermaFlags = new ArrayList();
			m_AntiMacroTable = new Hashtable();

			m_BOBFilter = new Engines.BulkOrders.BOBFilter();

			m_GameTime = TimeSpan.Zero;
			m_ShortTermElapse = TimeSpan.FromHours( 8.0 );
			m_LongTermElapse = TimeSpan.FromHours( 40.0 );

			m_JusticeProtectors = new ArrayList();

			InvalidateMyRunUO();
		}

		public override bool MutateSpeech( ArrayList hears, ref string text, ref object context )
		{
			if ( Alive )
				return false;

			if ( Core.AOS )
			{
				for ( int i = 0; i < hears.Count; ++i )
				{
					object o = hears[i];

					if ( o != this && o is Mobile && ((Mobile)o).Skills[SkillName.SpiritSpeak].Value >= 100.0 )
						return false;
				}
			}

			return base.MutateSpeech( hears, ref text, ref context );
		}

		public override void Damage( int amount, Mobile from )
		{
			if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
				amount = (int)(amount * 1.25);

			Mobile oath = Spells.Necromancy.BloodOathSpell.GetBloodOath( from );

			if ( oath == this )
			{
				amount = (int)(amount * 1.1);
				from.Damage( amount, from );
			}

			base.Damage( amount, from );
		}

		public override ApplyPoisonResult ApplyPoison( Mobile from, Poison poison )
		{
			if ( !Alive )
				return ApplyPoisonResult.Immune;

			if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
				return base.ApplyPoison( from, PoisonImpl.IncreaseLevel( poison ) );

			return base.ApplyPoison( from, poison );
		}

		public PlayerMobile( Serial s ) : base( s )
		{
			m_VisList = new ArrayList();
			m_AntiMacroTable = new Hashtable();
			InvalidateMyRunUO();
		}

		public ArrayList VisibilityList
		{
			get{ return m_VisList; }
		}

		public ArrayList PermaFlags
		{
			get{ return m_PermaFlags; }
		}

		public override int Luck{ get{ return AosAttributes.GetValue( this, AosAttribute.Luck ); } }

		public override bool IsHarmfulCriminal( Mobile target )
		{
			if ( SkillHandlers.Stealing.ClassicMode && target is PlayerMobile && ((PlayerMobile)target).m_PermaFlags.Count > 0 )
			{
				int noto = Notoriety.Compute( this, target );

				if ( noto == Notoriety.Innocent )
					target.Delta( MobileDelta.Noto );

				return false;
			}

			if ( target is BaseCreature && ((BaseCreature)target).InitialInnocent )
				return false;

			return base.IsHarmfulCriminal( target );
		}

		public bool AntiMacroCheck( Skill skill, object obj )
		{
			if ( obj == null || m_AntiMacroTable == null || this.AccessLevel != AccessLevel.Player )
				return true;

			Hashtable tbl = (Hashtable)m_AntiMacroTable[skill];
			if ( tbl == null )
				m_AntiMacroTable[skill] = tbl = new Hashtable();

			CountAndTimeStamp count = (CountAndTimeStamp)tbl[obj];
			if ( count != null )
			{
				if ( count.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
				{
					count.Count = 1;
					return true;
				}
				else
				{
					++count.Count;
					if ( count.Count <= SkillCheck.Allowance )
						return true;
					else
						return false;
				}
			}
			else
			{
				tbl[obj] = count = new CountAndTimeStamp();
				count.Count = 1;
				
				return true;
			}
		}

		private void RevertHair()
		{
			SetHairMods( -1, -1 );
		}

		private Engines.BulkOrders.BOBFilter m_BOBFilter;

		public Engines.BulkOrders.BOBFilter BOBFilter
		{
			get{ return m_BOBFilter; }
		}
		
		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );
			int version = reader.ReadInt();
			
			// --- Start Quest Deserialization --- //
			m_SolenFriend = (SolenFriend)reader.ReadInt();
			m_CurrentQuest = (BaseQuest) reader.ReadItem();
			// --- Stop Quest Deserialization --- //


			switch ( version )
			{
				case 14:
				{
					m_CompassionGains = reader.ReadEncodedInt();

					if ( m_CompassionGains > 0 )
						m_NextCompassionDay = reader.ReadDeltaTime();

					goto case 13;
				}
				case 13: // just removed m_PayedInsurance list
				case 12:
				{
					m_BOBFilter = new Engines.BulkOrders.BOBFilter( reader );
					goto case 11;
				}
				case 11:
				{
					if ( version < 13 )
					{
						ArrayList payed = reader.ReadItemList();

						for ( int i = 0; i < payed.Count; ++i )
							((Item)payed[i]).PayedInsurance = true;
					}

					goto case 10;
				}
				case 10:
				{
					if ( reader.ReadBool() )
					{
						m_HairModID = reader.ReadInt();
						m_HairModHue = reader.ReadInt();
						m_BeardModID = reader.ReadInt();
						m_BeardModHue = reader.ReadInt();

						// We cannot call SetHairMods( -1, -1 ) here because the items have not yet loaded
						Timer.DelayCall( TimeSpan.Zero, new TimerCallback( RevertHair ) );
					}

					goto case 9;
				}
				case 9:
				{
					SavagePaintExpiration = reader.ReadTimeSpan();

					if ( SavagePaintExpiration > TimeSpan.Zero )
					{
						BodyMod = ( Female ? 184 : 183 );
						HueMod = 0;
					}

					goto case 8;
				}
				case 8:
				{
					m_NpcGuild = (NpcGuild)reader.ReadInt();
					m_NpcGuildJoinTime = reader.ReadDateTime();
					m_NpcGuildGameTime = reader.ReadTimeSpan();
					goto case 7;
				}
				case 7:
				{
					m_PermaFlags = reader.ReadMobileList();
					goto case 6;
				}
				case 6:
				{
					NextTailorBulkOrder = reader.ReadTimeSpan();
					goto case 5;
				}
				case 5:
				{
					NextSmithBulkOrder = reader.ReadTimeSpan();
					goto case 4;
				}
				case 4:
				{
					m_LastJusticeLoss = reader.ReadDeltaTime();
					m_JusticeProtectors = reader.ReadMobileList();
					goto case 3;
				}
				case 3:
				{
					m_LastSacrificeGain = reader.ReadDeltaTime();
					m_LastSacrificeLoss = reader.ReadDeltaTime();
					m_AvailableResurrects = reader.ReadInt();
					goto case 2;
				}
				case 2:
				{
					m_Flags = (PlayerFlag)reader.ReadInt();
					goto case 1;
				}
				case 1:
				{
					m_LongTermElapse = reader.ReadTimeSpan();
					m_ShortTermElapse = reader.ReadTimeSpan();
					m_GameTime = reader.ReadTimeSpan();
					goto case 0;
				}
				case 0:
				{
					break;
				}
			}

			if ( m_PermaFlags == null )
				m_PermaFlags = new ArrayList();

			if ( m_JusticeProtectors == null )
				m_JusticeProtectors = new ArrayList();

			if ( m_BOBFilter == null )
				m_BOBFilter = new Engines.BulkOrders.BOBFilter();

			ArrayList list = this.Stabled;

			for ( int i = 0; i < list.Count; ++i )
			{
				BaseCreature bc = list[i] as BaseCreature;

				if ( bc != null )
					bc.IsStabled = true;
			}
		}
		
		public override void Serialize( GenericWriter writer )
		{
			
			// --- Start Quest Serialization --- //
			writer.Write( (int)m_SolenFriend );
			writer.Write( m_CurrentQuest );
			// --- Stop Quest Serialization --- //			

			//cleanup our anti-macro table 
			foreach ( Hashtable t in m_AntiMacroTable.Values )
			{
				ArrayList remove = new ArrayList();
				foreach ( CountAndTimeStamp time in t.Values )
				{
					if ( time.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
						remove.Add( time );
				}

				for (int i=0;i<remove.Count;++i)
					t.Remove( remove[i] );
			}

			//decay our kills
			if ( m_ShortTermElapse < this.GameTime )
			{
				m_ShortTermElapse += TimeSpan.FromHours( 8 );
				if ( ShortTermMurders > 0 )
					--ShortTermMurders;
			}

			if ( m_LongTermElapse < this.GameTime )
			{
				m_LongTermElapse += TimeSpan.FromHours( 40 );
				if ( Kills > 0 )
					--Kills;
			}

			base.Serialize( writer );
			
			writer.Write( (int) 14 ); // version

			writer.WriteEncodedInt( m_CompassionGains );

			if ( m_CompassionGains > 0 )
				writer.WriteDeltaTime( m_NextCompassionDay );

			m_BOBFilter.Serialize( writer );

			bool useMods = ( m_HairModID != -1 || m_BeardModID != -1 );

			writer.Write( useMods );

			if ( useMods )
			{
				writer.Write( (int) m_HairModID );
				writer.Write( (int) m_HairModHue );
				writer.Write( (int) m_BeardModID );
				writer.Write( (int) m_BeardModHue );
			}

			writer.Write( SavagePaintExpiration );

			writer.Write( (int) m_NpcGuild );
			writer.Write( (DateTime) m_NpcGuildJoinTime );
			writer.Write( (TimeSpan) m_NpcGuildGameTime );

			writer.WriteMobileList( m_PermaFlags, true );

			writer.Write( NextTailorBulkOrder );

			writer.Write( NextSmithBulkOrder );

			writer.WriteDeltaTime( m_LastJusticeLoss );
			writer.WriteMobileList( m_JusticeProtectors, true );

			writer.WriteDeltaTime( m_LastSacrificeGain );
			writer.WriteDeltaTime( m_LastSacrificeLoss );
			writer.Write( m_AvailableResurrects );

			writer.Write( (int) m_Flags );

			writer.Write( m_LongTermElapse );
			writer.Write( m_ShortTermElapse );
			writer.Write( this.GameTime );
		}

		public void ResetKillTime()
		{
			m_ShortTermElapse = this.GameTime + TimeSpan.FromHours( 8 );
			m_LongTermElapse = this.GameTime + TimeSpan.FromHours( 40 );
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public TimeSpan GameTime
		{
			get
			{
				if ( NetState != null )
					return m_GameTime + (DateTime.Now - m_SessionStart);
				else
					return m_GameTime;
			}
		}

		public override bool CanSee( Mobile m )
		{
			if ( m is PlayerMobile && ((PlayerMobile)m).m_VisList.Contains( this ) )
				return true;

			return base.CanSee( m );
		}

		public override bool CanSee( Item item )
		{
			if ( m_DesignContext != null && m_DesignContext.Foundation.IsHiddenToCustomizer( item ) )
				return false;

			return base.CanSee( item );
		}

		#region MyRunUO Invalidation
		private bool m_ChangedMyRunUO;

		public bool ChangedMyRunUO
		{
			get{ return m_ChangedMyRunUO; }
			set{ m_ChangedMyRunUO = value; }
		}

		public void InvalidateMyRunUO()
		{
			if ( !Deleted && !m_ChangedMyRunUO )
			{
				m_ChangedMyRunUO = true;
				Engines.MyRunUO.MyRunUO.QueueMobileUpdate( this );
			}
		}

		public override void OnKillsChange( int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnGenderChanged( bool oldFemale )
		{
			InvalidateMyRunUO();
		}

		public override void OnGuildChange( Server.Guilds.Guild oldGuild )
		{
			InvalidateMyRunUO();
		}

		public override void OnGuildTitleChange( string oldTitle )
		{
			InvalidateMyRunUO();
		}

		public override void OnKarmaChange( int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnFameChange( int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnSkillChange( SkillName skill, double oldBase )
		{
			InvalidateMyRunUO();
		}

		public override void OnAccessLevelChanged( AccessLevel oldLevel )
		{
			InvalidateMyRunUO();
		}

		public override void OnRawStatChange( StatType stat, int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnDelete()
		{
			InvalidateMyRunUO();
		}
		#endregion

		#region Fastwalk Prevention
		private static bool FastwalkPrevention = true; // Is fastwalk prevention enabled?
		private static TimeSpan FastwalkThreshold = TimeSpan.FromSeconds( 0.4 ); // Fastwalk prevention will become active after 0.4 seconds

		private DateTime m_NextMovementTime;

		public virtual bool UsesFastwalkPrevention{ get{ return ( AccessLevel < AccessLevel.GameMaster ); } }

		public virtual TimeSpan ComputeMovementSpeed( Direction dir )
		{
			if ( (dir & Direction.Mask) != (this.Direction & Direction.Mask) )
				return TimeSpan.Zero;

			bool running = ( (dir & Direction.Running) != 0 );

			bool onHorse = ( this.Mount != null );

			if ( onHorse )
				return ( running ? TimeSpan.FromSeconds( 0.1 ) : TimeSpan.FromSeconds( 0.2 ) );

			return ( running ? TimeSpan.FromSeconds( 0.2 ) : TimeSpan.FromSeconds( 0.4 ) );
		}

		public static bool MovementThrottle_Callback( NetState ns )
		{
			PlayerMobile pm = ns.Mobile as PlayerMobile;

			if ( pm == null || !pm.UsesFastwalkPrevention )
				return true;

			if ( pm.m_NextMovementTime == DateTime.MinValue )
			{
				// has not yet moved
				pm.m_NextMovementTime = DateTime.Now;
				return true;
			}

			TimeSpan ts = pm.m_NextMovementTime - DateTime.Now;

			if ( ts < TimeSpan.Zero )
			{
				// been a while since we've last moved
				pm.m_NextMovementTime = DateTime.Now;
				return true;
			}

			return ( ts < FastwalkThreshold );
		}
		#endregion

		#region Enemy of One
		private Type m_EnemyOfOneType;
		private bool m_WaitingForEnemy;

		public Type EnemyOfOneType
		{
			get{ return m_EnemyOfOneType; }
			set
			{
				Type oldType = m_EnemyOfOneType;
				Type newType = value;

				if ( oldType == newType )
					return;

				m_EnemyOfOneType = value;

				DeltaEnemies( oldType, newType );
			}
		}

		public bool WaitingForEnemy
		{
			get{ return m_WaitingForEnemy; }
			set{ m_WaitingForEnemy = value; }
		}

		private void DeltaEnemies( Type oldType, Type newType )
		{
			foreach ( Mobile m in this.GetMobilesInRange( 18 ) )
			{
				Type t = m.GetType();

				if ( t == oldType || t == newType )
					Send( new MobileMoving( m, Notoriety.Compute( this, m ) ) );
			}
		}
		#endregion

		#region Hair and beard mods
		private int m_HairModID = -1, m_HairModHue;
		private int m_BeardModID = -1, m_BeardModHue;

		public void SetHairMods( int hairID, int beardID )
		{
			if ( hairID == -1 )
				InternalRestoreHair( true, ref m_HairModID, ref m_HairModHue );
			else if ( hairID != -2 )
				InternalChangeHair( true, hairID, ref m_HairModID, ref m_HairModHue );

			if ( beardID == -1 )
				InternalRestoreHair( false, ref m_BeardModID, ref m_BeardModHue );
			else if ( beardID != -2 )
				InternalChangeHair( false, beardID, ref m_BeardModID, ref m_BeardModHue );
		}

		private Item CreateHair( bool hair, int id, int hue )
		{
			switch ( id )
			{
				case 0x203B: return new ShortHair( hue );
				case 0x203C: return new LongHair( hue );
				case 0x203D: return new PonyTail( hue );
				case 0x203E: return new LongBeard( hue );
				case 0x203F: return new ShortBeard( hue );
				case 0x2040: return new Goatee( hue );
				case 0x2041: return new Mustache( hue );
				case 0x2044: return new Mohawk( hue );
				case 0x2045: return new PageboyHair( hue );
				case 0x2046: return new BunsHair( hue );
				case 0x2047: return new Afro( hue );
				case 0x2048: return new ReceedingHair( hue );
				case 0x2049: return new TwoPigTails( hue );
				case 0x204A: return new KrisnaHair( hue );
				case 0x204B: return new MediumShortBeard( hue );
				case 0x204C: return new MediumLongBeard( hue );
				case 0x204D: return new Vandyke( hue );
				default:
				{
					Console.WriteLine( "Warning: Unknown hair ID specified: {0}", id );

					if ( hair )
						return new GenericHair( id );
					else
						return new GenericBeard( id );
				}
			}
		}

		private void InternalRestoreHair( bool hair, ref int id, ref int hue )
		{
			if ( id == -1 )
				return;

			Item item = FindItemOnLayer( hair ? Layer.Hair : Layer.FacialHair );

			if ( item != null )
				item.Delete();

			if ( id != 0 )
				AddItem( CreateHair( hair, id, hue ) );

			id = -1;
			hue = 0;
		}

		private void InternalChangeHair( bool hair, int id, ref int storeID, ref int storeHue )
		{
			Item item = FindItemOnLayer( hair ? Layer.Hair : Layer.FacialHair );

			if ( item != null )
			{
				if ( storeID == -1 )
				{
					storeID = item.ItemID;
					storeHue = item.Hue;
				}

				item.Delete();
			}
			else if ( storeID == -1 )
			{
				storeID = 0;
				storeHue = 0;
			}

			if ( id == 0 )
				return;

			AddItem( CreateHair( hair, id, 0 ) );
		}
		#endregion

		#region Virtue stuff
		private DateTime m_LastSacrificeGain;
		private DateTime m_LastSacrificeLoss;
		private int m_AvailableResurrects;

		public DateTime LastSacrificeGain{ get{ return m_LastSacrificeGain; } set{ m_LastSacrificeGain = value; } }
		public DateTime LastSacrificeLoss{ get{ return m_LastSacrificeLoss; } set{ m_LastSacrificeLoss = value; } }
		public int AvailableResurrects{ get{ return m_AvailableResurrects; } set{ m_AvailableResurrects = value; } }

		private DateTime m_NextJustAward;
		private DateTime m_LastJusticeLoss;
		private ArrayList m_JusticeProtectors;

		public DateTime LastJusticeLoss{ get{ return m_LastJusticeLoss; } set{ m_LastJusticeLoss = value; } }
		public ArrayList JusticeProtectors{ get{ return m_JusticeProtectors; } set{ m_JusticeProtectors = value; } }

		private DateTime m_LastCompassionLoss;
		private DateTime m_NextCompassionDay;
		private int m_CompassionGains;

		public DateTime LastCompassionLoss{ get{ return m_LastCompassionLoss; } set{ m_LastCompassionLoss = value; } }
		public DateTime NextCompassionDay{ get{ return m_NextCompassionDay; } set{ m_NextCompassionDay = value; } }
		public int CompassionGains{ get{ return m_CompassionGains; } set{ m_CompassionGains = value; } }
		#endregion
	}
}
 

Tru

Knight
Artras said:
But I have tryed 3 nights to run base quest and ....

i have got a lot of errors :(

Code:
Scripts: Compiling C# scripts...failed (48 errors, 1 warnings)
 - Warning: Scripts\Misc\CharacterCreation.cs: CS0168: (line 76, column 14) The
variable 'cont' is declared but never used
 - Error: Scripts\Skills\Stealing.cs: CS0246: (line 173, column 35) The type or
namespace name 'SolenFriend' could not be found (are you missing a using directi
ve or an assembly reference?)
 - Error: Scripts\Skills\Stealing.cs: CS0246: (line 176, column 32) The type or
namespace name 'SolenFriend' could not be found (are you missing a using directi
ve or an assembly reference?)
 - Error: Scripts\Skills\Stealing.cs: CS0246: (line 179, column 35) The type or
namespace name 'SolenFriend' could not be found (are you missing a using directi
ve or an assembly reference?)
 - Error: Scripts\Skills\Stealing.cs: CS0246: (line 182, column 32) The type or
namespace name 'SolenFriend' could not be found (are you missing a using directi
ve or an assembly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enQueen.cs: CS0246: (line 73, column 35) The type or namespace name 'SolenFriend
' could not be found (are you missing a using directive or an assembly reference
?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enQueen.cs: CS0246: (line 140, column 35) The type or namespace name 'SolenFrien
d' could not be found (are you missing a using directive or an assembly referenc
e?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enQueen.cs: CS0246: (line 142, column 31) The type or namespace name 'SolenFrien
d' could not be found (are you missing a using directive or an assembly referenc
e?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enWarrior.cs: CS0246: (line 76, column 35) The type or namespace name 'SolenFrie
nd' could not be found (are you missing a using directive or an assembly referen
ce?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enWarrior.cs: CS0246: (line 116, column 35) The type or namespace name 'SolenFri
end' could not be found (are you missing a using directive or an assembly refere
nce?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enWarrior.cs: CS0246: (line 118, column 31) The type or namespace name 'SolenFri
end' could not be found (are you missing a using directive or an assembly refere
nce?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enWorker.cs: CS0246: (line 62, column 35) The type or namespace name 'SolenFrien
d' could not be found (are you missing a using directive or an assembly referenc
e?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enWorker.cs: CS0246: (line 74, column 35) The type or namespace name 'SolenFrien
d' could not be found (are you missing a using directive or an assembly referenc
e?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Black\BlackSol
enWorker.cs: CS0246: (line 76, column 31) The type or namespace name 'SolenFrien
d' could not be found (are you missing a using directive or an assembly referenc
e?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenQu
een.cs: CS0246: (line 72, column 35) The type or namespace name 'SolenFriend' co
uld not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenQu
een.cs: CS0246: (line 139, column 35) The type or namespace name 'SolenFriend' c
ould not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenQu
een.cs: CS0246: (line 141, column 31) The type or namespace name 'SolenFriend' c
ould not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenWa
rrior.cs: CS0246: (line 75, column 35) The type or namespace name 'SolenFriend'
could not be found (are you missing a using directive or an assembly reference?)

 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenWa
rrior.cs: CS0246: (line 115, column 35) The type or namespace name 'SolenFriend'
 could not be found (are you missing a using directive or an assembly reference?
)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenWa
rrior.cs: CS0246: (line 117, column 31) The type or namespace name 'SolenFriend'
 could not be found (are you missing a using directive or an assembly reference?
)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenWo
rker.cs: CS0246: (line 61, column 35) The type or namespace name 'SolenFriend' c
ould not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenWo
rker.cs: CS0246: (line 73, column 35) The type or namespace name 'SolenFriend' c
ould not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\Ambitious Quest\Red\RedSolenWo
rker.cs: CS0246: (line 75, column 31) The type or namespace name 'SolenFriend' c
ould not be found (are you missing a using directive or an assembly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nInfiltratorQueen.cs: CS0246: (line 65, column 35) The type or namespace name 'S
olenFriend' could not be found (are you missing a using directive or an assembly
 reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nInfiltratorQueen.cs: CS0246: (line 77, column 35) The type or namespace name 'S
olenFriend' could not be found (are you missing a using directive or an assembly
 reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nInfiltratorQueen.cs: CS0246: (line 79, column 31) The type or namespace name 'S
olenFriend' could not be found (are you missing a using directive or an assembly
 reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nInfiltratorWarrior.cs: CS0246: (line 70, column 35) The type or namespace name
'SolenFriend' could not be found (are you missing a using directive or an assemb
ly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nInfiltratorWarrior.cs: CS0246: (line 82, column 35) The type or namespace name
'SolenFriend' could not be found (are you missing a using directive or an assemb
ly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nInfiltratorWarrior.cs: CS0246: (line 84, column 31) The type or namespace name
'SolenFriend' could not be found (are you missing a using directive or an assemb
ly reference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nMatriarch.cs: CS0246: (line 175, column 38) The type or namespace name 'SolenFr
iend' could not be found (are you missing a using directive or an assembly refer
ence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nMatriarch.cs: CS0246: (line 185, column 43) The type or namespace name 'SolenFr
iend' could not be found (are you missing a using directive or an assembly refer
ence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nMatriarch.cs: CS0246: (line 233, column 35) The type or namespace name 'SolenFr
iend' could not be found (are you missing a using directive or an assembly refer
ence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nMatriarch.cs: CS0246: (line 280, column 38) The type or namespace name 'SolenFr
iend' could not be found (are you missing a using directive or an assembly refer
ence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nMatriarch.cs: CS0246: (line 100, column 32) The type or namespace name 'SolenFr
iend' could not be found (are you missing a using directive or an assembly refer
ence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nMatriarch.cs: CS0246: (line 143, column 57) The type or namespace name 'SolenFr
iend' could not be found (are you missing a using directive or an assembly refer
ence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Black\BlackSole
nMatriarch.cs: CS0246: (line 151, column 57) The type or namespace name 'SolenFr
iend' could not be found (are you missing a using directive or an assembly refer
ence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenInf
iltratorQueen.cs: CS0246: (line 65, column 35) The type or namespace name 'Solen
Friend' could not be found (are you missing a using directive or an assembly ref
erence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenInf
iltratorQueen.cs: CS0246: (line 77, column 35) The type or namespace name 'Solen
Friend' could not be found (are you missing a using directive or an assembly ref
erence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenInf
iltratorQueen.cs: CS0246: (line 79, column 31) The type or namespace name 'Solen
Friend' could not be found (are you missing a using directive or an assembly ref
erence?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenInf
iltratorWarrior.cs: CS0246: (line 69, column 35) The type or namespace name 'Sol
enFriend' could not be found (are you missing a using directive or an assembly r
eference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenInf
iltratorWarrior.cs: CS0246: (line 81, column 35) The type or namespace name 'Sol
enFriend' could not be found (are you missing a using directive or an assembly r
eference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenInf
iltratorWarrior.cs: CS0246: (line 83, column 31) The type or namespace name 'Sol
enFriend' could not be found (are you missing a using directive or an assembly r
eference?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenMat
riarch.cs: CS0246: (line 174, column 38) The type or namespace name 'SolenFriend
' could not be found (are you missing a using directive or an assembly reference
?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenMat
riarch.cs: CS0246: (line 184, column 43) The type or namespace name 'SolenFriend
' could not be found (are you missing a using directive or an assembly reference
?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenMat
riarch.cs: CS0246: (line 232, column 35) The type or namespace name 'SolenFriend
' could not be found (are you missing a using directive or an assembly reference
?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenMat
riarch.cs: CS0246: (line 279, column 38) The type or namespace name 'SolenFriend
' could not be found (are you missing a using directive or an assembly reference
?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenMat
riarch.cs: CS0246: (line 99, column 32) The type or namespace name 'SolenFriend'
 could not be found (are you missing a using directive or an assembly reference?
)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenMat
riarch.cs: CS0246: (line 142, column 57) The type or namespace name 'SolenFriend
' could not be found (are you missing a using directive or an assembly reference
?)
 - Error: Scripts\custom\FullBaseQuests1.8\Quests\MatriarchQuest\Red\RedSolenMat
riarch.cs: CS0246: (line 150, column 57) The type or namespace name 'SolenFriend
' could not be found (are you missing a using directive or an assembly reference
?)
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.

I think i can make mistake somewhere in the PlayerMobile.cs

Code:
using System;
using System.Collections;
using Server;
using Server.Misc;
using Server.Items;
using Server.Gumps;
using Server.Multis;
using Server.Engines.Help;
using Server.ContextMenus;
using Server.Network;
using Server.Spells;
using Server.Spells.Fifth;
using Server.Spells.Seventh;
using Server.Targeting;

namespace Server.Mobiles
{
	[Flags]
	public enum PlayerFlag // First 16 bits are reserved for default-distro use, start custom flags at 0x00010000
	{
		None				= 0x00000000,
		Glassblowing		= 0x00000001,
		Masonry				= 0x00000002,
		SandMining			= 0x00000004,
		StoneMining			= 0x00000008,
		ToggleMiningStone	= 0x00000010,
		KarmaLocked			= 0x00000020,
		AutoRenewInsurance	= 0x00000040,
		UseOwnFilter		= 0x00000080,
		PublicMyRunUO		= 0x00000100,
		PagingSquelched		= 0x00000200
	}

	public enum NpcGuild
	{
		None,
		MagesGuild,
		WarriorsGuild,
		ThievesGuild,
		RangersGuild,
		HealersGuild,
		MinersGuild,
		MerchantsGuild,
		TinkersGuild,
		TailorsGuild,
		FishermensGuild,
		BardsGuild,
		BlacksmithsGuild
	}

	public class PlayerMobile : Mobile
	{
		//ADDED for Orange Petals
		public bool Petals;

		public override bool CheckPoisonImmunity( Mobile from, Poison poison )
		{
			if (Petals)
				return (poison.Level < 3);
			return base.CheckPoisonImmunity( from, poison );
		}

		public override void OnPoisonImmunity(Mobile from, Poison poison) 
		{
			if (Petals)
			{
				this.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1053092, this.NetState); // * You feel yourself resisting the effects of the poison *
				return;
			}		
			base.OnPoisonImmunity( from,poison ); 
		}

		public override void OnPoisoned(Mobile from, Poison poison, Poison oldPoison) 
		{
			if (Petals && (poison != oldPoison))
			{
				this.PrivateOverheadMessage( MessageType.Regular, 0x3B2, 1053093, this.NetState); // * The strength of the poison overcomes your resistance! *
				return;
			}
			base.OnPoisoned( from, poison, oldPoison);
		}
		// End added Orange Petals
		
		// --- Start Quest Property --- //

		public enum SolenFriend 
		{ 
			None, Black, Red 
		}
		
		private BaseQuest m_CurrentQuest;
		public DateTime m_QuestRestartTime;
		private SolenFriend m_SolenFriend = SolenFriend.None;
		// --- Stop Quest Property --- //

		// --- Start Quest Property Method --- //
		[CommandProperty( AccessLevel.GameMaster )] 
		public BaseQuest CurrentQuest
		{
			get { return m_CurrentQuest; }
			set { m_CurrentQuest = value; }
		}
		[CommandProperty( AccessLevel.GameMaster )]
		public bool CanStartNewQuest
		{
			get
			{
				if ( DateTime.Now > m_QuestRestartTime )
					return true;
				else
					return false;
			}
		}
		[CommandProperty( AccessLevel.GameMaster )] 
		public SolenFriend SolenFriendship 
		{ 
			get { return m_SolenFriend; } 
			set { m_SolenFriend = value; } 
		}
		// --- Stop Quest Property Method --- //

		// --- Start Quest Context Menu's --- //

		private class QuestLogEntry : Server.ContextMenus.ContextMenuEntry
		{
			private BaseQuest m_Quest;
			private Mobile m_From;

			public QuestLogEntry( Mobile from, BaseQuest quest ) : base( 6154 )
			{
				m_Quest = quest;
				m_From = from;
			}

			public override void OnClick()
			{
				m_From.SendGump( new Server.Gumps.QuestLogGump( m_Quest ) );
			}
		}

		private class CancelQuestEntry : Server.ContextMenus.ContextMenuEntry
		{
			private BaseQuest m_Quest;
			private Mobile m_From;

			public CancelQuestEntry( Mobile from, BaseQuest quest ) : base( 6155 )
			{
				m_Quest = quest;
				m_From = from;
			}
		
			public override void OnClick()
			{
				m_From.SendGump( new Server.Gumps.CancelQuestGump( m_Quest ) );
			}
		
		}
		// --- Stop Quest Context Menu's --- //


		private class CountAndTimeStamp
		{
			private int m_Count;
			private DateTime m_Stamp;

			public CountAndTimeStamp()
			{
			}

			public DateTime TimeStamp { get{ return m_Stamp; } }
			public int Count 
			{ 
				get { return m_Count; } 
				set	{ m_Count = value; m_Stamp = DateTime.Now; } 
			}
		}

		private DesignContext m_DesignContext;

		private NpcGuild m_NpcGuild;
		private DateTime m_NpcGuildJoinTime;
		private TimeSpan m_NpcGuildGameTime;
		private PlayerFlag m_Flags;
		private int m_StepsTaken;

		public int StepsTaken
		{
			get{ return m_StepsTaken; }
			set{ m_StepsTaken = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public NpcGuild NpcGuild
		{
			get{ return m_NpcGuild; }
			set{ m_NpcGuild = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public DateTime NpcGuildJoinTime
		{
			get{ return m_NpcGuildJoinTime; }
			set{ m_NpcGuildJoinTime = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public TimeSpan NpcGuildGameTime
		{
			get{ return m_NpcGuildGameTime; }
			set{ m_NpcGuildGameTime = value; }
		}

		public PlayerFlag Flags
		{
			get{ return m_Flags; }
			set{ m_Flags = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool PagingSquelched
		{
			get{ return GetFlag( PlayerFlag.PagingSquelched ); }
			set{ SetFlag( PlayerFlag.PagingSquelched, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool Glassblowing
		{
			get{ return GetFlag( PlayerFlag.Glassblowing ); }
			set{ SetFlag( PlayerFlag.Glassblowing, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool Masonry
		{
			get{ return GetFlag( PlayerFlag.Masonry ); }
			set{ SetFlag( PlayerFlag.Masonry, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool SandMining
		{
			get{ return GetFlag( PlayerFlag.SandMining ); }
			set{ SetFlag( PlayerFlag.SandMining, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool StoneMining
		{
			get{ return GetFlag( PlayerFlag.StoneMining ); }
			set{ SetFlag( PlayerFlag.StoneMining, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool ToggleMiningStone
		{
			get{ return GetFlag( PlayerFlag.ToggleMiningStone ); }
			set{ SetFlag( PlayerFlag.ToggleMiningStone, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool KarmaLocked
		{
			get{ return GetFlag( PlayerFlag.KarmaLocked ); }
			set{ SetFlag( PlayerFlag.KarmaLocked, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool AutoRenewInsurance
		{
			get{ return GetFlag( PlayerFlag.AutoRenewInsurance ); }
			set{ SetFlag( PlayerFlag.AutoRenewInsurance, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool UseOwnFilter
		{
			get{ return GetFlag( PlayerFlag.UseOwnFilter ); }
			set{ SetFlag( PlayerFlag.UseOwnFilter, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool PublicMyRunUO
		{
			get{ return GetFlag( PlayerFlag.PublicMyRunUO ); }
			set{ SetFlag( PlayerFlag.PublicMyRunUO, value ); InvalidateMyRunUO(); }
		}

		public bool GetFlag( PlayerFlag flag )
		{
			return ( (m_Flags & flag) != 0 );
		}

		public void SetFlag( PlayerFlag flag, bool value )
		{
			if ( value )
				m_Flags |= flag;
			else
				m_Flags &= ~flag;
		}

		public DesignContext DesignContext
		{
			get{ return m_DesignContext; }
			set{ m_DesignContext = value; }
		}

		public static void Initialize()
		{
			if ( FastwalkPrevention )
			{
				PacketHandler ph = PacketHandlers.GetHandler( 0x02 );

				ph.ThrottleCallback = new ThrottlePacketCallback( MovementThrottle_Callback );
			}

			EventSink.Login += new LoginEventHandler( OnLogin );
			EventSink.Logout += new LogoutEventHandler( OnLogout );
			EventSink.Connected += new ConnectedEventHandler( EventSink_Connected );
			EventSink.Disconnected += new DisconnectedEventHandler( EventSink_Disconnected );
		}

		public override void OnSkillInvalidated( Skill skill )
		{
			if ( Core.AOS && skill.SkillName == SkillName.MagicResist )
				UpdateResistances();
		}

		public override int GetMaxResistance( ResistanceType type )
		{
			int max = base.GetMaxResistance( type );

			if ( 60 < max && Spells.Fourth.CurseSpell.UnderEffect( this ) )
				max = 60;

			return max;
		}

		private int m_LastGlobalLight = -1, m_LastPersonalLight = -1;

		public override void OnNetStateChanged()
		{
			m_LastGlobalLight = -1;
			m_LastPersonalLight = -1;
		}

		public override void ComputeBaseLightLevels( out int global, out int personal )
		{
			global = LightCycle.ComputeLevelFor( this );
			personal = this.LightLevel;
		}

		public override void CheckLightLevels( bool forceResend )
		{
			NetState ns = this.NetState;

			if ( ns == null )
				return;

			int global, personal;

			ComputeLightLevels( out global, out personal );

			if ( !forceResend )
				forceResend = ( global != m_LastGlobalLight || personal != m_LastPersonalLight );

			if ( !forceResend )
				return;

			m_LastGlobalLight = global;
			m_LastPersonalLight = personal;

			ns.Send( new GlobalLightLevel( global ) );
			ns.Send( new PersonalLightLevel( this, personal ) );
		}

		public override int GetMinResistance( ResistanceType type )
		{
			int magicResist = (int)(Skills[SkillName.MagicResist].Value * 10);
			int min = int.MinValue;

			if ( magicResist >= 1000 )
				min = 40 + ((magicResist - 1000) / 50);
			else if ( magicResist >= 400 )
				min = (magicResist - 400) / 15;

			if ( min > MaxPlayerResistance )
				min = MaxPlayerResistance;

			int baseMin = base.GetMinResistance( type );

			if ( min < baseMin )
				min = baseMin;

			return min;
		}

		private static void OnLogin( LoginEventArgs e )
		{
			Mobile from = e.Mobile;

			SacrificeVirtue.CheckAtrophy( from );
			JusticeVirtue.CheckAtrophy( from );
			CompassionVirtue.CheckAtrophy( from );

			if ( AccountHandler.LockdownLevel > AccessLevel.Player )
			{
				string notice;

				Accounting.Account acct = from.Account as Accounting.Account;

				if ( acct == null || !acct.HasAccess( from.NetState ) )
				{
					if ( from.AccessLevel == AccessLevel.Player )
						notice = "The server is currently under lockdown. No players are allowed to log in at this time.";
					else
						notice = "The server is currently under lockdown. You do not have sufficient access level to connect.";

					Timer.DelayCall( TimeSpan.FromSeconds( 1.0 ), new TimerStateCallback( Disconnect ), from );
				}
				else if ( from.AccessLevel == AccessLevel.Administrator )
				{
					notice = "The server is currently under lockdown. As you are an administrator, you may change this from the [Admin gump.";
				}
				else
				{
					notice = "The server is currently under lockdown. You have sufficient access level to connect.";
				}

				from.SendGump( new NoticeGump( 1060637, 30720, notice, 0xFFC000, 300, 140, null, null ) );
			}
		}

		private bool m_NoDeltaRecursion;

		public void ValidateEquipment()
		{
			if ( m_NoDeltaRecursion || Map == null || Map == Map.Internal )
				return;

			if ( this.Items == null )
				return;

			m_NoDeltaRecursion = true;
			Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ValidateEquipment_Sandbox ) );
		}

		private void ValidateEquipment_Sandbox()
		{
			try
			{
				if ( Map == null || Map == Map.Internal )
					return;

				ArrayList items = this.Items;

				if ( items == null )
					return;

				bool moved = false;

				int str = this.Str;
				int dex = this.Dex;
				int intel = this.Int;

				Mobile from = this;

				for ( int i = items.Count - 1; i >= 0; --i )
				{
					if ( i >= items.Count )
						continue;

					Item item = (Item)items[i];

					if ( item is BaseWeapon )
					{
						BaseWeapon weapon = (BaseWeapon)item;

						bool drop = false;

						if ( dex < weapon.DexRequirement )
							drop = true;
						else if ( str < AOS.Scale( weapon.StrRequirement, 100 - weapon.GetLowerStatReq() ) )
							drop = true;
						else if ( intel < weapon.IntRequirement )
							drop = true;

						if ( drop )
						{
							string name = weapon.Name;

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

							from.SendLocalizedMessage( 1062001, name ); // You can no longer wield your ~1_WEAPON~
							from.AddToBackpack( weapon );
							moved = true;
						}
					}
					else if ( item is BaseArmor )
					{
						BaseArmor armor = (BaseArmor)item;

						bool drop = false;

						if ( !armor.AllowMaleWearer && from.Body.IsMale && from.AccessLevel < AccessLevel.GameMaster )
						{
							drop = true;
						}
						else if ( !armor.AllowFemaleWearer && from.Body.IsFemale && from.AccessLevel < AccessLevel.GameMaster )
						{
							drop = true;
						}
						else
						{
							int strBonus = armor.ComputeStatBonus( StatType.Str ), strReq = armor.ComputeStatReq( StatType.Str );
							int dexBonus = armor.ComputeStatBonus( StatType.Dex ), dexReq = armor.ComputeStatReq( StatType.Dex );
							int intBonus = armor.ComputeStatBonus( StatType.Int ), intReq = armor.ComputeStatReq( StatType.Int );

							if ( dex < dexReq || (dex + dexBonus) < 1 )
								drop = true;
							else if ( str < strReq || (str + strBonus) < 1 )
								drop = true;
							else if ( intel < intReq || (intel + intBonus) < 1 )
								drop = true;
						}

						if ( drop )
						{
							string name = armor.Name;

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

							if ( armor is BaseShield )
								from.SendLocalizedMessage( 1062003, name ); // You can no longer equip your ~1_SHIELD~
							else
								from.SendLocalizedMessage( 1062002, name ); // You can no longer wear your ~1_ARMOR~

							from.AddToBackpack( armor );
							moved = true;
						}
					}
				}

				if ( moved )
					from.SendLocalizedMessage( 500647 ); // Some equipment has been moved to your backpack.
			}
			catch ( Exception e )
			{
				Console.WriteLine( e );
			}
			finally
			{
				m_NoDeltaRecursion = false;
			}
		}

		public override void Delta( MobileDelta flag )
		{
			base.Delta( flag );

			if ( (flag & MobileDelta.Stat) != 0 )
				ValidateEquipment();

			if ( (flag & (MobileDelta.Name | MobileDelta.Hue)) != 0 )
				InvalidateMyRunUO();
		}

		private static void Disconnect( object state )
		{
			NetState ns = ((Mobile)state).NetState;

			if ( ns != null )
				ns.Dispose();
		}

		private static void OnLogout( LogoutEventArgs e )
		{
		}

		private static void EventSink_Connected( ConnectedEventArgs e )
		{
			PlayerMobile pm = e.Mobile as PlayerMobile;

			if ( pm != null )
				pm.m_SessionStart = DateTime.Now;
		}

		private static void EventSink_Disconnected( DisconnectedEventArgs e )
		{
			Mobile from = e.Mobile;
			DesignContext context = DesignContext.Find( from );

			if ( context != null )
			{
				/* Client disconnected
				 *  - Remove design context
				 *  - Eject client from house
				 */

				// Remove design context
				DesignContext.Remove( from );

				// Eject client from house
				from.RevealingAction();
				from.Map = context.Foundation.Map;
				from.Location = context.Foundation.BanLocation;
			}

			PlayerMobile pm = e.Mobile as PlayerMobile;

			if ( pm != null )
				pm.m_GameTime += (DateTime.Now - pm.m_SessionStart);
		}

		public override void RevealingAction()
		{
			if ( m_DesignContext != null )
				return;

			Spells.Sixth.InvisibilitySpell.RemoveTimer( this );

			base.RevealingAction();
		}

		public override void OnSubItemAdded( Item item )
		{
			if ( AccessLevel < AccessLevel.GameMaster && item.IsChildOf( this.Backpack ) )
			{
				int maxWeight = WeightOverloading.GetMaxWeight( this );
				int curWeight = Mobile.BodyWeight + this.TotalWeight;

				if ( curWeight > maxWeight )
					this.SendLocalizedMessage( 1019035, true, String.Format( " : {0} / {1}", curWeight, maxWeight ) );
			}
		}

		public override bool CanBeHarmful( Mobile target, bool message, bool ignoreOurBlessedness )
		{
			if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
				return false;

			if ( (target is BaseVendor && ((BaseVendor)target).IsInvulnerable) || target is PlayerVendor || target is TownCrier )
			{
				if ( message )
				{
					if ( target.Title == null )
						SendMessage( "{0} the vendor cannot be harmed.", target.Name );
					else
						SendMessage( "{0} {1} cannot be harmed.", target.Name, target.Title );
				}

				return false;
			}

			return base.CanBeHarmful( target, message, ignoreOurBlessedness );
		}

		public override bool CanBeBeneficial( Mobile target, bool message, bool allowDead )
		{
			if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
				return false;

			return base.CanBeBeneficial( target, message, allowDead );
		}

		public override bool CheckContextMenuDisplay( IEntity target )
		{
			return ( m_DesignContext == null );
		}

		public override void OnItemAdded( Item item )
		{
			base.OnItemAdded( item );

			if ( item is BaseArmor || item is BaseWeapon )
			{
				Hits=Hits; Stam=Stam; Mana=Mana;
			}

			InvalidateMyRunUO();
		}

		public override void OnItemRemoved( Item item )
		{
			base.OnItemRemoved( item );

			if ( item is BaseArmor || item is BaseWeapon )
			{
				Hits=Hits; Stam=Stam; Mana=Mana;
			}

			InvalidateMyRunUO();
		}

		public override int HitsMax
		{
			get
			{
				int strBase;
				int strOffs = GetStatOffset( StatType.Str );

				if ( Core.AOS )
				{
					strBase = this.Str;
					strOffs += AosAttributes.GetValue( this, AosAttribute.BonusHits );
				}
				else
				{
					strBase = this.RawStr;
				}

				return (strBase / 2) + 50 + strOffs;
			}
		}

		public override int StamMax
		{
			get{ return base.StamMax + AosAttributes.GetValue( this, AosAttribute.BonusStam ); }
		}

		public override int ManaMax
		{
			get{ return base.ManaMax + AosAttributes.GetValue( this, AosAttribute.BonusMana ); }
		}

		public override bool Move( Direction d )
		{
			NetState ns = this.NetState;

			if ( ns != null )
			{
				Gump[] gumps = ns.Gumps;

				for ( int i = 0; i < gumps.Length; ++i )
				{
					if ( gumps[i] is ResurrectGump )
					{
						if ( Alive )
						{
							CloseGump( typeof( ResurrectGump ) );
						}
						else
						{
							SendLocalizedMessage( 500111 ); // You are frozen and cannot move.
							return false;
						}
					}
				}
			}

			TimeSpan speed = ComputeMovementSpeed( d );

			if ( !base.Move( d ) )
				return false;

			m_NextMovementTime += speed;
			return true;
		}

		public override bool CheckMovement( Direction d, out int newZ )
		{
			DesignContext context = m_DesignContext;

			if ( context == null )
				return base.CheckMovement( d, out newZ );

			HouseFoundation foundation = context.Foundation;

			newZ = foundation.Z + HouseFoundation.GetLevelZ( context.Level );

			int newX = this.X, newY = this.Y;
			Movement.Movement.Offset( d, ref newX, ref newY );

			int startX = foundation.X + foundation.Components.Min.X + 1;
			int startY = foundation.Y + foundation.Components.Min.Y + 1;
			int endX = startX + foundation.Components.Width - 1;
			int endY = startY + foundation.Components.Height - 2;

			return ( newX >= startX && newY >= startY && newX < endX && newY < endY && Map == foundation.Map );
		}

		public override bool AllowItemUse( Item item )
		{
			return DesignContext.Check( this );
		}

		public override bool AllowSkillUse( SkillName skill )
		{
			return DesignContext.Check( this );
		}

		private bool m_LastProtectedMessage;
		private int m_NextProtectionCheck = 10;

		public override void SetLocation( Point3D loc, bool isTeleport )
		{
			base.SetLocation( loc, isTeleport );

			if ( isTeleport || --m_NextProtectionCheck == 0 )
			{
				m_NextProtectionCheck = 10;

				Regions.GuardedRegion reg = this.Region as Regions.GuardedRegion;
				bool isProtected = ( reg != null && !reg.IsDisabled() );

				if ( isProtected != m_LastProtectedMessage )
				{
					if ( isProtected )
						SendLocalizedMessage( 500112 ); // You are now under the protection of the town guards.
					else
						SendLocalizedMessage( 500113 ); // You have left the protection of the town guards.

					m_LastProtectedMessage = isProtected;
				}
			}
		}

		public override void GetContextMenuEntries( Mobile from, ArrayList list )
		{
		base.GetContextMenuEntries( from, list );

		if ( from == this )
		{
			if ( InsuranceEnabled )
			{
				list.Add( new CallbackEntry( 6201, new ContextCallback( ToggleItemInsurance ) ) );

				if ( AutoRenewInsurance )
					list.Add( new CallbackEntry( 6202, new ContextCallback( CancelRenewInventoryInsurance ) ) );
				else
					list.Add( new CallbackEntry( 6200, new ContextCallback( AutoRenewInventoryInsurance ) ) );
			}

				if( m_CurrentQuest != null )
				{
					if( !m_CurrentQuest.Deleted )
					{
						list.Add( new QuestLogEntry( from, m_CurrentQuest ) );
						list.Add( new CancelQuestEntry( from, m_CurrentQuest ) );
					}
				}

			// TODO: Toggle champ titles

			BaseHouse house = BaseHouse.FindHouseAt( this );

			if ( house != null && house.IsAosRules )
				list.Add( new CallbackEntry( 6207, new ContextCallback( LeaveHouse ) ) );

			if ( m_JusticeProtectors.Count > 0 )
				list.Add( new CallbackEntry( 6157, new ContextCallback( CancelProtection ) ) );
			}
		}

		private void CancelProtection()
		{
			for ( int i = 0; i < m_JusticeProtectors.Count; ++i )
			{
				Mobile prot = (Mobile)m_JusticeProtectors[i];

				string args = String.Format( "{0}\t{1}", this.Name, prot.Name );

				prot.SendLocalizedMessage( 1049371, args ); // The protective relationship between ~1_PLAYER1~ and ~2_PLAYER2~ has been ended.
				this.SendLocalizedMessage( 1049371, args ); // The protective relationship between ~1_PLAYER1~ and ~2_PLAYER2~ has been ended.
			}

			m_JusticeProtectors.Clear();
		}

		private void ToggleItemInsurance()
		{
			BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
			SendLocalizedMessage( 1060868 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
		}

		private bool CanInsure( Item item )
		{
			if ( item is Container )
				return false;

			if ( item is Spellbook || item is Runebook || item is PotionKeg )
				return false;

			if ( item.Stackable )
				return false;

			if ( item.LootType == LootType.Cursed )
				return false;

			if ( item.ItemID == 0x204E ) // death shroud
				return false;

			return true;
		}

		private void ToggleItemInsurance_Callback( Mobile from, object obj )
		{
			Item item = obj as Item;

			if ( item == null || !item.IsChildOf( this ) )
			{
				BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
				SendLocalizedMessage( 1060871, "", 0x23 ); // You can only insure items that you have equipped or that are in your backpack
			}
			else if ( item.Insured )
			{
				item.Insured = false;

				SendLocalizedMessage( 1060874, "", 0x35 ); // You cancel the insurance on the item

				BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
				SendLocalizedMessage( 1060868, "", 0x23 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
			}
			else if ( !CanInsure( item ) )
			{
				BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
				SendLocalizedMessage( 1060869, "", 0x23 ); // You cannot insure that
			}
			else if ( item.LootType == LootType.Blessed || item.LootType == LootType.Newbied || item.BlessedFor == from )
			{
				BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
				SendLocalizedMessage( 1060870, "", 0x23 ); // That item is blessed and does not need to be insured
				SendLocalizedMessage( 1060869, "", 0x23 ); // You cannot insure that
			}
			else
			{
				if ( !item.PayedInsurance )
				{
					if ( Banker.Withdraw( from, 600 ) )
					{
						SendLocalizedMessage( 1060398, "600" ); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
						item.PayedInsurance = true;
					}
					else
					{
						SendLocalizedMessage( 1061079, "", 0x23 ); // You lack the funds to purchase the insurance
						return;
					}
				}

				item.Insured = true;

				SendLocalizedMessage( 1060873, "", 0x23 ); // You have insured the item

				BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
				SendLocalizedMessage( 1060868, "", 0x23 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
			}
		}

		private void AutoRenewInventoryInsurance()
		{
			SendLocalizedMessage( 1060881, "", 0x23 ); // You have selected to automatically reinsure all insured items upon death
			AutoRenewInsurance = true;
		}

		private void CancelRenewInventoryInsurance()
		{
			SendLocalizedMessage( 1061075, "", 0x23 ); // You have cancelled automatically reinsuring all insured items upon death
			AutoRenewInsurance = false;
		}

		// TODO: Champ titles, toggle

		private void LeaveHouse()
		{
			BaseHouse house = BaseHouse.FindHouseAt( this );

			if ( house != null )
				this.Location = house.BanLocation;
		}

		private delegate void ContextCallback();

		private class CallbackEntry : ContextMenuEntry
		{
			private ContextCallback m_Callback;

			public CallbackEntry( int number, ContextCallback callback ) : this( number, -1, callback )
			{
			}

			public CallbackEntry( int number, int range, ContextCallback callback ) : base( number, range )
			{
				m_Callback = callback;
			}

			public override void OnClick()
			{
				if ( m_Callback != null )
					m_Callback();
			}
		}

		public override void OnDoubleClick( Mobile from )
		{
			if ( this == from && !Warmode )
			{
				IMount mount = Mount;

				if ( mount != null && !DesignContext.Check( this ) )
					return;
			}

			base.OnDoubleClick( from );
		}

		public override void DisplayPaperdollTo( Mobile to )
		{
			if ( DesignContext.Check( this ) )
				base.DisplayPaperdollTo( to );
		}

		private static bool m_NoRecursion;

		protected override void OnLocationChange( Point3D oldLocation )
		{
			CheckLightLevels( false );

			DesignContext context = m_DesignContext;

			if ( context == null || m_NoRecursion )
				return;

			m_NoRecursion = true;

			HouseFoundation foundation = context.Foundation;

			int newX = this.X, newY = this.Y;
			int newZ = foundation.Z + HouseFoundation.GetLevelZ( context.Level );

			int startX = foundation.X + foundation.Components.Min.X + 1;
			int startY = foundation.Y + foundation.Components.Min.Y + 1;
			int endX = startX + foundation.Components.Width - 1;
			int endY = startY + foundation.Components.Height - 2;

			if ( newX >= startX && newY >= startY && newX < endX && newY < endY && Map == foundation.Map )
			{
				if ( Z != newZ )
					Location = new Point3D( X, Y, newZ );

				m_NoRecursion = false;
				return;
			}

			Location = new Point3D( foundation.X, foundation.Y, newZ );
			Map = foundation.Map;

			m_NoRecursion = false;
		}

		protected override void OnMapChange( Map oldMap )
		{
			DesignContext context = m_DesignContext;

			if ( context == null || m_NoRecursion )
				return;

			m_NoRecursion = true;

			HouseFoundation foundation = context.Foundation;

			if ( Map != foundation.Map )
				Map = foundation.Map;

			m_NoRecursion = false;
		}

		public override void OnDamage( int amount, Mobile from, bool willKill )
		{
			if ( amount > 0 )
			{
				BandageContext c = BandageContext.GetContext( this );

				if ( c != null )
					c.Slip();
			}

			WeightOverloading.FatigueOnDamage( this, amount );

			base.OnDamage( amount, from, willKill );
		}

		public static int ComputeSkillTotal( Mobile m )
		{
			int total = 0;

			for ( int i = 0; i < m.Skills.Length; ++i )
				total += m.Skills[i].BaseFixedPoint;

			return ( total / 10 );
		}

		public override void Resurrect()
		{
			bool wasAlive = this.Alive;

			base.Resurrect();

			if ( this.Alive && !wasAlive )
			{
				Item deathRobe = new DeathRobe();

				if ( !EquipItem( deathRobe ) )
					deathRobe.Delete();
			}
		}

		private Mobile m_InsuranceAward;
		private int m_InsuranceCost;
		private int m_InsuranceBonus;

		public override bool OnBeforeDeath()
		{
			m_InsuranceCost = 0;
			m_InsuranceAward = base.FindMostRecentDamager( false );

			if ( m_InsuranceAward != null && !m_InsuranceAward.Player )
				m_InsuranceAward = null;

			if ( m_InsuranceAward is PlayerMobile )
				((PlayerMobile)m_InsuranceAward).m_InsuranceBonus = 0;

			return base.OnBeforeDeath();
		}

		private bool CheckInsuranceOnDeath( Item item )
		{
			if ( InsuranceEnabled && item.Insured )
			{
				if ( AutoRenewInsurance )
				{
					int cost = ( m_InsuranceAward == null ? 600 : 300 );

					if ( Banker.Withdraw( this, cost ) )
					{
						m_InsuranceCost += cost;
						item.PayedInsurance = true;
					}
					else
					{
						SendLocalizedMessage( 1061079, "", 0x23 ); // You lack the funds to purchase the insurance
						item.PayedInsurance = false;
						item.Insured = false;
					}
				}
				else
				{
					item.PayedInsurance = false;
					item.Insured = false;
				}

				if ( m_InsuranceAward != null )
				{
					if ( Banker.Deposit( m_InsuranceAward, 300 ) )
					{
						if ( m_InsuranceAward is PlayerMobile )
							((PlayerMobile)m_InsuranceAward).m_InsuranceBonus += 300;
					}
				}

				return true;
			}

			return false;
		}

		public override DeathMoveResult GetParentMoveResultFor( Item item )
		{
			if ( CheckInsuranceOnDeath( item ) )
				return DeathMoveResult.MoveToBackpack;

			return base.GetParentMoveResultFor( item );
		}

		public override DeathMoveResult GetInventoryMoveResultFor( Item item )
		{
			if ( CheckInsuranceOnDeath( item ) )
				return DeathMoveResult.MoveToBackpack;

			return base.GetInventoryMoveResultFor( item );
		}

		public override void OnDeath( Container c )
		{
			base.OnDeath( c );

			HueMod = -1;
			NameMod = null;
			SavagePaintExpiration = TimeSpan.Zero;

			SetHairMods( -1, -1 );

			PolymorphSpell.StopTimer( this );
			IncognitoSpell.StopTimer( this );
			DisguiseGump.StopTimer( this );

			EndAction( typeof( PolymorphSpell ) );
			EndAction( typeof( IncognitoSpell ) );

			MeerMage.StopEffect( this, false );

			if ( m_PermaFlags.Count > 0 )
			{
				m_PermaFlags.Clear();

				if ( c is Corpse )
					((Corpse)c).Criminal = true;

				if ( SkillHandlers.Stealing.ClassicMode )
					Criminal = true;
			}

			if ( this.Kills >= 5 && DateTime.Now >= m_NextJustAward )
			{
				Mobile m = FindMostRecentDamager( false );

				if ( m != null && m.Player )
				{
					bool gainedPath = false;

					int theirTotal = ComputeSkillTotal( m );
					int ourTotal = ComputeSkillTotal( this );

					int pointsToGain = 1 + ((theirTotal - ourTotal) / 50);

					if ( pointsToGain < 1 )
						pointsToGain = 1;
					else if ( pointsToGain > 4 )
						pointsToGain = 4;

					if ( VirtueHelper.Award( m, VirtueName.Justice, pointsToGain, ref gainedPath ) )
					{
						if ( gainedPath )
							m.SendLocalizedMessage( 1049367 ); // You have gained a path in Justice!
						else
							m.SendLocalizedMessage( 1049363 ); // You have gained in Justice.

						m.FixedParticles( 0x375A, 9, 20, 5027, EffectLayer.Waist );
						m.PlaySound( 0x1F7 );

						m_NextJustAward = DateTime.Now + TimeSpan.FromMinutes( pointsToGain * 2 );
					}
				}
			}

			if ( m_InsuranceCost > 0 )
				SendLocalizedMessage( 1060398, m_InsuranceCost.ToString() ); // ~1_AMOUNT~ gold has been withdrawn from your bank box.

			if ( m_InsuranceAward is PlayerMobile )
			{
				PlayerMobile pm = (PlayerMobile)m_InsuranceAward;

				if ( pm.m_InsuranceBonus > 0 )
					pm.SendLocalizedMessage( 1060397, pm.m_InsuranceBonus.ToString() ); // ~1_AMOUNT~ gold has been deposited into your bank box.
			}
		}

		private ArrayList m_PermaFlags;
		private ArrayList m_VisList;
		private Hashtable m_AntiMacroTable;
		private TimeSpan m_GameTime;
		private TimeSpan m_ShortTermElapse;
		private TimeSpan m_LongTermElapse;
		private DateTime m_SessionStart;
		private DateTime m_LastEscortTime;
		private DateTime m_NextSmithBulkOrder;
		private DateTime m_NextTailorBulkOrder;
		private DateTime m_SavagePaintExpiration;
		private SkillName m_Learning = (SkillName)(-1);

		public SkillName Learning
		{
			get{ return m_Learning; }
			set{ m_Learning = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public TimeSpan SavagePaintExpiration
		{
			get
			{
				TimeSpan ts = m_SavagePaintExpiration - DateTime.Now;

				if ( ts < TimeSpan.Zero )
					ts = TimeSpan.Zero;

				return ts;
			}
			set
			{
				m_SavagePaintExpiration = DateTime.Now + value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public TimeSpan NextSmithBulkOrder
		{
			get
			{
				TimeSpan ts = m_NextSmithBulkOrder - DateTime.Now;

				if ( ts < TimeSpan.Zero )
					ts = TimeSpan.Zero;

				return ts;
			}
			set
			{
				try{ m_NextSmithBulkOrder = DateTime.Now + value; }
				catch{}
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public TimeSpan NextTailorBulkOrder
		{
			get
			{
				TimeSpan ts = m_NextTailorBulkOrder - DateTime.Now;

				if ( ts < TimeSpan.Zero )
					ts = TimeSpan.Zero;

				return ts;
			}
			set
			{
				try{ m_NextTailorBulkOrder = DateTime.Now + value; }
				catch{}
			}
		}

		public DateTime LastEscortTime
		{
			get{ return m_LastEscortTime; }
			set{ m_LastEscortTime = value; }
		}

		public PlayerMobile()
		{
			m_VisList = new ArrayList();
			m_PermaFlags = new ArrayList();
			m_AntiMacroTable = new Hashtable();

			m_BOBFilter = new Engines.BulkOrders.BOBFilter();

			m_GameTime = TimeSpan.Zero;
			m_ShortTermElapse = TimeSpan.FromHours( 8.0 );
			m_LongTermElapse = TimeSpan.FromHours( 40.0 );

			m_JusticeProtectors = new ArrayList();

			InvalidateMyRunUO();
		}

		public override bool MutateSpeech( ArrayList hears, ref string text, ref object context )
		{
			if ( Alive )
				return false;

			if ( Core.AOS )
			{
				for ( int i = 0; i < hears.Count; ++i )
				{
					object o = hears[i];

					if ( o != this && o is Mobile && ((Mobile)o).Skills[SkillName.SpiritSpeak].Value >= 100.0 )
						return false;
				}
			}

			return base.MutateSpeech( hears, ref text, ref context );
		}

		public override void Damage( int amount, Mobile from )
		{
			if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
				amount = (int)(amount * 1.25);

			Mobile oath = Spells.Necromancy.BloodOathSpell.GetBloodOath( from );

			if ( oath == this )
			{
				amount = (int)(amount * 1.1);
				from.Damage( amount, from );
			}

			base.Damage( amount, from );
		}

		public override ApplyPoisonResult ApplyPoison( Mobile from, Poison poison )
		{
			if ( !Alive )
				return ApplyPoisonResult.Immune;

			if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
				return base.ApplyPoison( from, PoisonImpl.IncreaseLevel( poison ) );

			return base.ApplyPoison( from, poison );
		}

		public PlayerMobile( Serial s ) : base( s )
		{
			m_VisList = new ArrayList();
			m_AntiMacroTable = new Hashtable();
			InvalidateMyRunUO();
		}

		public ArrayList VisibilityList
		{
			get{ return m_VisList; }
		}

		public ArrayList PermaFlags
		{
			get{ return m_PermaFlags; }
		}

		public override int Luck{ get{ return AosAttributes.GetValue( this, AosAttribute.Luck ); } }

		public override bool IsHarmfulCriminal( Mobile target )
		{
			if ( SkillHandlers.Stealing.ClassicMode && target is PlayerMobile && ((PlayerMobile)target).m_PermaFlags.Count > 0 )
			{
				int noto = Notoriety.Compute( this, target );

				if ( noto == Notoriety.Innocent )
					target.Delta( MobileDelta.Noto );

				return false;
			}

			if ( target is BaseCreature && ((BaseCreature)target).InitialInnocent )
				return false;

			return base.IsHarmfulCriminal( target );
		}

		public bool AntiMacroCheck( Skill skill, object obj )
		{
			if ( obj == null || m_AntiMacroTable == null || this.AccessLevel != AccessLevel.Player )
				return true;

			Hashtable tbl = (Hashtable)m_AntiMacroTable[skill];
			if ( tbl == null )
				m_AntiMacroTable[skill] = tbl = new Hashtable();

			CountAndTimeStamp count = (CountAndTimeStamp)tbl[obj];
			if ( count != null )
			{
				if ( count.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
				{
					count.Count = 1;
					return true;
				}
				else
				{
					++count.Count;
					if ( count.Count <= SkillCheck.Allowance )
						return true;
					else
						return false;
				}
			}
			else
			{
				tbl[obj] = count = new CountAndTimeStamp();
				count.Count = 1;
				
				return true;
			}
		}

		private void RevertHair()
		{
			SetHairMods( -1, -1 );
		}

		private Engines.BulkOrders.BOBFilter m_BOBFilter;

		public Engines.BulkOrders.BOBFilter BOBFilter
		{
			get{ return m_BOBFilter; }
		}
		
		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );
			int version = reader.ReadInt();
			
			// --- Start Quest Deserialization --- //
			m_SolenFriend = (SolenFriend)reader.ReadInt();
			m_CurrentQuest = (BaseQuest) reader.ReadItem();
			// --- Stop Quest Deserialization --- //


			switch ( version )
			{
				case 14:
				{
					m_CompassionGains = reader.ReadEncodedInt();

					if ( m_CompassionGains > 0 )
						m_NextCompassionDay = reader.ReadDeltaTime();

					goto case 13;
				}
				case 13: // just removed m_PayedInsurance list
				case 12:
				{
					m_BOBFilter = new Engines.BulkOrders.BOBFilter( reader );
					goto case 11;
				}
				case 11:
				{
					if ( version < 13 )
					{
						ArrayList payed = reader.ReadItemList();

						for ( int i = 0; i < payed.Count; ++i )
							((Item)payed[i]).PayedInsurance = true;
					}

					goto case 10;
				}
				case 10:
				{
					if ( reader.ReadBool() )
					{
						m_HairModID = reader.ReadInt();
						m_HairModHue = reader.ReadInt();
						m_BeardModID = reader.ReadInt();
						m_BeardModHue = reader.ReadInt();

						// We cannot call SetHairMods( -1, -1 ) here because the items have not yet loaded
						Timer.DelayCall( TimeSpan.Zero, new TimerCallback( RevertHair ) );
					}

					goto case 9;
				}
				case 9:
				{
					SavagePaintExpiration = reader.ReadTimeSpan();

					if ( SavagePaintExpiration > TimeSpan.Zero )
					{
						BodyMod = ( Female ? 184 : 183 );
						HueMod = 0;
					}

					goto case 8;
				}
				case 8:
				{
					m_NpcGuild = (NpcGuild)reader.ReadInt();
					m_NpcGuildJoinTime = reader.ReadDateTime();
					m_NpcGuildGameTime = reader.ReadTimeSpan();
					goto case 7;
				}
				case 7:
				{
					m_PermaFlags = reader.ReadMobileList();
					goto case 6;
				}
				case 6:
				{
					NextTailorBulkOrder = reader.ReadTimeSpan();
					goto case 5;
				}
				case 5:
				{
					NextSmithBulkOrder = reader.ReadTimeSpan();
					goto case 4;
				}
				case 4:
				{
					m_LastJusticeLoss = reader.ReadDeltaTime();
					m_JusticeProtectors = reader.ReadMobileList();
					goto case 3;
				}
				case 3:
				{
					m_LastSacrificeGain = reader.ReadDeltaTime();
					m_LastSacrificeLoss = reader.ReadDeltaTime();
					m_AvailableResurrects = reader.ReadInt();
					goto case 2;
				}
				case 2:
				{
					m_Flags = (PlayerFlag)reader.ReadInt();
					goto case 1;
				}
				case 1:
				{
					m_LongTermElapse = reader.ReadTimeSpan();
					m_ShortTermElapse = reader.ReadTimeSpan();
					m_GameTime = reader.ReadTimeSpan();
					goto case 0;
				}
				case 0:
				{
					break;
				}
			}

			if ( m_PermaFlags == null )
				m_PermaFlags = new ArrayList();

			if ( m_JusticeProtectors == null )
				m_JusticeProtectors = new ArrayList();

			if ( m_BOBFilter == null )
				m_BOBFilter = new Engines.BulkOrders.BOBFilter();

			ArrayList list = this.Stabled;

			for ( int i = 0; i < list.Count; ++i )
			{
				BaseCreature bc = list[i] as BaseCreature;

				if ( bc != null )
					bc.IsStabled = true;
			}
		}
		
		public override void Serialize( GenericWriter writer )
		{
			
			// --- Start Quest Serialization --- //
			writer.Write( (int)m_SolenFriend );
			writer.Write( m_CurrentQuest );
			// --- Stop Quest Serialization --- //			

			//cleanup our anti-macro table 
			foreach ( Hashtable t in m_AntiMacroTable.Values )
			{
				ArrayList remove = new ArrayList();
				foreach ( CountAndTimeStamp time in t.Values )
				{
					if ( time.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
						remove.Add( time );
				}

				for (int i=0;i<remove.Count;++i)
					t.Remove( remove[i] );
			}

			//decay our kills
			if ( m_ShortTermElapse < this.GameTime )
			{
				m_ShortTermElapse += TimeSpan.FromHours( 8 );
				if ( ShortTermMurders > 0 )
					--ShortTermMurders;
			}

			if ( m_LongTermElapse < this.GameTime )
			{
				m_LongTermElapse += TimeSpan.FromHours( 40 );
				if ( Kills > 0 )
					--Kills;
			}

			base.Serialize( writer );
			
			writer.Write( (int) 14 ); // version

			writer.WriteEncodedInt( m_CompassionGains );

			if ( m_CompassionGains > 0 )
				writer.WriteDeltaTime( m_NextCompassionDay );

			m_BOBFilter.Serialize( writer );

			bool useMods = ( m_HairModID != -1 || m_BeardModID != -1 );

			writer.Write( useMods );

			if ( useMods )
			{
				writer.Write( (int) m_HairModID );
				writer.Write( (int) m_HairModHue );
				writer.Write( (int) m_BeardModID );
				writer.Write( (int) m_BeardModHue );
			}

			writer.Write( SavagePaintExpiration );

			writer.Write( (int) m_NpcGuild );
			writer.Write( (DateTime) m_NpcGuildJoinTime );
			writer.Write( (TimeSpan) m_NpcGuildGameTime );

			writer.WriteMobileList( m_PermaFlags, true );

			writer.Write( NextTailorBulkOrder );

			writer.Write( NextSmithBulkOrder );

			writer.WriteDeltaTime( m_LastJusticeLoss );
			writer.WriteMobileList( m_JusticeProtectors, true );

			writer.WriteDeltaTime( m_LastSacrificeGain );
			writer.WriteDeltaTime( m_LastSacrificeLoss );
			writer.Write( m_AvailableResurrects );

			writer.Write( (int) m_Flags );

			writer.Write( m_LongTermElapse );
			writer.Write( m_ShortTermElapse );
			writer.Write( this.GameTime );
		}

		public void ResetKillTime()
		{
			m_ShortTermElapse = this.GameTime + TimeSpan.FromHours( 8 );
			m_LongTermElapse = this.GameTime + TimeSpan.FromHours( 40 );
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public TimeSpan GameTime
		{
			get
			{
				if ( NetState != null )
					return m_GameTime + (DateTime.Now - m_SessionStart);
				else
					return m_GameTime;
			}
		}

		public override bool CanSee( Mobile m )
		{
			if ( m is PlayerMobile && ((PlayerMobile)m).m_VisList.Contains( this ) )
				return true;

			return base.CanSee( m );
		}

		public override bool CanSee( Item item )
		{
			if ( m_DesignContext != null && m_DesignContext.Foundation.IsHiddenToCustomizer( item ) )
				return false;

			return base.CanSee( item );
		}

		#region MyRunUO Invalidation
		private bool m_ChangedMyRunUO;

		public bool ChangedMyRunUO
		{
			get{ return m_ChangedMyRunUO; }
			set{ m_ChangedMyRunUO = value; }
		}

		public void InvalidateMyRunUO()
		{
			if ( !Deleted && !m_ChangedMyRunUO )
			{
				m_ChangedMyRunUO = true;
				Engines.MyRunUO.MyRunUO.QueueMobileUpdate( this );
			}
		}

		public override void OnKillsChange( int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnGenderChanged( bool oldFemale )
		{
			InvalidateMyRunUO();
		}

		public override void OnGuildChange( Server.Guilds.Guild oldGuild )
		{
			InvalidateMyRunUO();
		}

		public override void OnGuildTitleChange( string oldTitle )
		{
			InvalidateMyRunUO();
		}

		public override void OnKarmaChange( int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnFameChange( int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnSkillChange( SkillName skill, double oldBase )
		{
			InvalidateMyRunUO();
		}

		public override void OnAccessLevelChanged( AccessLevel oldLevel )
		{
			InvalidateMyRunUO();
		}

		public override void OnRawStatChange( StatType stat, int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnDelete()
		{
			InvalidateMyRunUO();
		}
		#endregion

		#region Fastwalk Prevention
		private static bool FastwalkPrevention = true; // Is fastwalk prevention enabled?
		private static TimeSpan FastwalkThreshold = TimeSpan.FromSeconds( 0.4 ); // Fastwalk prevention will become active after 0.4 seconds

		private DateTime m_NextMovementTime;

		public virtual bool UsesFastwalkPrevention{ get{ return ( AccessLevel < AccessLevel.GameMaster ); } }

		public virtual TimeSpan ComputeMovementSpeed( Direction dir )
		{
			if ( (dir & Direction.Mask) != (this.Direction & Direction.Mask) )
				return TimeSpan.Zero;

			bool running = ( (dir & Direction.Running) != 0 );

			bool onHorse = ( this.Mount != null );

			if ( onHorse )
				return ( running ? TimeSpan.FromSeconds( 0.1 ) : TimeSpan.FromSeconds( 0.2 ) );

			return ( running ? TimeSpan.FromSeconds( 0.2 ) : TimeSpan.FromSeconds( 0.4 ) );
		}

		public static bool MovementThrottle_Callback( NetState ns )
		{
			PlayerMobile pm = ns.Mobile as PlayerMobile;

			if ( pm == null || !pm.UsesFastwalkPrevention )
				return true;

			if ( pm.m_NextMovementTime == DateTime.MinValue )
			{
				// has not yet moved
				pm.m_NextMovementTime = DateTime.Now;
				return true;
			}

			TimeSpan ts = pm.m_NextMovementTime - DateTime.Now;

			if ( ts < TimeSpan.Zero )
			{
				// been a while since we've last moved
				pm.m_NextMovementTime = DateTime.Now;
				return true;
			}

			return ( ts < FastwalkThreshold );
		}
		#endregion

		#region Enemy of One
		private Type m_EnemyOfOneType;
		private bool m_WaitingForEnemy;

		public Type EnemyOfOneType
		{
			get{ return m_EnemyOfOneType; }
			set
			{
				Type oldType = m_EnemyOfOneType;
				Type newType = value;

				if ( oldType == newType )
					return;

				m_EnemyOfOneType = value;

				DeltaEnemies( oldType, newType );
			}
		}

		public bool WaitingForEnemy
		{
			get{ return m_WaitingForEnemy; }
			set{ m_WaitingForEnemy = value; }
		}

		private void DeltaEnemies( Type oldType, Type newType )
		{
			foreach ( Mobile m in this.GetMobilesInRange( 18 ) )
			{
				Type t = m.GetType();

				if ( t == oldType || t == newType )
					Send( new MobileMoving( m, Notoriety.Compute( this, m ) ) );
			}
		}
		#endregion

		#region Hair and beard mods
		private int m_HairModID = -1, m_HairModHue;
		private int m_BeardModID = -1, m_BeardModHue;

		public void SetHairMods( int hairID, int beardID )
		{
			if ( hairID == -1 )
				InternalRestoreHair( true, ref m_HairModID, ref m_HairModHue );
			else if ( hairID != -2 )
				InternalChangeHair( true, hairID, ref m_HairModID, ref m_HairModHue );

			if ( beardID == -1 )
				InternalRestoreHair( false, ref m_BeardModID, ref m_BeardModHue );
			else if ( beardID != -2 )
				InternalChangeHair( false, beardID, ref m_BeardModID, ref m_BeardModHue );
		}

		private Item CreateHair( bool hair, int id, int hue )
		{
			switch ( id )
			{
				case 0x203B: return new ShortHair( hue );
				case 0x203C: return new LongHair( hue );
				case 0x203D: return new PonyTail( hue );
				case 0x203E: return new LongBeard( hue );
				case 0x203F: return new ShortBeard( hue );
				case 0x2040: return new Goatee( hue );
				case 0x2041: return new Mustache( hue );
				case 0x2044: return new Mohawk( hue );
				case 0x2045: return new PageboyHair( hue );
				case 0x2046: return new BunsHair( hue );
				case 0x2047: return new Afro( hue );
				case 0x2048: return new ReceedingHair( hue );
				case 0x2049: return new TwoPigTails( hue );
				case 0x204A: return new KrisnaHair( hue );
				case 0x204B: return new MediumShortBeard( hue );
				case 0x204C: return new MediumLongBeard( hue );
				case 0x204D: return new Vandyke( hue );
				default:
				{
					Console.WriteLine( "Warning: Unknown hair ID specified: {0}", id );

					if ( hair )
						return new GenericHair( id );
					else
						return new GenericBeard( id );
				}
			}
		}

		private void InternalRestoreHair( bool hair, ref int id, ref int hue )
		{
			if ( id == -1 )
				return;

			Item item = FindItemOnLayer( hair ? Layer.Hair : Layer.FacialHair );

			if ( item != null )
				item.Delete();

			if ( id != 0 )
				AddItem( CreateHair( hair, id, hue ) );

			id = -1;
			hue = 0;
		}

		private void InternalChangeHair( bool hair, int id, ref int storeID, ref int storeHue )
		{
			Item item = FindItemOnLayer( hair ? Layer.Hair : Layer.FacialHair );

			if ( item != null )
			{
				if ( storeID == -1 )
				{
					storeID = item.ItemID;
					storeHue = item.Hue;
				}

				item.Delete();
			}
			else if ( storeID == -1 )
			{
				storeID = 0;
				storeHue = 0;
			}

			if ( id == 0 )
				return;

			AddItem( CreateHair( hair, id, 0 ) );
		}
		#endregion

		#region Virtue stuff
		private DateTime m_LastSacrificeGain;
		private DateTime m_LastSacrificeLoss;
		private int m_AvailableResurrects;

		public DateTime LastSacrificeGain{ get{ return m_LastSacrificeGain; } set{ m_LastSacrificeGain = value; } }
		public DateTime LastSacrificeLoss{ get{ return m_LastSacrificeLoss; } set{ m_LastSacrificeLoss = value; } }
		public int AvailableResurrects{ get{ return m_AvailableResurrects; } set{ m_AvailableResurrects = value; } }

		private DateTime m_NextJustAward;
		private DateTime m_LastJusticeLoss;
		private ArrayList m_JusticeProtectors;

		public DateTime LastJusticeLoss{ get{ return m_LastJusticeLoss; } set{ m_LastJusticeLoss = value; } }
		public ArrayList JusticeProtectors{ get{ return m_JusticeProtectors; } set{ m_JusticeProtectors = value; } }

		private DateTime m_LastCompassionLoss;
		private DateTime m_NextCompassionDay;
		private int m_CompassionGains;

		public DateTime LastCompassionLoss{ get{ return m_LastCompassionLoss; } set{ m_LastCompassionLoss = value; } }
		public DateTime NextCompassionDay{ get{ return m_NextCompassionDay; } set{ m_NextCompassionDay = value; } }
		public int CompassionGains{ get{ return m_CompassionGains; } set{ m_CompassionGains = value; } }
		#endregion
	}
}
move this
public enum SolenFriend
{
None, Black, Red
}
under this
public enum NpcGuild
{
None,
MagesGuild,
WarriorsGuild,
ThievesGuild,
RangersGuild,
HealersGuild,
MinersGuild,
MerchantsGuild,
TinkersGuild,
TailorsGuild,
FishermensGuild,
BardsGuild,
BlacksmithsGuild
}
 

sUpplier1

Wanderer
RunUO 1.0 & BaseQuest

What is the best way to co-operate RunUO 1.0 quest system & Fury's BaseQuest system?
There are completely different and I don't want to loose my current quest + quests of BaseQuest.
Are there any Ideas?
 
G

GMFutch

Guest
im not sure how to add stuff to my player mobile can somone post how the player mobile should look?
 

Phantom

Knight
GMFutch said:
im not sure how to add stuff to my player mobile can somone post how the player mobile should look?

Read the first post it has directions on what to add.

However, this system is outdated because the current release has a Quest system. So unless you want to basicly break your shard, I don't suggest you use this system till its updated.

Don't ask when that will be, it will be updated when the author well updates it.
 

Fury

Wanderer
i doubt i will update this.. my suggestion wait till runuo adds it.. learn how to use the runuo implemented quest system and script quests using that.
 

Dracarys

Wanderer
Ragnorix said:
Where can I get UT's plant script

You don't need it anymore unless you want, as Phantom said already about the BaseQuests, break your shard. Literally.

The plantsystem is included in 1.0rc0
 

fasternu

Wanderer
i agree with phantom, the recent release of runuo has these quests implemented already and a few more not in here, this was a great help and a very usefull script for the previous versions and i want to thank you fury for your work on it my players have enjoyed it very much, we are working on our 1.o upgrade but have it at about 98% but cant get one script to work, the basecreature is completely different at this same spot so im not sure what to do at this point but ty for this great system


I must ammend this at this time, the runuo 1.0 does not contain the quests contained in this script, it does contain the noob quests and the hags quest with the doom quest also, but thats it, the solen quests are not part of runuo 1.0 as of yet, i have to ask if there is a way fury that you could repair the updated playermobile for those of us that have problems, we have 2 test server running and will attempt it ourselves, but you may want to take a look at adding your code to the 1.0 playermobile.cs, thank you
 

Gembone

Wanderer
I would hate to see you not update this mostly for the solen quest that is not included in the rco release. my players and myself have injoyed using your quest system for quite some time. we are trying to update the shard to 1.0 and would really love to have this to complete the conversion.
 

dean968

Wanderer
i would just like to see the playermoblies updated so i know if this is the reason i get the fatal errors when i add either my moblies save file or my item save file
 

dean968

Wanderer
fury what is the diff from your quest system and shaDoze? i seem to have his and it looks the same to a point using base quest and stuff ?
 

Jase

Wanderer
playermobile.cs

you didn't add the playermobile.cs file in the zip so you gotta do it the long way lol
 

dominus

Wanderer
you may use a customplayermobile and never write orginal playermobile.

if you use a customplayermobile yo may change all Playermobile from quest archivies to Customplayermobile
 
Top