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Colored item name with Extended Localizer Package

Nockar

Sorceror
Colored item name with Extended Localizer Package

Colored item name with Extended Localizer Package

For a long time now I have wanted to implement a system that would change the name of magic items in game based upon their rarity value. IE rare magic drops have colored names. Gray, green, blue, purple, and orange based upon their stats.

http://www.runuo.com/forums/script-support/100696-colored-item-name.html
http://www.runuo.com/forums/script-support/96788-changing-item-name-color-game.html

Based on those two threads I was reading what Vorspire had posted on the subject. I think this is the process.

1. Edit Item.cs before you compile. He way saying that
InvalidateName should be called from appropriate locations, such as the bottom of the Deserialize method and also, inside the Item constructor, as the last method to be called.
First question. Where in this Deaserialize method would I post this scrip?

Code:
		public void InvalidateName()
		{
			if (NameIsNull())
			{
				if (FixName())
					InvalidateProperties();
			}
		}

		public bool NameIsNull()
		{
			return (m_Name == null);
		}

		public bool FixName()
		{
			bool changed = false;
			string oldName = m_Name, newName = Localizer.Get(LabelNumber);

			FixNameOverride(ref newName);

			if (oldName != null || oldName == newName)
			{
				changed = false;
			}
			else
			{
				m_Name = newName;
				changed = true;
			}

			OnFixName(oldName, newName, changed);

			return changed;
		}

		public virtual void FixNameOverride(ref string newName)
		{

		}

		public virtual void OnFixName(string oldName, string newName, bool changed)
		{
		}

Item.cs > public virtual void Deserialize( GenericReader reader )
Code:
		public virtual void Deserialize( GenericReader reader )
		{
			int version = reader.ReadInt();

			SetLastMoved();

			switch ( version )
			{
				case 9:
				case 8:
				case 7:
				case 6:
				{
					SaveFlag flags = (SaveFlag)reader.ReadInt();

					if ( version < 7 )
					{
						LastMoved = reader.ReadDeltaTime();
					}
					else
					{
						int minutes = reader.ReadEncodedInt();

						try{ LastMoved = DateTime.Now - TimeSpan.FromMinutes( minutes ); }
						catch{ LastMoved = DateTime.Now; }
					}

					if ( GetSaveFlag( flags, SaveFlag.DupeSource ) )
						m_DupeSource = reader.ReadItem();		

					if ( GetSaveFlag( flags, SaveFlag.Direction ) )
						m_Direction = (Direction)reader.ReadByte();

					if ( GetSaveFlag( flags, SaveFlag.Bounce ) )
						AcquireCompactInfo().m_Bounce = BounceInfo.Deserialize( reader );

					if ( GetSaveFlag( flags, SaveFlag.LootType ) )
						m_LootType = (LootType)reader.ReadByte();

					int x = 0, y = 0, z = 0;

					if ( GetSaveFlag( flags, SaveFlag.LocationFull ) )
					{
						x = reader.ReadEncodedInt();
						y = reader.ReadEncodedInt();
						z = reader.ReadEncodedInt();
					}
					else
					{
						if ( GetSaveFlag( flags, SaveFlag.LocationByteXY ) )
						{
							x = reader.ReadByte();
							y = reader.ReadByte();
						}
						else if ( GetSaveFlag( flags, SaveFlag.LocationShortXY ) )
						{
							x = reader.ReadShort();
							y = reader.ReadShort();
						}

						if ( GetSaveFlag( flags, SaveFlag.LocationSByteZ ) )
							z = reader.ReadSByte();
					}

					m_Location = new Point3D( x, y, z );

					if ( GetSaveFlag( flags, SaveFlag.ItemID ) )
						m_ItemID = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.Hue ) )
						m_Hue = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.Amount ) )
						m_Amount = reader.ReadEncodedInt();
					else
						m_Amount = 1;

					if ( GetSaveFlag( flags, SaveFlag.Layer ) )
						m_Layer = (Layer)reader.ReadByte();

					if ( GetSaveFlag( flags, SaveFlag.Name ) )
					{
						string name = reader.ReadString();

						if ( name != this.DefaultName )
							AcquireCompactInfo().m_Name = name;
					}

					if ( GetSaveFlag( flags, SaveFlag.Parent ) )
					{
						Serial parent = reader.ReadInt();

						if ( parent.IsMobile )
							m_Parent = World.FindMobile( parent );
						else if ( parent.IsItem )
							m_Parent = World.FindItem( parent );
						else
							m_Parent = null;

						if ( m_Parent == null && (parent.IsMobile || parent.IsItem) )
							Delete();
					}

					if ( GetSaveFlag( flags, SaveFlag.Items ) )
					{
						List<Item> items = reader.ReadStrongItemList();

						if ( this is Container )
							( this as Container ).m_Items = items;
						else
							AcquireCompactInfo().m_Items = items;
					}

					if ( version < 8 || !GetSaveFlag( flags, SaveFlag.NullWeight ) )
					{
						double weight;

						if ( GetSaveFlag( flags, SaveFlag.IntWeight ) )
							weight = reader.ReadEncodedInt();
						else if ( GetSaveFlag( flags, SaveFlag.WeightNot1or0 ) )
							weight = reader.ReadDouble();
						else if ( GetSaveFlag( flags, SaveFlag.WeightIs0 ) )
							weight = 0.0;
						else
							weight = 1.0;

						if ( weight != DefaultWeight )
							AcquireCompactInfo().m_Weight = weight;
					}

					if ( GetSaveFlag( flags, SaveFlag.Map ) )
						m_Map = reader.ReadMap();
					else
						m_Map = Map.Internal;

					if ( GetSaveFlag( flags, SaveFlag.Visible ) )
						SetFlag( ImplFlag.Visible, reader.ReadBool() );
					else
						SetFlag( ImplFlag.Visible, true );

					if ( GetSaveFlag( flags, SaveFlag.Movable ) )
						SetFlag( ImplFlag.Movable, reader.ReadBool() );
					else
						SetFlag( ImplFlag.Movable, true );

					if ( GetSaveFlag( flags, SaveFlag.Stackable ) )
						SetFlag( ImplFlag.Stackable, reader.ReadBool() );

					if ( GetSaveFlag( flags, SaveFlag.ImplFlags ) )
						m_Flags = (ImplFlag)reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.InsuredFor ) )
						/*m_InsuredFor = */reader.ReadMobile();

					if ( GetSaveFlag( flags, SaveFlag.BlessedFor ) )
						AcquireCompactInfo().m_BlessedFor = reader.ReadMobile();

					if ( GetSaveFlag( flags, SaveFlag.HeldBy ) )
						AcquireCompactInfo().m_HeldBy = reader.ReadMobile();

					if ( GetSaveFlag( flags, SaveFlag.SavedFlags ) )
						AcquireCompactInfo().m_SavedFlags = reader.ReadEncodedInt();

					if ( m_Map != null && m_Parent == null )
						m_Map.OnEnter( this );

					break;
				}
				case 5:
				{
					SaveFlag flags = (SaveFlag)reader.ReadInt();

					LastMoved = reader.ReadDeltaTime();

					if ( GetSaveFlag( flags, SaveFlag.Direction ) )
						m_Direction = (Direction)reader.ReadByte();

					if ( GetSaveFlag( flags, SaveFlag.Bounce ) )
						AcquireCompactInfo().m_Bounce = BounceInfo.Deserialize( reader );

					if ( GetSaveFlag( flags, SaveFlag.LootType ) )
						m_LootType = (LootType)reader.ReadByte();

					if ( GetSaveFlag( flags, SaveFlag.LocationFull ) )
						m_Location = reader.ReadPoint3D();

					if ( GetSaveFlag( flags, SaveFlag.ItemID ) )
						m_ItemID = reader.ReadInt();

					if ( GetSaveFlag( flags, SaveFlag.Hue ) )
						m_Hue = reader.ReadInt();

					if ( GetSaveFlag( flags, SaveFlag.Amount ) )
						m_Amount = reader.ReadInt();
					else
						m_Amount = 1;

					if ( GetSaveFlag( flags, SaveFlag.Layer ) )
						m_Layer = (Layer)reader.ReadByte();

					if ( GetSaveFlag( flags, SaveFlag.Name ) )
					{
						string name = reader.ReadString();

						if ( name != this.DefaultName )
							AcquireCompactInfo().m_Name = name;
					}

					if ( GetSaveFlag( flags, SaveFlag.Parent ) )
					{
						Serial parent = reader.ReadInt();

						if ( parent.IsMobile )
							m_Parent = World.FindMobile( parent );
						else if ( parent.IsItem )
							m_Parent = World.FindItem( parent );
						else
							m_Parent = null;

						if ( m_Parent == null && (parent.IsMobile || parent.IsItem) )
							Delete();
					}

					if ( GetSaveFlag( flags, SaveFlag.Items ) )
					{
						List<Item> items = reader.ReadStrongItemList();

						if ( this is Container )
							( this as Container ).m_Items = items;
						else
							AcquireCompactInfo().m_Items = items;
					}

					double weight;

					if ( GetSaveFlag( flags, SaveFlag.IntWeight ) )
						weight = reader.ReadEncodedInt();
					else if ( GetSaveFlag( flags, SaveFlag.WeightNot1or0 ) )
						weight = reader.ReadDouble();
					else if ( GetSaveFlag( flags, SaveFlag.WeightIs0 ) )
						weight = 0.0;
					else
						weight = 1.0;

					if ( weight != DefaultWeight )
						AcquireCompactInfo().m_Weight = weight;

					if ( GetSaveFlag( flags, SaveFlag.Map ) )
						m_Map = reader.ReadMap();
					else
						m_Map = Map.Internal;

					if ( GetSaveFlag( flags, SaveFlag.Visible ) )
						SetFlag( ImplFlag.Visible, reader.ReadBool() );
					else
						SetFlag( ImplFlag.Visible, true );

					if ( GetSaveFlag( flags, SaveFlag.Movable ) )
						SetFlag( ImplFlag.Movable, reader.ReadBool() );
					else
						SetFlag( ImplFlag.Movable, true );

					if ( GetSaveFlag( flags, SaveFlag.Stackable ) )
						SetFlag( ImplFlag.Stackable, reader.ReadBool() );

					if ( m_Map != null && m_Parent == null )
						m_Map.OnEnter( this );

					break;
				}
				case 4: // Just removed variables
				case 3:
				{
					m_Direction = (Direction)reader.ReadInt();

					goto case 2;
				}
				case 2:
				{
					AcquireCompactInfo().m_Bounce = BounceInfo.Deserialize( reader );
					LastMoved = reader.ReadDeltaTime();

					goto case 1;
				}
				case 1:
				{
					m_LootType = (LootType) reader.ReadByte();//m_Newbied = reader.ReadBool();

					goto case 0;
				}
				case 0:
				{
					m_Location = reader.ReadPoint3D();
					m_ItemID = reader.ReadInt();
					m_Hue = reader.ReadInt();
					m_Amount = reader.ReadInt();
					m_Layer = (Layer) reader.ReadByte();

					string name = reader.ReadString();

					if ( name != this.DefaultName )
						AcquireCompactInfo().m_Name = name;

					Serial parent = reader.ReadInt();

					if ( parent.IsMobile )
						m_Parent = World.FindMobile( parent );
					else if ( parent.IsItem )
						m_Parent = World.FindItem( parent );
					else
						m_Parent = null;

					if ( m_Parent == null && (parent.IsMobile || parent.IsItem) )
						Delete();

					int count = reader.ReadInt();

					if ( count > 0 )
					{
						List<Item> items = new List<Item>( count );

						for ( int i = 0; i < count; ++i )
						{
							Item item = reader.ReadItem();

							if ( item != null )
								items.Add( item );
						}

						if ( this is Container )
							( this as Container ).m_Items = items;
						else
							AcquireCompactInfo().m_Items = items;
					}

					double weight = reader.ReadDouble();

					if ( weight != DefaultWeight )
						AcquireCompactInfo().m_Weight = weight;

					if ( version <= 3 )
					{
						reader.ReadInt();
						reader.ReadInt();
						reader.ReadInt();
					}

					m_Map = reader.ReadMap();
					SetFlag( ImplFlag.Visible, reader.ReadBool() );
					SetFlag( ImplFlag.Movable, reader.ReadBool() );

					if ( version <= 3 )
						/*m_Deleted =*/ reader.ReadBool();

					Stackable = reader.ReadBool();

					if ( m_Map != null && m_Parent == null )
						m_Map.OnEnter( this );

					break;
				}
			}

			if ( this.HeldBy != null )
				Timer.DelayCall( TimeSpan.Zero, new TimerCallback( FixHolding_Sandbox ) );

			//if ( version < 9 )
				VerifyCompactInfo();
		}

2. After that part is done and it compiles. I need to install/setup this.
http://www.runuo.com/forums/custom-...nded-localizer-propertylist-2-stringlist.html

3. And then after that how would I actually go about setting something up that names get changes?

Anyone have any incite into this?

The server that I am working on can be edited and compiled since it’s a blank world. I don’t have any saves or anything to worry about.
 
actualy i would do it more as an override on AddNameProperty -- can mod in baseweapon, armor, clothing, etc
and those with out a "base" in the individual script

here is mine from basweapon (this was a fix i posted somewhere else that made it a lot easier for ANY resource:
Code:
		public override void AddNameProperty( ObjectPropertyList list )
		{
			string oreType = CraftResources.GetName( m_Resource );
			if ( oreType.ToLower() == "none" || oreType.ToLower() == "normal" ) oreType = "";
			list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
		}
and the get name string:

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

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

			return name;
		}

what i would do is to put in a "switch" or a series of if/else if statements in the getnamestring right before the return name
base it on your terms for rariety
and in there change the "name" string to include the stuff for coloring it
(i forget exact coding but something like: name = <baseColor = AABBCC name>; )
then it returns the string with the color stuff embeded into it
 

Nockar

Sorceror
Thanks for the info. I am going to give your idea a try.
Got a error on line 3572 is in red down below.

Do you know of a way to find out how many props are on a weapon? Some way to say if (1-2 props) do this.. if else(3-4 props) do this...if else(5 props) do this... Or if you can think of a better way of getting what the value of the weapons/item should be? I think ill try and do a if/else thing.


Code:
[COLOR="Red"]Errors:
 + Items/Weapons/BaseWeapon.cs:
    CS1525: Line 3572: Invalid expression term 'else'
    CS1002: Line 3572: ; expected[/COLOR]

BaseWeapon.cs
Code:
        public override void AddNameProperty(ObjectPropertyList list)
        {
            int oreType;

            switch (m_Resource)
            {
                case CraftResource.DullCopper: oreType = 1053108; break; // dull copper
                case CraftResource.ShadowIron: oreType = 1053107; break; // shadow iron
                case CraftResource.Copper: oreType = 1053106; break; // copper
                case CraftResource.Bronze: oreType = 1053105; break; // bronze
                case CraftResource.Gold: oreType = 1053104; break; // golden
                case CraftResource.Agapite: oreType = 1053103; break; // agapite
                case CraftResource.Verite: oreType = 1053102; break; // verite
                case CraftResource.Valorite: oreType = 1053101; break; // valorite
                case CraftResource.SpinedLeather: oreType = 1061118; break; // spined
                case CraftResource.HornedLeather: oreType = 1061117; break; // horned
                case CraftResource.BarbedLeather: oreType = 1061116; break; // barbed
                case CraftResource.RedScales: oreType = 1060814; break; // red
                case CraftResource.YellowScales: oreType = 1060818; break; // yellow
                case CraftResource.BlackScales: oreType = 1060820; break; // black
                case CraftResource.GreenScales: oreType = 1060819; break; // green
                case CraftResource.WhiteScales: oreType = 1060821; break; // white
                case CraftResource.BlueScales: oreType = 1060815; break; // blue

                #region Mondain's Legacy
                case CraftResource.OakWood: oreType = 1072533; break; // oak
                case CraftResource.AshWood: oreType = 1072534; break; // ash
                case CraftResource.YewWood: oreType = 1072535; break; // yew
                case CraftResource.Heartwood: oreType = 1072536; break; // heartwood
                case CraftResource.Bloodwood: oreType = 1072538; break; // bloodwood
                case CraftResource.Frostwood: oreType = 1072539; break; // frostwood
                #endregion

                default: oreType = 0; break;
            }

            //if (oreType != 0)
            //    list.Add(1053099, "#{0}\t{1}", oreType, GetNameString()); // ~1_oretype~ ~2_armortype~
//Colored Item Name Mod Start
[B]            string oreType = CraftResources.GetName( m_Resource );
            if ( oreType.ToLower() == "none" || oreType.ToLower() == "normal" ) 
                oreType = "";
                list.Add(1053099, "{0}\t{1}", oreType, GetNameString());[/B]
//Colored Item Name Mod End
            [COLOR="red"]else if (Name == null)[/COLOR]
                list.Add(LabelNumber);
            else
                list.Add(Name);

            if (!String.IsNullOrEmpty(m_EngravedText))
                list.Add(1062613, m_EngravedText);
        }
 
look at the spellcraft system i just released, in the "spellcraftspell" is a section for getting the number of props from an item
it is more than just a simple list to pull from, but that subroutine should work for you, or a modified version of it
 

Nockar

Sorceror
Lord_Greywolf;841356 said:
look at the spellcraft system i just released, in the "spellcraftspell" is a section for getting the number of props from an item
it is more than just a simple list to pull from, but that subroutine should work for you, or a modified version of it

Moving forward! Thanks for the info. Got some errors. Think it has to do with the if ( props...) section.
I am also not sure where exactly the public override void AddNameProperty( ObjectPropertyList list ) code should go as well. Still getting those errors.

Thanks for the help!!

UPDATE: I see one set of mistakes I made now. I put if else.. instead of else if! HAHA I do that a lot!

Code:
[COLOR="Red"]Errors:
 + Items/Weapons/BaseWeapon.cs:
    CS1003: Line 3529: Syntax error, '(' expected
    CS1026: Line 3529: ) expected
    CS1003: Line 3536: Syntax error, '(' expected
    CS1026: Line 3536: ) expected
    CS1002: Line 3543: ; expected
    CS1501: Line 3635: No overload for method 'GetNameString' takes '0' arguments[/COLOR]

BaseWeapon.cs
Code:
using System;
using System.Text;
using System.Collections;
using Server.ContextMenus;
using Server.Network;
using Server.Targeting;
using Server.Mobiles;
using Server.Spells;
using Server.Spells.Necromancy;
using Server.Spells.Bushido;
using Server.Spells.Ninjitsu;
using Server.Factions;
using Server.Engines.Craft;
using System.Collections.Generic;
using Server.Spells.Spellweaving;
using Server.Engines.XmlSpawner2;

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

    //public abstract class BaseWeapon : Item, IWeapon, IFactionItem, ICraftable, ISlayer, IDurability, ISetItem 		//Orignal
    public abstract class BaseWeapon : BaseWearable, IWeapon, IFactionItem, ICraftable, ISlayer, IDurability, ISetItem		// Moded for Xeevis Doubleclick Equip
    {
        private string m_EngravedText;

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

        #region Factions
        private FactionItem m_FactionState;

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

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

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

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

        #region Var declarations

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

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

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

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

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

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

        #region SA
        private SAAbsorptionAttributes m_SAAbsorptionAttributes;
        #endregion

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

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

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

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

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

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

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

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

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

        #region Personal Bless Deed
        private Mobile m_BlessedBy;

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

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

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

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

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

                Container pack = m_From.Backpack;

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

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

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

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

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

	#region SA
        [CommandProperty(AccessLevel.GameMaster)]
        public SAAbsorptionAttributes AbsorptionAttributes
        {
        	get { return m_SAAbsorptionAttributes; }
        	set { }
        }
        #endregion
    
        [CommandProperty(AccessLevel.GameMaster)]
        public bool Cursed
        {
            get { return m_Cursed; }
            set { m_Cursed = value; }
        }

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

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

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

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

                if (value > m_MaxHits)
                    value = m_MaxHits;

                m_Hits = value;

                InvalidateProperties();
            }
        }

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                    InvalidateProperties();
                }
            }
        }

        #endregion

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

            if (weap == null)
                return;

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

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

            #region SA
            weap.m_SAAbsorptionAttributes = new SAAbsorptionAttributes( newItem, m_SAAbsorptionAttributes );
            #endregion

        }

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

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

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

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

        public int GetDurabilityBonus()
        {
            int bonus = 0;

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

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

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

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

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

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

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

            return bonus;
        }

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

            int v = m_AosWeaponAttributes.LowerStatReq;

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

            CraftResourceInfo info = CraftResources.GetInfo(m_Resource);

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

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

            if (v > 100)
                v = 100;

            return v;
        }

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

        private class ResetEquipTimer : Timer
        {
            private Mobile m_Mobile;

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

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

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

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

            return false;
        }

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

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

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

        #region SA
        public virtual bool CanBeWornByGargoyles { get { return false; } }
        #endregion

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

            #region SA
            if (from.Race == Race.Gargoyle && !CanBeWornByGargoyles && from.AccessLevel == AccessLevel.Player)
            {
                from.SendLocalizedMessage(1111708); // Gargoyles can't wear this.
                return false;
            }
            #endregion

            if (RequiredRace != null && from.Race != RequiredRace)
            {
                if (RequiredRace == Race.Elf)
                    from.SendLocalizedMessage(1072203); // Only Elves may use this.

                #region SA
                else if (RequiredRace == Race.Gargoyle)
                    from.SendLocalizedMessage(1111707); // Only gargoyles can wear this.
                #endregion

                else
                    from.SendMessage("Only {0} may use this.", RequiredRace.PluralName);

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

                return false;
            }
            #endregion


		// XmlAttachment check for CanEquip
		if (!Server.Engines.XmlSpawner2.XmlAttach.CheckCanEquip(this, from))
		{
			return false;
		}
            else
            {
                return base.CanEquip(from);
            }
        }

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

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

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

                string modName = this.Serial.ToString();

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

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

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

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

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

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

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

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

	// XmlAttachment check for OnEquip
	Server.Engines.XmlSpawner2.XmlAttach.CheckOnEquip(this, from);

            return true;
        }

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

            if (parent is Mobile)
            {

	// Set Items Bonuses START
		ItemSets.CheckPartAdded((Mobile)parent, this);
	// Set Items Bonuses END

                Mobile from = (Mobile)parent;

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

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

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

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

        public override void OnRemoved(object parent)
        {
            if (parent is Mobile)
            {

	// Set Items Bonuses START
		ItemSets.CheckPartRemoved((Mobile)parent, this);
	// Set Items Bonuses END

                Mobile m = (Mobile)parent;
                BaseWeapon weapon = m.Weapon as BaseWeapon;

                string modName = this.Serial.ToString();

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

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

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

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

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

                m.CheckStatTimers();

                m.Delta(MobileDelta.WeaponDamage);

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

	// XmlAttachment check for OnRemoved
	Server.Engines.XmlSpawner2.XmlAttach.CheckOnRemoved(this, parent);

            InvalidateProperties();
        }

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

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

                sk = SkillName.Swords;
                val = swrd;

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

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

            return sk;
        }

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

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

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

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

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

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

            double ourValue, theirValue;

            int bonus = GetHitChanceBonus();

            #region SA
            if (atkWeapon is BaseThrown)
            {
                int min = ((BaseThrown)atkWeapon).MinThrowRange;
                int throwchances = 0;

                if (attacker.InRange(defender, 1))
                    throwchances -= 12 - (int)(attacker.Skills[SkillName.Swords].Value / 10);
                else if (!attacker.InRange(defender, min - 1))
                    throwchances -= 12;

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

                if (shield != null)
                {
                    throwchances -= 12 - (int)(attacker.Skills[SkillName.Parry].Value / 10);
                    throwchances -= Math.Max(0, (10 - (attacker.Dex / 10)));
                }

                if (throwchances < 0)
                    throwchances = 0;

                bonus += throwchances;
            }
            #endregion

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

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

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

                bonus += atkChance;

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

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

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

                WeaponAbility ability = WeaponAbility.GetCurrentAbility(attacker);

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

                SpecialMove move = SpecialMove.GetCurrentMove(attacker);

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

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

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

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

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

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

                int blockBonus = 0;

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

                int surpriseMalus = 0;

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

                int discordanceEffect = 0;

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

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

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

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

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

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

            double chance = ourValue / (theirValue * 2.0);

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

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

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

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

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

            double delayInSeconds;

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

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

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

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

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

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

                TransformContext context = TransformationSpellHelper.GetContext(m);

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

                int discordanceEffect = 0;

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

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

                if (bonus > 60)
                    bonus = 60;

                double ticks;

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

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

                    if (speed <= 0)
                        speed = 1;

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

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

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

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

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

                int discordanceEffect = 0;

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

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

                if (v <= 0)
                    v = 1;

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

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

                if (v <= 0)
                    v = 1;

                delayInSeconds = 15000.0 / v;
            }

            return TimeSpan.FromSeconds(delayInSeconds);
        }

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

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

            SpecialMove move = SpecialMove.GetCurrentMove(attacker);

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

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

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

            if (Core.AOS)
            {
                canSwing = (!attacker.Paralyzed && !attacker.Frozen && !attacker.Sleep); // SA Mysticism Edit

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

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

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

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

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

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

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

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

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

            return GetDelay(attacker);
        }

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

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

            return sound;
        }

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

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

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

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

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

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

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

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

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

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

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

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

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

                double chance = (parry * bushido) / divisor;

                double aosChance = parry / 800.0;

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

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

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

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

            return false;
        }

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

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

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

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

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

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

                        CounterAttack.StopCountering(defender);
                    }

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

                        double bushido = defender.Skills.Bushido.Value;

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

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

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

	// XmlAttachment check for OnArmorHit
	Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, shield, this, originaldamage);

                    }
                }
            }

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

                Item armorItem;

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

                IWearableDurability armor = armorItem as IWearableDurability;

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

		// XmlAttachment check for OnArmorHit
		damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armorItem, this, originaldamage);
            }

            return damage;
        }

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

            double chance = Utility.RandomDouble();

            Item armorItem;

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

            IWearableDurability armor = armorItem as IWearableDurability;

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

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

	// XmlAttachment check for OnArmorHit
	damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armorItem, this, damage);
	damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, shield, this, damage);

            int virtualArmor = defender.VirtualArmor + defender.VirtualArmorMod;

            if (virtualArmor > 0)
            {
                double scalar;

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

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

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

            return damage;
        }

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

            BaseCreature bc = attacker as BaseCreature;

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

            Mobile master = bc.ControlMaster;

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

            if (master == null)
                return 0;

            int inPack = 1;

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

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

                    Mobile theirMaster = tc.ControlMaster;

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

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

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

            return 0;
        }

        private static bool m_InDoubleStrike;

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

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

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

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

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

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

                        defender = m;
                        break;
                    }
                }
            }

            PlaySwingAnimation(attacker);
            PlayHurtAnimation(defender);

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

            int damage = ComputeDamage(attacker, defender);

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

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

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

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

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

            CheckSlayerResult cs = CheckSlayers(attacker, defender);

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

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

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

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

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

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

            int packInstinctBonus = GetPackInstinctBonus(attacker, defender);

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

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

            TransformContext context = TransformationSpellHelper.GetContext(defender);

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

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

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

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

            #region SA
            percentageBonus += BattleLust.GetBonus( attacker, defender );
    
            if ( this is BaseThrown )
            {
                int max = ((BaseThrown)this).MaxThrowRange;
    
                if ( attacker.InRange( defender, max ) )
                    percentageBonus += -47;
            }
            #endregion

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

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

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

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

            percentageBonus = Math.Min(percentageBonus, 300);

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

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

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

            damage = AbsorbDamage(attacker, defender, damage);

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

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

                #region SA
                if ( AosArmorAttributes.GetValue( defender, AosArmorAttribute.ReactiveParalyze ) > Utility.RandomMinMax( 1, 100 ) )
                    attacker.Paralyze( TimeSpan.FromSeconds( 3 ) );
                #endregion

            }

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

                AttuneWeaponSpell.TryAbsorb(defender, ref d);

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

            AddBlood(attacker, defender, damage);

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

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

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

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

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

                int low = phys, type = 0;

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

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

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

            int damageGiven = damage;

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

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

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

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

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

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

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

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

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

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

                context = TransformationSpellHelper.GetContext(attacker);

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

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

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

                    manaLeech += wraithLeech;
                }

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                #region SA
                int curseChance = (int)(m_AosWeaponAttributes.HitCurse * propertyBonus);
                int fatigueChance = (int)(m_AosWeaponAttributes.HitFatigue * propertyBonus);
                int manadrainChance = (int)(m_AosWeaponAttributes.HitManaDrain * propertyBonus);
                #endregion

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

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

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

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

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

                #region SA
                if (curseChance != 0 && curseChance > Utility.Random(100))
                    DoCurse(attacker, defender);
    
                if (fatigueChance != 0 && fatigueChance > Utility.Random(100))
                    DoFatigue(attacker, defender, damageGiven);
  
                if (manadrainChance != 0 && manadrainChance > Utility.Random(100))
                    DoManaDrain(attacker, defender, damageGiven);
                #endregion

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

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

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

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

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

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

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

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

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

                if (AnimalForm.UnderTransformation(defender, typeof(BullFrog)))
                    attacker.ApplyPoison(defender, Poison.Regular);
            }
// hook for attachment OnWeaponHit method
	    Server.Engines.XmlSpawner2.XmlAttach.OnWeaponHit(this, attacker, defender, damageGiven);
        }

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

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

            damageBonus += inscribeSkill / 200;

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

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

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

                TransformContext context = TransformationSpellHelper.GetContext(attacker);

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

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

            return damage / 100;
        }

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

            attacker.DoHarmful(defender);

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

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

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

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

            attacker.DoHarmful(defender);

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

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

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

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

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

            attacker.DoHarmful(defender);

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

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

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

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

            attacker.DoHarmful(defender);

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

            defender.BoltEffect(0);

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

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

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

            if (!dispellable)
                return;

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

            attacker.DoHarmful(defender);

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

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

                defender.Delete();
            }
        }

        #region SA
        public virtual void DoCurse( Mobile attacker, Mobile defender )
        {
            attacker.SendLocalizedMessage( 1113717 ); // You have hit your target with a curse effect.
            defender.SendLocalizedMessage( 1113718 ); // You have been hit with a curse effect.
            defender.FixedParticles( 0x374A, 10, 15, 5028, EffectLayer.Waist );
            defender.PlaySound( 0x1EA );
            defender.AddStatMod( new StatMod( StatType.Str, String.Format( "[Magic] {0} Offset", StatType.Str ), -10, TimeSpan.FromSeconds( 30 ) ) );
            defender.AddStatMod( new StatMod( StatType.Dex, String.Format( "[Magic] {0} Offset", StatType.Dex ), -10, TimeSpan.FromSeconds( 30 ) ) );
            defender.AddStatMod( new StatMod( StatType.Int, String.Format( "[Magic] {0} Offset", StatType.Int ), -10, TimeSpan.FromSeconds( 30 ) ) );
   
            int percentage = -10;//(int)(SpellHelper.GetOffsetScalar(Caster, m, true) * 100);
            string args = String.Format("{0}\t{1}\t{2}\t{3}\t{4}\t{5}\t{6}", percentage, percentage, percentage, 10, 10, 10, 10);
        
  
            BuffInfo.AddBuff( defender, new BuffInfo( BuffIcon.Curse, 1075835, 1075836, TimeSpan.FromSeconds( 30 ), defender, args.ToString() ) );
        }
  
        public virtual void DoFatigue( Mobile attacker, Mobile defender, int damagegiven )
        {
            // Message?
            // Effects?
            defender.Stam -= (damagegiven * (100 - m_AosWeaponAttributes.HitFatigue)) / 100;
        }

        public virtual void DoManaDrain( Mobile attacker, Mobile defender, int damagegiven )
        {
            // Message?
            defender.FixedParticles( 0x3789, 10, 25, 5032, EffectLayer.Head );
            defender.PlaySound( 0x1F8 );
            defender.Mana -= (damagegiven * (100 - m_AosWeaponAttributes.HitManaDrain)) / 100;
        }
        #endregion

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

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

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

            if (map == null)
                return;

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

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

            if (list.Count == 0)
                return;

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

            // TODO: What is the damage calculation?

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

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

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

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

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

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

            BaseTalisman talisman = attacker.Talisman as BaseTalisman;

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

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

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

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

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

            return CheckSlayerResult.None;
        }

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

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

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

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

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

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

                CraftResourceInfo resInfo = CraftResources.GetInfo(m_Resource);

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

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

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

                        phys = left;
                    }
                }
            }
        }

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

            if (attrDamage <= 0)
                return totalRemaining;

            int appliedDamage = attrDamage;

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

            if (appliedDamage > totalRemaining)
                appliedDamage = totalRemaining;

            element += appliedDamage;

            return totalRemaining - appliedDamage;
        }

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

            WeaponAbility ability = WeaponAbility.GetCurrentAbility(attacker);

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

            SpecialMove move = SpecialMove.GetCurrentMove(attacker);

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

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

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

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

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

            min = MinDamage;
            max = MaxDamage;
        }

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

            GetBaseDamageRange(attacker, out min, out max);

            return Utility.RandomMinMax(min, max);
        }

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

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

            return bonus / 100;
        }

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

            int bonus = 0;

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

            return bonus;
        }

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

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

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

            return bonus;
        }

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

            GetBaseDamageRange(from, out baseMin, out baseMax);

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

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

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

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

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

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

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

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

            int defenseMasteryMalus = 0;

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

            int discordanceEffect = 0;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                lumberBonus = (lumberValue / 5.0) / 100.0;

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

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

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

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

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

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

            return ScaleDamageByDurability((int)damage);
        }

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

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

            return AOS.Scale(damage, scale);
        }

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

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

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

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

            if (from.Mounted)
                return;

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

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

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

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

                        break;
                    }
                default: return;
            }

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

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

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

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

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

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

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

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

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

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

            writer.WriteEncodedInt((int)sflags);

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

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

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

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

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

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

            SaveFlag flags = SaveFlag.None;

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

            #region SA // Absorption
            SetSaveFlag(ref flags, SaveFlag.xAbsorptionAttributes, !m_SAAbsorptionAttributes.IsEmpty);
            #endregion

            writer.Write((int)flags);

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            #region SA
            if (GetSaveFlag(flags, SaveFlag.xAbsorptionAttributes))
                m_SAAbsorptionAttributes.Serialize(writer);
            #endregion

        }

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

            #region SA
            xAbsorptionAttributes = 0x80000000
            #endregion

        }

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

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

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

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

            int version = reader.ReadInt();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                        #region SA
                        if ( version > 12 && GetSaveFlag( flags, SaveFlag.xAbsorptionAttributes ) )
                            m_SAAbsorptionAttributes = new SAAbsorptionAttributes( this, reader );
                        else
                            m_SAAbsorptionAttributes = new SAAbsorptionAttributes( this );
                        #endregion

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

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

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

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

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

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

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

                        m_Speed = reader.ReadInt();

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

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

                        m_Crafter = reader.ReadMobile();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                        break;
                    }
            }

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

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

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

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

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

                string modName = this.Serial.ToString();

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

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

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

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

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

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

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

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

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

            m_Resource = CraftResource.Iron;

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

            #region SA
            m_SAAbsorptionAttributes = new SAAbsorptionAttributes( this );
            #endregion

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

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

        private string GetNameString( Item item, Mobile from ) //Item item, Mobile from
        {
            string name = this.Name;

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

[B]//Colored Item Name Mod Start
			BaseArmor arm = item as BaseArmor;
			BaseWeapon wea = item as BaseWeapon;
			BaseClothing clo = item as BaseClothing;
			BaseHat hat = item as BaseHat;
			BaseJewel jew = item as BaseJewel;
			Spellbook spe = item as Spellbook;

			int props = 0;
			foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
			{
				if ( arm != null && arm.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( wea != null && wea.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( clo != null && clo.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( jew != null && jew.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( spe != null && spe.Attributes[ (AosAttribute)i ] > 0 ) ++props;
			}
			if ( arm != null ) foreach( int i in Enum.GetValues(typeof( AosArmorAttribute ) ) ) {if ( arm.ArmorAttributes[ (AosArmorAttribute)i ] > 0 ) ++props;}
			if ( wea != null ){ foreach( int i in Enum.GetValues(typeof( AosWeaponAttribute)) ) if ( wea.WeaponAttributes[ (AosWeaponAttribute)i ] > 0 ) ++props;}
			if ( clo != null ){ foreach( int i in Enum.GetValues(typeof( AosArmorAttribute ) ) ) if ( clo.ClothingAttributes[ (AosArmorAttribute)i ] > 0 ) ++props;}
			if ( jew != null ){ foreach( int i in Enum.GetValues(typeof( AosElementAttribute)) ) if ( jew.Resistances[ (AosElementAttribute)i ] > 0 ) ++props;}
			if ( spe != null ){ if(spe.Slayer != SlayerName.None) ++props; if (spe.Slayer2 != SlayerName.None) ++props; }
			if ( wea != null ){ if(wea.Slayer != SlayerName.None) ++props; if (wea.Slayer2 != SlayerName.None) ++props; }
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Physical > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Physical > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistPhysicalBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Fire > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Fire > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistFireBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Cold > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Cold > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistColdBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Poison > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Poison > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistPoisonBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Energy > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Energy > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistEnergyBonus > 0) ++props;
			//if ( props == 0 ) 
			//{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#00FF00>{0}<BASEFONT COLOR=#FFFFFF>", this.Name ) );
				//return;
			//}
			if ( props == 1 ) 
			{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#08FF00>{0}<BASEFONT COLOR=#08FF00>", this.Name ) );
				name = ( String.Format("<BASEFONT COLOR=#08FF00>{0}<BASEFONT COLOR=#08FF00>", this.Name ) );
				return;
			}
			if else( props == 2 ) 
			{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#0670A0>{0}<BASEFONT COLOR=#0670A0>", this.Name ) ); 
				name = ( String.Format("<BASEFONT COLOR=#0670A0>{0}<BASEFONT COLOR=#0670A0>", this.Name ) );
				return;
			}
			if else( props == 3 ) 
			{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#8D35AB>{0}<BASEFONT COLOR=#8D35AB>", this.Name ) ); 
				name = ( String.Format("<BASEFONT COLOR=#8D35AB>{0}<BASEFONT COLOR=#8D35AB>", this.Name ) );
				return;
			}
			else( props == 4 ) 
			{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#DD8004>{0}<BASEFONT COLOR=#DD8004>", this.Name ) );
				name = ( String.Format("<BASEFONT COLOR=#DD8004>{0}<BASEFONT COLOR=#DD8004>", this.Name ) );
 				return;
			}
//Colored Item Name Mod End[/B]
            return name;
        }

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

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

            int currentMax = 50;
            int hue = 0;

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

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

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

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

            return hue;
        }

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

            switch (m_Resource)
            {
                case CraftResource.DullCopper: oreType = 1053108; break; // dull copper
                case CraftResource.ShadowIron: oreType = 1053107; break; // shadow iron
                case CraftResource.Copper: oreType = 1053106; break; // copper
                case CraftResource.Bronze: oreType = 1053105; break; // bronze
                case CraftResource.Gold: oreType = 1053104; break; // golden
                case CraftResource.Agapite: oreType = 1053103; break; // agapite
                case CraftResource.Verite: oreType = 1053102; break; // verite
                case CraftResource.Valorite: oreType = 1053101; break; // valorite
                case CraftResource.SpinedLeather: oreType = 1061118; break; // spined
                case CraftResource.HornedLeather: oreType = 1061117; break; // horned
                case CraftResource.BarbedLeather: oreType = 1061116; break; // barbed
                case CraftResource.RedScales: oreType = 1060814; break; // red
                case CraftResource.YellowScales: oreType = 1060818; break; // yellow
                case CraftResource.BlackScales: oreType = 1060820; break; // black
                case CraftResource.GreenScales: oreType = 1060819; break; // green
                case CraftResource.WhiteScales: oreType = 1060821; break; // white
                case CraftResource.BlueScales: oreType = 1060815; break; // blue

                #region Mondain's Legacy
                case CraftResource.OakWood: oreType = 1072533; break; // oak
                case CraftResource.AshWood: oreType = 1072534; break; // ash
                case CraftResource.YewWood: oreType = 1072535; break; // yew
                case CraftResource.Heartwood: oreType = 1072536; break; // heartwood
                case CraftResource.Bloodwood: oreType = 1072538; break; // bloodwood
                case CraftResource.Frostwood: oreType = 1072539; break; // frostwood
                #endregion

                default: oreType = 0; break;
            }

            if (oreType != 0)
                list.Add(1053099, "#{0}\t{1}", oreType, GetNameString()); // ~1_oretype~ ~2_armortype~
//Colored Item Name Mod Start
//            string oreType = CraftResources.GetName( m_Resource );
//            if ( oreType.ToLower() == "none" || oreType.ToLower() == "normal" ) 
//		oreType = "";
//                list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
//Colored Item Name Mod End
            else if (Name == null)
                list.Add(LabelNumber);
            else
                list.Add(Name);

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

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

            return (m_AosAttributes.SpellChanneling != 0);
        }

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

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

            CraftResourceInfo resInfo = CraftResources.GetInfo(m_Resource);

            if (resInfo == null)
                return 0;

            CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

            if (attrInfo == null)
                return 0;

            return attrInfo.WeaponLuck;
        }

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

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

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

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

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

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

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

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

            #region SA
            else if ( RequiredRace == Race.Gargoyle )
                list.Add( 1111709 ); // Gargoyles Only
            #endregion

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

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

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

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

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

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


            base.AddResistanceProperties(list);

            int prop;

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

            #region SA
            if ( (prop = m_AosWeaponAttributes.BloodDrinker) != 0 )
                list.Add( 1113591, prop.ToString() ); // Blood Drinker
  
            if ( (prop = m_AosWeaponAttributes.BattleLust) != 0 )
                list.Add( 1113710, prop.ToString() ); // Battle Lust
            #endregion

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            #region SA
            if ( (prop = m_AosWeaponAttributes.HitCurse) != 0 )
                list.Add( 1113712, prop.ToString() ); // Hit Curse ~1_val~%
   
            if ( (prop = m_AosWeaponAttributes.HitFatigue) != 0 )
                list.Add( 1113700, prop.ToString() ); // Hit Fatigue ~1_val~%
 
            if ( (prop = m_AosWeaponAttributes.HitManaDrain) != 0 )
                list.Add( 1113699, prop.ToString() ); // Hit Mana Drain ~1_val~%
            #endregion

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

            #region SA
            if ( (prop = m_SAAbsorptionAttributes.CastingFocus) != 0 )
                list.Add( 1113696, prop.ToString() ); // Casting Focus ~1_val~%

            if ( (prop = m_SAAbsorptionAttributes.EaterFire) != 0 )
                list.Add( 1113593, prop.ToString() ); // Fire Eater ~1_Val~%
 
            if ( (prop = m_SAAbsorptionAttributes.EaterCold) != 0 )
                list.Add( 1113594, prop.ToString() ); // Cold Eater ~1_Val~%

            if ( (prop = m_SAAbsorptionAttributes.EaterPoison) != 0 )
                list.Add( 1113595, prop.ToString() ); // Poison Eater ~1_Val~%

            if ( (prop = m_SAAbsorptionAttributes.EaterEnergy) != 0 )
                list.Add( 1113596, prop.ToString() ); // Energy Eater ~1_Val~%
  
            if ( (prop = m_SAAbsorptionAttributes.EaterKinetic) != 0 )
                list.Add( 1113597, prop.ToString() ); // Kinetic Eater ~1_Val~%
 
            if ( (prop = m_SAAbsorptionAttributes.EaterDamage) != 0 )
                list.Add( 1113598, prop.ToString() ); // Damage Eater ~1_Val~%
 
            if ( (prop = m_SAAbsorptionAttributes.ResonanceFire) != 0 )
                list.Add( 1113691, prop.ToString() ); // Fire Resonance ~1_val~%
              
            if ( (prop = m_SAAbsorptionAttributes.ResonanceCold) != 0 )
                list.Add( 1113692, prop.ToString() ); // Cold Resonance ~1_val~%
 
            if ( (prop = m_SAAbsorptionAttributes.ResonancePoison) != 0 )
                list.Add( 1113693, prop.ToString() ); // Poison Resonance ~1_val~%
  
            if ( (prop = m_SAAbsorptionAttributes.ResonanceEnergy) != 0 )
                list.Add( 1113694, prop.ToString() ); // Energy Resonance ~1_val~%
    
            if ( (prop = m_SAAbsorptionAttributes.ResonanceKinetic) != 0 )
                list.Add( 1113695, prop.ToString() ); // Kinetic Resonance ~1_val~%
            #endregion

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

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

            #region Mondain's Legacy
            if (chaos != 0)
                list.Add(1072846, chaos.ToString()); // chaos damage ~1_val~%

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

	// mod to display attachment properties
	Server.Engines.XmlSpawner2.XmlAttach.AddAttachmentProperties(this, list);

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

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

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

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

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

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

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

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

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

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

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

            int number;

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

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

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

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

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

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

        #region ICraftable Members

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

            if (makersMark)
                Crafter = from;

            PlayerConstructed = true;

            Type resourceType = typeRes;

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

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

                CraftContext context = craftSystem.GetContext(from);

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

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

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

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

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

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

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

                        CraftContext context = craftSystem.GetContext(from);

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

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

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

                if (resInfo == null)
                    return quality;

                CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

                if (attrInfo == null)
                    return quality;

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

            return quality;
        }

        #endregion

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

            return base.OnDragLift(from);
        }

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

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

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

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

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

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

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

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

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

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

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

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

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

    public enum CheckSlayerResult
    {
        None,
        Slayer,
        Opposition
    }
}
 

Nockar

Sorceror
Do you have any idea what is causing these errors? I am not sure if i got rid of the errors from the top section in GetNameString.

Code:
[COLOR="Red"]Errors:
 + Items/Weapons/BaseWeapon.cs:
    CS0118: Line 3639: 'oreType' is a 'variable' but is used like a 'method'
    CS0118: Line 3639: 'oreType' is a 'variable' but is used like a 'method'
    CS0029: Line 3639: Cannot implicitly convert type 'string' to 'int'
    CS1501: Line 3640: No overload for method 'GetNameString' takes '0' arguments[/COLOR]

Code:
        private string GetNameString( Item item, Mobile from ) //Item item, Mobile from
        {
            string name = this.Name;

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

//Colored Item Name Mod Start
			BaseArmor arm = item as BaseArmor;
			BaseWeapon wea = item as BaseWeapon;
			BaseClothing clo = item as BaseClothing;
			BaseHat hat = item as BaseHat;
			BaseJewel jew = item as BaseJewel;
			Spellbook spe = item as Spellbook;

			int props = 0;
			foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
			{
				if ( arm != null && arm.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( wea != null && wea.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( clo != null && clo.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( jew != null && jew.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( spe != null && spe.Attributes[ (AosAttribute)i ] > 0 ) ++props;
			}
			if ( arm != null ) foreach( int i in Enum.GetValues(typeof( AosArmorAttribute ) ) ) {if ( arm.ArmorAttributes[ (AosArmorAttribute)i ] > 0 ) ++props;}
			if ( wea != null ){ foreach( int i in Enum.GetValues(typeof( AosWeaponAttribute)) ) if ( wea.WeaponAttributes[ (AosWeaponAttribute)i ] > 0 ) ++props;}
			if ( clo != null ){ foreach( int i in Enum.GetValues(typeof( AosArmorAttribute ) ) ) if ( clo.ClothingAttributes[ (AosArmorAttribute)i ] > 0 ) ++props;}
			if ( jew != null ){ foreach( int i in Enum.GetValues(typeof( AosElementAttribute)) ) if ( jew.Resistances[ (AosElementAttribute)i ] > 0 ) ++props;}
			if ( spe != null ){ if(spe.Slayer != SlayerName.None) ++props; if (spe.Slayer2 != SlayerName.None) ++props; }
			if ( wea != null ){ if(wea.Slayer != SlayerName.None) ++props; if (wea.Slayer2 != SlayerName.None) ++props; }
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Physical > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Physical > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistPhysicalBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Fire > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Fire > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistFireBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Cold > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Cold > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistColdBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Poison > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Poison > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistPoisonBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Energy > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Energy > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistEnergyBonus > 0) ++props;
			//if ( props == 0 ) 
			//{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#00FF00>{0}<BASEFONT COLOR=#FFFFFF>", this.Name ) );
				//return;
			//}
			if( props == 1 ) 
			{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#08FF00>{0}<BASEFONT COLOR=#08FF00>", this.Name ) );
				name = ( String.Format("<BASEFONT COLOR=#08FF00>{0}<BASEFONT COLOR=#08FF00>", this.Name ) );
				//return;
			}
			if( props == 2 ) 
			{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#0670A0>{0}<BASEFONT COLOR=#0670A0>", this.Name ) ); 
				name = ( String.Format("<BASEFONT COLOR=#0670A0>{0}<BASEFONT COLOR=#0670A0>", this.Name ) );
				//return;
			}
			if( props == 3 ) 
			{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#8D35AB>{0}<BASEFONT COLOR=#8D35AB>", this.Name ) ); 
				name = ( String.Format("<BASEFONT COLOR=#8D35AB>{0}<BASEFONT COLOR=#8D35AB>", this.Name ) );
				//return;
			}
			if( props == 4 ) 
			{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#DD8004>{0}<BASEFONT COLOR=#DD8004>", this.Name ) );
				name = ( String.Format("<BASEFONT COLOR=#DD8004>{0}<BASEFONT COLOR=#DD8004>", this.Name ) );
 				//return;
			}
//Colored Item Name Mod End

            return name;
        }

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

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

            int currentMax = 50;
            int hue = 0;

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

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

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

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

            return hue;
        }

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

            switch (m_Resource)
            {
                case CraftResource.DullCopper: oreType = 1053108; break; // dull copper
                case CraftResource.ShadowIron: oreType = 1053107; break; // shadow iron
                case CraftResource.Copper: oreType = 1053106; break; // copper
                case CraftResource.Bronze: oreType = 1053105; break; // bronze
                case CraftResource.Gold: oreType = 1053104; break; // golden
                case CraftResource.Agapite: oreType = 1053103; break; // agapite
                case CraftResource.Verite: oreType = 1053102; break; // verite
                case CraftResource.Valorite: oreType = 1053101; break; // valorite
                case CraftResource.SpinedLeather: oreType = 1061118; break; // spined
                case CraftResource.HornedLeather: oreType = 1061117; break; // horned
                case CraftResource.BarbedLeather: oreType = 1061116; break; // barbed
                case CraftResource.RedScales: oreType = 1060814; break; // red
                case CraftResource.YellowScales: oreType = 1060818; break; // yellow
                case CraftResource.BlackScales: oreType = 1060820; break; // black
                case CraftResource.GreenScales: oreType = 1060819; break; // green
                case CraftResource.WhiteScales: oreType = 1060821; break; // white
                case CraftResource.BlueScales: oreType = 1060815; break; // blue

                #region Mondain's Legacy
                case CraftResource.OakWood: oreType = 1072533; break; // oak
                case CraftResource.AshWood: oreType = 1072534; break; // ash
                case CraftResource.YewWood: oreType = 1072535; break; // yew
                case CraftResource.Heartwood: oreType = 1072536; break; // heartwood
                case CraftResource.Bloodwood: oreType = 1072538; break; // bloodwood
                case CraftResource.Frostwood: oreType = 1072539; break; // frostwood
                #endregion

                default: oreType = 0; break;
            }

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

//Colored Item Name Mod Start
			string oreType = CraftResources.GetName( m_Resource );
[COLOR="red"]/*line 3640*/		if ( oreType() == "none" || oreType() == "normal" ) oreType = "";
/*line 3639*/		list.Add(1053099, "{0}\t{1}", oreType, GetNameString());[/COLOR]
//Colored Item Name Mod End
/*            else if (Name == null)
                list.Add(LabelNumber);
            else
                list.Add(Name);
*/

            if (!String.IsNullOrEmpty(m_EngravedText))
                list.Add(1062613, m_EngravedText);
        }
 
not sure on errors, no line reference in the snippet you provided, but you need to change all of these "this.Name " to jusr "name" in all the "if" lines
i.e. name = ( String.Format("<BASEFONT COLOR=#DD8004>{0}<BASEFONT COLOR=#DD8004>", this.Name ) );
 

Vorspire

Knight
The process you are describing here (first post) is just the initial set-up that will make sure that the Name variable of every item is NEVER null, which means you can always use it inside the GetProperties method, instead of the LabelNumber.

The OPL Localizer basically decode and turns ObjectPropertyLists into strings.

After setting this (above) up, you will need to make the simple edits to your GetProperties methods to enable color-coded names.

You override AddNameProperties, do your checks and use <BASEFONT COLOR=#000000> to wrap the Name variable.
 

Nockar

Sorceror
Thanks for the info! I made the changes you suggested Lord_Graywolf.

Vorspire.. I am not sure what you mean.
Code:
After setting this (above) up, you will need to make the simple edits to your GetProperties methods to enable color-coded names.
You override AddNameProperties, do your checks and use <BASEFONT COLOR=#000000> to wrap the Name variable.

So do I need to set this up no matter what I do? I do not have it set up right now.
http://www.runuo.com/forums/custom-...nded-localizer-propertylist-2-stringlist.html

The two areas that I have modified are bolded. Towards the bottom.


Code:
[COLOR="Red"]Errors:
 + Items/Weapons/BaseWeapon.cs:
    CS0128: Line 3638: A local variable named 'oreType' is already defined in th
is scope
    CS0029: Line 3638: Cannot implicitly convert type 'string' to 'int'
    CS0118: Line 3639: 'oreType' is a 'variable' but is used like a 'method'
    CS0118: Line 3639: 'oreType' is a 'variable' but is used like a 'method'
    CS0029: Line 3639: Cannot implicitly convert type 'string' to 'int'
    CS1501: Line 3640: No overload for method 'GetNameString' takes '0' arguments[/COLOR]

Code:
using System;
using System.Text;
using System.Collections;
using Server.ContextMenus;
using Server.Network;
using Server.Targeting;
using Server.Mobiles;
using Server.Spells;
using Server.Spells.Necromancy;
using Server.Spells.Bushido;
using Server.Spells.Ninjitsu;
using Server.Factions;
using Server.Engines.Craft;
using System.Collections.Generic;
using Server.Spells.Spellweaving;
using Server.Engines.XmlSpawner2;

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

    //public abstract class BaseWeapon : Item, IWeapon, IFactionItem, ICraftable, ISlayer, IDurability, ISetItem 		//Orignal
    public abstract class BaseWeapon : BaseWearable, IWeapon, IFactionItem, ICraftable, ISlayer, IDurability, ISetItem		// Moded for Xeevis Doubleclick Equip
    {
        private string m_EngravedText;

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

        #region Factions
        private FactionItem m_FactionState;

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

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

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

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

        #region Var declarations

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

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

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

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

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

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

        #region SA
        private SAAbsorptionAttributes m_SAAbsorptionAttributes;
        #endregion

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

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

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

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

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

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

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

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

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

        #region Personal Bless Deed
        private Mobile m_BlessedBy;

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

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

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

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

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

                Container pack = m_From.Backpack;

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

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

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

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

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

	#region SA
        [CommandProperty(AccessLevel.GameMaster)]
        public SAAbsorptionAttributes AbsorptionAttributes
        {
        	get { return m_SAAbsorptionAttributes; }
        	set { }
        }
        #endregion
    
        [CommandProperty(AccessLevel.GameMaster)]
        public bool Cursed
        {
            get { return m_Cursed; }
            set { m_Cursed = value; }
        }

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

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

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

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

                if (value > m_MaxHits)
                    value = m_MaxHits;

                m_Hits = value;

                InvalidateProperties();
            }
        }

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                    InvalidateProperties();
                }
            }
        }

        #endregion

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

            if (weap == null)
                return;

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

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

            #region SA
            weap.m_SAAbsorptionAttributes = new SAAbsorptionAttributes( newItem, m_SAAbsorptionAttributes );
            #endregion

        }

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

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

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

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

        public int GetDurabilityBonus()
        {
            int bonus = 0;

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

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

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

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

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

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

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

            return bonus;
        }

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

            int v = m_AosWeaponAttributes.LowerStatReq;

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

            CraftResourceInfo info = CraftResources.GetInfo(m_Resource);

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

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

            if (v > 100)
                v = 100;

            return v;
        }

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

        private class ResetEquipTimer : Timer
        {
            private Mobile m_Mobile;

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

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

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

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

            return false;
        }

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

            return base.AllowSecureTrade(from, to, newOwner, accepted);
        }

        public virtual Race RequiredRace { get { return null; } }	//On OSI, there are no weapons with race requirements, this is for custom stuff

        #region SA
        public virtual bool CanBeWornByGargoyles { get { return false; } }
        #endregion

        public override bool CanEquip(Mobile from)
        {
            if (!Ethics.Ethic.CheckEquip(from, this))
                return false;

            #region SA
            if (from.Race == Race.Gargoyle && !CanBeWornByGargoyles && from.AccessLevel == AccessLevel.Player)
            {
                from.SendLocalizedMessage(1111708); // Gargoyles can't wear this.
                return false;
            }
            #endregion

            if (RequiredRace != null && from.Race != RequiredRace)
            {
                if (RequiredRace == Race.Elf)
                    from.SendLocalizedMessage(1072203); // Only Elves may use this.

                #region SA
                else if (RequiredRace == Race.Gargoyle)
                    from.SendLocalizedMessage(1111707); // Only gargoyles can wear this.
                #endregion

                else
                    from.SendMessage("Only {0} may use this.", RequiredRace.PluralName);

                return false;
            }
            else if (from.Dex < DexRequirement)
            {
                from.SendMessage("You are not nimble enough to equip that.");
                return false;
            }
            else if (from.Str < AOS.Scale(StrRequirement, 100 - GetLowerStatReq()))
            {
                from.SendLocalizedMessage(500213); // You are not strong enough to equip that.
                return false;
            }
            else if (from.Int < IntRequirement)
            {
                from.SendMessage("You are not smart enough to equip that.");
                return false;
            }
            else if (!from.CanBeginAction(typeof(BaseWeapon)))
            {
                return false;
            }
            #region Personal Bless Deed
            else if (BlessedBy != null && BlessedBy != from)
            {
                from.SendLocalizedMessage(1075277); // That item is blessed by another player.

                return false;
            }
            #endregion


		// XmlAttachment check for CanEquip
		if (!Server.Engines.XmlSpawner2.XmlAttach.CheckCanEquip(this, from))
		{
			return false;
		}
            else
            {
                return base.CanEquip(from);
            }
        }

        public virtual bool UseSkillMod { get { return !Core.AOS; } }

        public override bool OnEquip(Mobile from)
        {
            int strBonus = m_AosAttributes.BonusStr;
            int dexBonus = m_AosAttributes.BonusDex;
            int intBonus = m_AosAttributes.BonusInt;

            if ((strBonus != 0 || dexBonus != 0 || intBonus != 0))
            {
                Mobile m = from;

                string modName = this.Serial.ToString();

                if (strBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Str, modName + "Str", strBonus, TimeSpan.Zero));

                if (dexBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero));

                if (intBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Int, modName + "Int", intBonus, TimeSpan.Zero));
            }

            from.NextCombatTime = DateTime.Now + GetDelay(from);

            if (UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular)
            {
                if (m_SkillMod != null)
                    m_SkillMod.Remove();

                m_SkillMod = new DefaultSkillMod(AccuracySkill, true, (int)m_AccuracyLevel * 5);
                from.AddSkillMod(m_SkillMod);
            }

            if (Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30)
            {
                if (m_MageMod != null)
                    m_MageMod.Remove();

                m_MageMod = new DefaultSkillMod(SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon);
                from.AddSkillMod(m_MageMod);
            }

	// XmlAttachment check for OnEquip
	Server.Engines.XmlSpawner2.XmlAttach.CheckOnEquip(this, from);

            return true;
        }

        public override void OnAdded(object parent)
        {
            base.OnAdded(parent);

            if (parent is Mobile)
            {

	// Set Items Bonuses START
		ItemSets.CheckPartAdded((Mobile)parent, this);
	// Set Items Bonuses END

                Mobile from = (Mobile)parent;

                if (Core.AOS)
                    m_AosSkillBonuses.AddTo(from);

                #region Mondain's Legacy Sets
                if (IsSetItem)
                {
                    m_SetEquipped = SetHelper.FullSetEquipped(from, SetID, Pieces);

                    if (m_SetEquipped)
                    {
                        m_LastEquipped = true;
                        SetHelper.AddSetBonus(from, SetID);
                    }
                }
                #endregion

                from.CheckStatTimers();
                from.Delta(MobileDelta.WeaponDamage);
            }
        }

        public override void OnRemoved(object parent)
        {
            if (parent is Mobile)
            {

	// Set Items Bonuses START
		ItemSets.CheckPartRemoved((Mobile)parent, this);
	// Set Items Bonuses END

                Mobile m = (Mobile)parent;
                BaseWeapon weapon = m.Weapon as BaseWeapon;

                string modName = this.Serial.ToString();

                m.RemoveStatMod(modName + "Str");
                m.RemoveStatMod(modName + "Dex");
                m.RemoveStatMod(modName + "Int");

                if (weapon != null)
                    m.NextCombatTime = DateTime.Now + weapon.GetDelay(m);

                if (UseSkillMod && m_SkillMod != null)
                {
                    m_SkillMod.Remove();
                    m_SkillMod = null;
                }

                if (m_MageMod != null)
                {
                    m_MageMod.Remove();
                    m_MageMod = null;
                }

                if (Core.AOS)
                    m_AosSkillBonuses.Remove();

                m.CheckStatTimers();

                m.Delta(MobileDelta.WeaponDamage);

                #region Mondain's Legacy Sets
                if (IsSetItem && m_SetEquipped)
                    SetHelper.RemoveSetBonus(m, SetID, this);
                #endregion
            }

	// XmlAttachment check for OnRemoved
	Server.Engines.XmlSpawner2.XmlAttach.CheckOnRemoved(this, parent);

            InvalidateProperties();
        }

        public virtual SkillName GetUsedSkill(Mobile m, bool checkSkillAttrs)
        {
            SkillName sk;

            if (checkSkillAttrs && m_AosWeaponAttributes.UseBestSkill != 0)
            {
                double swrd = m.Skills[SkillName.Swords].Value;
                double fenc = m.Skills[SkillName.Fencing].Value;
                double mcng = m.Skills[SkillName.Macing].Value;
                double val;

                sk = SkillName.Swords;
                val = swrd;

                if (fenc > val) { sk = SkillName.Fencing; val = fenc; }
                if (mcng > val) { sk = SkillName.Macing; val = mcng; }
            }
            else if (m_AosWeaponAttributes.MageWeapon != 0)
            {
                if (m.Skills[SkillName.Magery].Value > m.Skills[Skill].Value)
                    sk = SkillName.Magery;
                else
                    sk = Skill;
            }
            else
            {
                sk = Skill;

                if (sk != SkillName.Wrestling && !m.Player && !m.Body.IsHuman && m.Skills[SkillName.Wrestling].Value > m.Skills[sk].Value)
                    sk = SkillName.Wrestling;
            }

            return sk;
        }

        public virtual double GetAttackSkillValue(Mobile attacker, Mobile defender)
        {
            return attacker.Skills[GetUsedSkill(attacker, true)].Value;
        }

        public virtual double GetDefendSkillValue(Mobile attacker, Mobile defender)
        {
            return defender.Skills[GetUsedSkill(defender, true)].Value;
        }

        private static bool CheckAnimal(Mobile m, Type type)
        {
            return AnimalForm.UnderTransformation(m, type);
        }

        public virtual bool CheckHit(Mobile attacker, Mobile defender)
        {
            BaseWeapon atkWeapon = attacker.Weapon as BaseWeapon;
            BaseWeapon defWeapon = defender.Weapon as BaseWeapon;

            Skill atkSkill = attacker.Skills[atkWeapon.Skill];
            Skill defSkill = defender.Skills[defWeapon.Skill];

            double atkValue = atkWeapon.GetAttackSkillValue(attacker, defender);
            double defValue = defWeapon.GetDefendSkillValue(attacker, defender);

            double ourValue, theirValue;

            int bonus = GetHitChanceBonus();

            #region SA
            if (atkWeapon is BaseThrown)
            {
                int min = ((BaseThrown)atkWeapon).MinThrowRange;
                int throwchances = 0;

                if (attacker.InRange(defender, 1))
                    throwchances -= 12 - (int)(attacker.Skills[SkillName.Swords].Value / 10);
                else if (!attacker.InRange(defender, min - 1))
                    throwchances -= 12;

                BaseShield shield = attacker.FindItemOnLayer(Layer.TwoHanded) as BaseShield;

                if (shield != null)
                {
                    throwchances -= 12 - (int)(attacker.Skills[SkillName.Parry].Value / 10);
                    throwchances -= Math.Max(0, (10 - (attacker.Dex / 10)));
                }

                if (throwchances < 0)
                    throwchances = 0;

                bonus += throwchances;
            }
            #endregion

            if (Core.AOS)
            {
                if (atkValue <= -20.0)
                    atkValue = -19.9;

                if (defValue <= -20.0)
                    defValue = -19.9;

                // Hit Chance Increase = 45%
                int atkChance = AosAttributes.GetValue(attacker, AosAttribute.AttackChance);
                if (atkChance > 45)
                    atkChance = 45;

                bonus += atkChance;

                if (Spells.Chivalry.DivineFurySpell.UnderEffect(attacker))
                    bonus += 10; // attacker gets 10% bonus when they're under divine fury

                if (CheckAnimal(attacker, typeof(GreyWolf)) || CheckAnimal(attacker, typeof(BakeKitsune)))
                    bonus += 20; // attacker gets 20% bonus when under Wolf or Bake Kitsune form

                if (HitLower.IsUnderAttackEffect(attacker))
                    bonus -= 25; // Under Hit Lower Attack effect -> 25% malus

                WeaponAbility ability = WeaponAbility.GetCurrentAbility(attacker);

                if (ability != null)
                    bonus += ability.AccuracyBonus;

                SpecialMove move = SpecialMove.GetCurrentMove(attacker);

                if (move != null)
                    bonus += move.GetAccuracyBonus(attacker);

                // Max Hit Chance Increase = 45%
                if (bonus > 45)
                    bonus = 45;

                ourValue = (atkValue + 20.0) * (100 + bonus);

                bonus = AosAttributes.GetValue(defender, AosAttribute.DefendChance);

                if (Spells.Chivalry.DivineFurySpell.UnderEffect(defender))
                    bonus -= 20; // defender loses 20% bonus when they're under divine fury

                if (HitLower.IsUnderDefenseEffect(defender))
                    bonus -= 25; // Under Hit Lower Defense effect -> 25% malus

                int blockBonus = 0;

                if (Block.GetBonus(defender, ref blockBonus))
                    bonus += blockBonus;

                int surpriseMalus = 0;

                if (SurpriseAttack.GetMalus(defender, ref surpriseMalus))
                    bonus -= surpriseMalus;

                int discordanceEffect = 0;

                // Defender loses -0/-28% if under the effect of Discordance.
                if (SkillHandlers.Discordance.GetEffect(attacker, ref discordanceEffect))
                    bonus -= discordanceEffect;

                // Defense Chance Increase = 45%
                if (bonus > 45)
                    bonus = 45;

                theirValue = (defValue + 20.0) * (100 + bonus);

                bonus = 0;
            }
            else
            {
                if (atkValue <= -50.0)
                    atkValue = -49.9;

                if (defValue <= -50.0)
                    defValue = -49.9;

                ourValue = (atkValue + 50.0);
                theirValue = (defValue + 50.0);
            }

            double chance = ourValue / (theirValue * 2.0);

            chance *= 1.0 + ((double)bonus / 100);

            if (Core.AOS && chance < 0.02)
                chance = 0.02;

            return attacker.CheckSkill(atkSkill.SkillName, chance);
        }

        public virtual TimeSpan GetDelay(Mobile m)
        {
            double speed = this.Speed;

            if (speed == 0)
                return TimeSpan.FromHours(1.0);

            double delayInSeconds;

            if (Core.SE)
            {
                /*
                 * This is likely true for Core.AOS as well... both guides report the same
                 * formula, and both are wrong.
                 * The old formula left in for AOS for legacy & because we aren't quite 100%
                 * Sure that AOS has THIS formula
                 */

                // Swing speed bonus
                int bonus = AosAttributes.GetValue(m, AosAttribute.WeaponSpeed);

                if (Spells.Chivalry.DivineFurySpell.UnderEffect(m))
                    bonus += 10;

                // Bonus granted by successful use of Honorable Execution.
                bonus += HonorableExecution.GetSwingBonus(m);

                if (DualWield.Registry.Contains(m))
                    bonus += ((DualWield.DualWieldTimer)DualWield.Registry[m]).BonusSwingSpeed;

                if (Feint.Registry.Contains(m))
                    bonus -= ((Feint.FeintTimer)Feint.Registry[m]).SwingSpeedReduction;

                TransformContext context = TransformationSpellHelper.GetContext(m);

                if (context != null && context.Spell is ReaperFormSpell)
                    bonus += ((ReaperFormSpell)context.Spell).SwingSpeedBonus;

                int discordanceEffect = 0;

                // Discordance gives a malus of -0/-28% to swing speed.
                if (SkillHandlers.Discordance.GetEffect(m, ref discordanceEffect))
                    bonus -= discordanceEffect;

                if (EssenceOfWindSpell.IsDebuffed(m))
                    bonus -= EssenceOfWindSpell.GetSSIMalus(m);

                if (bonus > 60)
                    bonus = 60;

                double ticks;

                if (Core.ML)
                {
                    int stamTicks = m.Stam / 30;

                    ticks = speed * 4;
                    ticks = Math.Floor((ticks - stamTicks) * (100.0 / (100 + bonus)));
                }
                else
                {
                    speed = Math.Floor(speed * (bonus + 100.0) / 100.0);

                    if (speed <= 0)
                        speed = 1;

                    ticks = Math.Floor((80000.0 / ((m.Stam + 100) * speed)) - 2);
                }

                // Swing speed currently capped at one swing every 1.25 seconds (5 ticks).
                if (ticks < 5)
                    ticks = 5;

                delayInSeconds = ticks * 0.25;
            }
            else if (Core.AOS)
            {
                int v = (m.Stam + 100) * (int)speed;

                int bonus = AosAttributes.GetValue(m, AosAttribute.WeaponSpeed);

                if (Spells.Chivalry.DivineFurySpell.UnderEffect(m))
                    bonus += 10;

                int discordanceEffect = 0;

                // Discordance gives a malus of -0/-28% to swing speed.
                if (SkillHandlers.Discordance.GetEffect(m, ref discordanceEffect))
                    bonus -= discordanceEffect;

                v += AOS.Scale(v, bonus);

                if (v <= 0)
                    v = 1;

                delayInSeconds = Math.Floor(40000.0 / v) * 0.5;

                // Maximum swing rate capped at one swing per second 
                // OSI dev said that it has and is supposed to be 1.25
                if (delayInSeconds < 1.25)
                    delayInSeconds = 1.25;
            }
            else
            {
                int v = (m.Stam + 100) * (int)speed;

                if (v <= 0)
                    v = 1;

                delayInSeconds = 15000.0 / v;
            }

            return TimeSpan.FromSeconds(delayInSeconds);
        }

        public virtual void OnBeforeSwing(Mobile attacker, Mobile defender)
        {
            WeaponAbility a = WeaponAbility.GetCurrentAbility(attacker);

            if (a != null && !a.OnBeforeSwing(attacker, defender))
                WeaponAbility.ClearCurrentAbility(attacker);

            SpecialMove move = SpecialMove.GetCurrentMove(attacker);

            if (move != null && !move.OnBeforeSwing(attacker, defender))
                SpecialMove.ClearCurrentMove(attacker);
        }

        public virtual TimeSpan OnSwing(Mobile attacker, Mobile defender)
        {
            return OnSwing(attacker, defender, 1.0);
        }

        public virtual TimeSpan OnSwing(Mobile attacker, Mobile defender, double damageBonus)
        {
            bool canSwing = true;

            if (Core.AOS)
            {
                canSwing = (!attacker.Paralyzed && !attacker.Frozen && !attacker.Sleep); // SA Mysticism Edit

                if (canSwing)
                {
                    Spell sp = attacker.Spell as Spell;

                    canSwing = (sp == null || !sp.IsCasting || !sp.BlocksMovement);
                }

                if (canSwing)
                {
                    PlayerMobile p = attacker as PlayerMobile;

                    canSwing = (p == null || p.PeacedUntil <= DateTime.Now);
                }
            }

            if (canSwing && attacker.HarmfulCheck(defender))
            {
                attacker.DisruptiveAction();

                if (attacker.NetState != null)
                    attacker.Send(new Swing(0, attacker, defender));

                if (attacker is BaseCreature)
                {
                    BaseCreature bc = (BaseCreature)attacker;
                    WeaponAbility ab = bc.GetWeaponAbility();

                    if (ab != null)
                    {
                        if (bc.WeaponAbilityChance > Utility.RandomDouble())
                            WeaponAbility.SetCurrentAbility(bc, ab);
                        else
                            WeaponAbility.ClearCurrentAbility(bc);
                    }
                }

                if (CheckHit(attacker, defender))
                    OnHit(attacker, defender, damageBonus);
                else
                    OnMiss(attacker, defender);
            }

            return GetDelay(attacker);
        }

        #region Sounds
        public virtual int GetHitAttackSound(Mobile attacker, Mobile defender)
        {
            int sound = attacker.GetAttackSound();

            if (sound == -1)
                sound = HitSound;

            return sound;
        }

        public virtual int GetHitDefendSound(Mobile attacker, Mobile defender)
        {
            return defender.GetHurtSound();
        }

        public virtual int GetMissAttackSound(Mobile attacker, Mobile defender)
        {
            if (attacker.GetAttackSound() == -1)
                return MissSound;
            else
                return -1;
        }

        public virtual int GetMissDefendSound(Mobile attacker, Mobile defender)
        {
            return -1;
        }
        #endregion

        public static bool CheckParry(Mobile defender)
        {
            if (defender == null)
                return false;

            BaseShield shield = defender.FindItemOnLayer(Layer.TwoHanded) as BaseShield;

            double parry = defender.Skills[SkillName.Parry].Value;
            double bushidoNonRacial = defender.Skills[SkillName.Bushido].NonRacialValue;
            double bushido = defender.Skills[SkillName.Bushido].Value;

            if (shield != null)
            {
                double chance = (parry - bushidoNonRacial) / 400.0;	// As per OSI, no negitive effect from the Racial stuffs, ie, 120 parry and '0' bushido with humans

                if (chance < 0) // chance shouldn't go below 0
                    chance = 0;

                // Parry/Bushido over 100 grants a 5% bonus.
                if (parry >= 100.0 || bushido >= 100.0)
                    chance += 0.05;

                // Evasion grants a variable bonus post ML. 50% prior.
                if (Evasion.IsEvading(defender))
                    chance *= Evasion.GetParryScalar(defender);

                // Low dexterity lowers the chance.
                if (defender.Dex < 80)
                    chance = chance * (20 + defender.Dex) / 100;

                return defender.CheckSkill(SkillName.Parry, chance);
            }
            else if (!(defender.Weapon is Fists) && !(defender.Weapon is BaseRanged))
            {
                BaseWeapon weapon = defender.Weapon as BaseWeapon;

                double divisor = (weapon.Layer == Layer.OneHanded) ? 48000.0 : 41140.0;

                double chance = (parry * bushido) / divisor;

                double aosChance = parry / 800.0;

                // Parry or Bushido over 100 grant a 5% bonus.
                if (parry >= 100.0)
                {
                    chance += 0.05;
                    aosChance += 0.05;
                }
                else if (bushido >= 100.0)
                {
                    chance += 0.05;
                }

                // Evasion grants a variable bonus post ML. 50% prior.
                if (Evasion.IsEvading(defender))
                    chance *= Evasion.GetParryScalar(defender);

                // Low dexterity lowers the chance.
                if (defender.Dex < 80)
                    chance = chance * (20 + defender.Dex) / 100;

                if (chance > aosChance)
                    return defender.CheckSkill(SkillName.Parry, chance);
                else
                    return (aosChance > Utility.RandomDouble()); // Only skillcheck if wielding a shield & there's no effect from Bushido
            }

            return false;
        }

        public virtual int AbsorbDamageAOS(Mobile attacker, Mobile defender, int damage)
        {
            bool blocked = false;
	    int originaldamage = damage; // XMLSpawner

            if (defender.Player || defender.Body.IsHuman)
            {
                blocked = CheckParry(defender);

                if (blocked)
                {
                    defender.FixedEffect(0x37B9, 10, 16);
                    damage = 0;

                    // Successful block removes the Honorable Execution penalty.
                    HonorableExecution.RemovePenalty(defender);

                    if (CounterAttack.IsCountering(defender))
                    {
                        BaseWeapon weapon = defender.Weapon as BaseWeapon;

                        if (weapon != null)
                        {
                            defender.FixedParticles(0x3779, 1, 15, 0x158B, 0x0, 0x3, EffectLayer.Waist);
                            weapon.OnSwing(defender, attacker);
                        }

                        CounterAttack.StopCountering(defender);
                    }

                    if (Confidence.IsConfident(defender))
                    {
                        defender.SendLocalizedMessage(1063117); // Your confidence reassures you as you successfully block your opponent's blow.

                        double bushido = defender.Skills.Bushido.Value;

                        defender.Hits += Utility.RandomMinMax(1, (int)(bushido / 12));
                        defender.Stam += Utility.RandomMinMax(1, (int)(bushido / 5));
                    }

                    BaseShield shield = defender.FindItemOnLayer(Layer.TwoHanded) as BaseShield;

                    if (shield != null)
                    {
                        shield.OnHit(this, damage);

	// XmlAttachment check for OnArmorHit
	Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, shield, this, originaldamage);

                    }
                }
            }

            if (!blocked)
            {
                double positionChance = Utility.RandomDouble();

                Item armorItem;

                if (positionChance < 0.07)
                    armorItem = defender.NeckArmor;
                else if (positionChance < 0.14)
                    armorItem = defender.HandArmor;
                else if (positionChance < 0.28)
                    armorItem = defender.ArmsArmor;
                else if (positionChance < 0.43)
                    armorItem = defender.HeadArmor;
                else if (positionChance < 0.65)
                    armorItem = defender.LegsArmor;
                else
                    armorItem = defender.ChestArmor;

                IWearableDurability armor = armorItem as IWearableDurability;

                if (armor != null)
                    armor.OnHit(this, damage); // call OnHit to lose durability

		// XmlAttachment check for OnArmorHit
		damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armorItem, this, originaldamage);
            }

            return damage;
        }

        public virtual int AbsorbDamage(Mobile attacker, Mobile defender, int damage)
        {
            if (Core.AOS)
                return AbsorbDamageAOS(attacker, defender, damage);

            double chance = Utility.RandomDouble();

            Item armorItem;

            if (chance < 0.07)
                armorItem = defender.NeckArmor;
            else if (chance < 0.14)
                armorItem = defender.HandArmor;
            else if (chance < 0.28)
                armorItem = defender.ArmsArmor;
            else if (chance < 0.43)
                armorItem = defender.HeadArmor;
            else if (chance < 0.65)
                armorItem = defender.LegsArmor;
            else
                armorItem = defender.ChestArmor;

            IWearableDurability armor = armorItem as IWearableDurability;

            if (armor != null)
                damage = armor.OnHit(this, damage);

            BaseShield shield = defender.FindItemOnLayer(Layer.TwoHanded) as BaseShield;
            if (shield != null)
                damage = shield.OnHit(this, damage);

	// XmlAttachment check for OnArmorHit
	damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armorItem, this, damage);
	damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, shield, this, damage);

            int virtualArmor = defender.VirtualArmor + defender.VirtualArmorMod;

            if (virtualArmor > 0)
            {
                double scalar;

                if (chance < 0.14)
                    scalar = 0.07;
                else if (chance < 0.28)
                    scalar = 0.14;
                else if (chance < 0.43)
                    scalar = 0.15;
                else if (chance < 0.65)
                    scalar = 0.22;
                else
                    scalar = 0.35;

                int from = (int)(virtualArmor * scalar) / 2;
                int to = (int)(virtualArmor * scalar);

                damage -= Utility.Random(from, (to - from) + 1);
            }

            return damage;
        }

        public virtual int GetPackInstinctBonus(Mobile attacker, Mobile defender)
        {
            if (attacker.Player || defender.Player)
                return 0;

            BaseCreature bc = attacker as BaseCreature;

            if (bc == null || bc.PackInstinct == PackInstinct.None || (!bc.Controlled && !bc.Summoned))
                return 0;

            Mobile master = bc.ControlMaster;

            if (master == null)
                master = bc.SummonMaster;

            if (master == null)
                return 0;

            int inPack = 1;

            foreach (Mobile m in defender.GetMobilesInRange(1))
            {
                if (m != attacker && m is BaseCreature)
                {
                    BaseCreature tc = (BaseCreature)m;

                    if ((tc.PackInstinct & bc.PackInstinct) == 0 || (!tc.Controlled && !tc.Summoned))
                        continue;

                    Mobile theirMaster = tc.ControlMaster;

                    if (theirMaster == null)
                        theirMaster = tc.SummonMaster;

                    if (master == theirMaster && tc.Combatant == defender)
                        ++inPack;
                }
            }

            if (inPack >= 5)
                return 100;
            else if (inPack >= 4)
                return 75;
            else if (inPack >= 3)
                return 50;
            else if (inPack >= 2)
                return 25;

            return 0;
        }

        private static bool m_InDoubleStrike;

        public static bool InDoubleStrike
        {
            get { return m_InDoubleStrike; }
            set { m_InDoubleStrike = value; }
        }

        public void OnHit(Mobile attacker, Mobile defender)
        {
            OnHit(attacker, defender, 1.0);
        }

        public virtual void OnHit(Mobile attacker, Mobile defender, double damageBonus)
        {
            if (MirrorImage.HasClone(defender) && (defender.Skills.Ninjitsu.Value / 150.0) > Utility.RandomDouble())
            {
                Clone bc;

                foreach (Mobile m in defender.GetMobilesInRange(4))
                {
                    bc = m as Clone;

                    if (bc != null && bc.Summoned && bc.SummonMaster == defender)
                    {
                        attacker.SendLocalizedMessage(1063141); // Your attack has been diverted to a nearby mirror image of your target!
                        defender.SendLocalizedMessage(1063140); // You manage to divert the attack onto one of your nearby mirror images.

                        /*
                         * TODO: What happens if the Clone parries a blow?
                         * And what about if the attacker is using Honorable Execution
                         * and kills it?
                         */

                        defender = m;
                        break;
                    }
                }
            }

            PlaySwingAnimation(attacker);
            PlayHurtAnimation(defender);

            attacker.PlaySound(GetHitAttackSound(attacker, defender));
            defender.PlaySound(GetHitDefendSound(attacker, defender));

            int damage = ComputeDamage(attacker, defender);

            #region Damage Multipliers
            /*
			 * The following damage bonuses multiply damage by a factor.
			 * Capped at x3 (300%).
			 */
            //double factor = 1.0;
            int percentageBonus = 0;

            WeaponAbility a = WeaponAbility.GetCurrentAbility(attacker);
            SpecialMove move = SpecialMove.GetCurrentMove(attacker);

            if (a != null)
            {
                //factor *= a.DamageScalar;
                percentageBonus += (int)(a.DamageScalar * 100) - 100;
            }

            if (move != null)
            {
                //factor *= move.GetDamageScalar( attacker, defender );
                percentageBonus += (int)(move.GetDamageScalar(attacker, defender) * 100) - 100;
            }

            //factor *= damageBonus;
            percentageBonus += (int)(damageBonus * 100) - 100;

            CheckSlayerResult cs = CheckSlayers(attacker, defender);

            if (cs != CheckSlayerResult.None)
            {
                if (cs == CheckSlayerResult.Slayer)
                    defender.FixedEffect(0x37B9, 10, 5);

                //factor *= 2.0;
                percentageBonus += 100;
            }

            if (!attacker.Player)
            {
                if (defender is PlayerMobile)
                {
                    PlayerMobile pm = (PlayerMobile)defender;

                    if (pm.EnemyOfOneType != null && pm.EnemyOfOneType != attacker.GetType())
                    {
                        //factor *= 2.0;
                        percentageBonus += 100;
                    }
                }
            }
            else if (!defender.Player)
            {
                if (attacker is PlayerMobile)
                {
                    PlayerMobile pm = (PlayerMobile)attacker;

                    if (pm.WaitingForEnemy)
                    {
                        pm.EnemyOfOneType = defender.GetType();
                        pm.WaitingForEnemy = false;
                    }

                    if (pm.EnemyOfOneType == defender.GetType())
                    {
                        defender.FixedEffect(0x37B9, 10, 5, 1160, 0);
                        //factor *= 1.5;
                        percentageBonus += 50;
                    }
                }
            }

            int packInstinctBonus = GetPackInstinctBonus(attacker, defender);

            if (packInstinctBonus != 0)
            {
                //factor *= 1.0 + (double)packInstinctBonus / 100.0;
                percentageBonus += packInstinctBonus;
            }

            if (m_InDoubleStrike)
            {
                //factor *= 0.9; // 10% loss when attacking with double-strike
                percentageBonus -= 10;
            }

            TransformContext context = TransformationSpellHelper.GetContext(defender);

            if ((m_Slayer == SlayerName.Silver || m_Slayer2 == SlayerName.Silver) && context != null && context.Spell is NecromancerSpell && context.Type != typeof(HorrificBeastSpell))
            {
                //factor *= 1.25; // Every necromancer transformation other than horrific beast takes an additional 25% damage
                percentageBonus += 25;
            }

            if (attacker is PlayerMobile && !(Core.ML && defender is PlayerMobile))
            {
                PlayerMobile pmAttacker = (PlayerMobile)attacker;

                if (pmAttacker.HonorActive && pmAttacker.InRange(defender, 1))
                {
                    //factor *= 1.25;
                    percentageBonus += 25;
                }

                if (pmAttacker.SentHonorContext != null && pmAttacker.SentHonorContext.Target == defender)
                {
                    //pmAttacker.SentHonorContext.ApplyPerfectionDamageBonus( ref factor );
                    percentageBonus += pmAttacker.SentHonorContext.PerfectionDamageBonus;
                }
            }

            #region SA
            percentageBonus += BattleLust.GetBonus( attacker, defender );
    
            if ( this is BaseThrown )
            {
                int max = ((BaseThrown)this).MaxThrowRange;
    
                if ( attacker.InRange( defender, max ) )
                    percentageBonus += -47;
            }
            #endregion

            //if ( factor > 3.0 )
            //	factor = 3.0;

            #region Mondain's Legacy
            if (Core.ML)
            {
                BaseTalisman talisman = attacker.Talisman as BaseTalisman;

                if (talisman != null && talisman.Killer != null)
                    percentageBonus += talisman.Killer.DamageBonus(defender);

                if (this is ButchersWarCleaver)
                {
                    if (defender is Bull || defender is Cow || defender is Gaman)
                        percentageBonus += 100;
                }
            }
            #endregion

            percentageBonus = Math.Min(percentageBonus, 300);

            //damage = (int)(damage * factor);
            damage = AOS.Scale(damage, 100 + percentageBonus);
            #endregion

            if (attacker is BaseCreature)
                ((BaseCreature)attacker).AlterMeleeDamageTo(defender, ref damage);

            if (defender is BaseCreature)
                ((BaseCreature)defender).AlterMeleeDamageFrom(attacker, ref damage);

            damage = AbsorbDamage(attacker, defender, damage);

            if (!Core.AOS && damage < 1)
                damage = 1;
            else if (Core.AOS && damage == 0) // parried
            {
                if (a != null && a.Validate(attacker) /*&& a.CheckMana( attacker, true )*/ ) // Parried special moves have no mana cost 
                {
                    a = null;
                    WeaponAbility.ClearCurrentAbility(attacker);

                    attacker.SendLocalizedMessage(1061140); // Your attack was parried!
                }

                #region SA
                if ( AosArmorAttributes.GetValue( defender, AosArmorAttribute.ReactiveParalyze ) > Utility.RandomMinMax( 1, 100 ) )
                    attacker.Paralyze( TimeSpan.FromSeconds( 3 ) );
                #endregion

            }

            #region Mondain's Legacy
            if (m_Immolating)
            {
                int d = ImmolatingWeaponSpell.GetDamage(this);
                d = AOS.Damage(defender, attacker, d, 0, 100, 0, 0, 0);

                AttuneWeaponSpell.TryAbsorb(defender, ref d);

                if (d > 0)
                    defender.Damage(d);
            }
            #endregion

            AddBlood(attacker, defender, damage);

            int phys, fire, cold, pois, nrgy, chaos, direct;

            GetDamageTypes(attacker, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);

            if (Core.ML && this is BaseRanged)
            {
                BaseQuiver quiver = attacker.FindItemOnLayer(Layer.Cloak) as BaseQuiver;

                if (quiver != null)
                    quiver.AlterBowDamage(ref phys, ref fire, ref cold, ref pois, ref nrgy, ref chaos, ref direct);
            }

            if (m_Consecrated)
            {
                phys = defender.PhysicalResistance;
                fire = defender.FireResistance;
                cold = defender.ColdResistance;
                pois = defender.PoisonResistance;
                nrgy = defender.EnergyResistance;

                int low = phys, type = 0;

                if (fire < low) { low = fire; type = 1; }
                if (cold < low) { low = cold; type = 2; }
                if (pois < low) { low = pois; type = 3; }
                if (nrgy < low) { low = nrgy; type = 4; }

                phys = fire = cold = pois = nrgy = chaos = direct = 0;

                if (type == 0) phys = 100;
                else if (type == 1) fire = 100;
                else if (type == 2) cold = 100;
                else if (type == 3) pois = 100;
                else if (type == 4) nrgy = 100;
            }

            int damageGiven = damage;

            if (a != null && !a.OnBeforeDamage(attacker, defender))
            {
                WeaponAbility.ClearCurrentAbility(attacker);
                a = null;
            }

            if (move != null && !move.OnBeforeDamage(attacker, defender))
            {
                SpecialMove.ClearCurrentMove(attacker);
                move = null;
            }

            bool ignoreArmor = (a is ArmorIgnore || (move != null && move.IgnoreArmor(attacker)));

            damageGiven = AOS.Damage(defender, attacker, damage, ignoreArmor, phys, fire, cold, pois, nrgy, chaos, direct, false, this is BaseRanged);

            double propertyBonus = (move == null) ? 1.0 : move.GetPropertyBonus(attacker);

            if (Core.AOS)
            {
                int lifeLeech = 0;
                int stamLeech = 0;
                int manaLeech = 0;
                int wraithLeech = 0;

                // Mondain's Legacy Mod
                if ((int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLeechHits) * propertyBonus) > Utility.Random(100))
                    lifeLeech += 30; // HitLeechHits% chance to leech 30% of damage as hit points

                // Mondain's Legacy Mod
                if ((int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLeechStam) * propertyBonus) > Utility.Random(100))
                    stamLeech += 100; // HitLeechStam% chance to leech 100% of damage as stamina

                // Mondain's Legacy Mod
                if ((int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLeechMana) * propertyBonus) > Utility.Random(100))
                    manaLeech += 40; // HitLeechMana% chance to leech 40% of damage as mana

                if (m_Cursed)
                    lifeLeech += 50; // Additional 50% life leech for cursed weapons (necro spell)

                context = TransformationSpellHelper.GetContext(attacker);

                if (context != null && context.Type == typeof(VampiricEmbraceSpell))
                    lifeLeech += 20; // Vampiric embrace gives an additional 20% life leech

                if (context != null && context.Type == typeof(WraithFormSpell))
                {
                    wraithLeech = (5 + (int)((15 * attacker.Skills.SpiritSpeak.Value) / 100)); // Wraith form gives an additional 5-20% mana leech

                    // Mana leeched by the Wraith Form spell is actually stolen, not just leeched.
                    defender.Mana -= AOS.Scale(damageGiven, wraithLeech);

                    manaLeech += wraithLeech;
                }

                if (lifeLeech != 0)
                    attacker.Hits += AOS.Scale(damageGiven, lifeLeech);

                if (stamLeech != 0)
                    attacker.Stam += AOS.Scale(damageGiven, stamLeech);

                if (manaLeech != 0)
                    attacker.Mana += AOS.Scale(damageGiven, manaLeech);

                if (lifeLeech != 0 || stamLeech != 0 || manaLeech != 0)
                    attacker.PlaySound(0x44D);
            }

            if (m_MaxHits > 0 && ((MaxRange <= 1 && (defender is Slime || defender is ToxicElemental)) || Utility.Random(25) == 0)) // Stratics says 50% chance, seems more like 4%..
            {
                if (MaxRange <= 1 && (defender is Slime || defender is ToxicElemental))
                    attacker.LocalOverheadMessage(MessageType.Regular, 0x3B2, 500263); // *Acid blood scars your weapon!*

                // Mondain's Legacy Sets
                if (Core.AOS && m_AosWeaponAttributes.SelfRepair + (IsSetItem && m_SetEquipped ? m_SetSelfRepair : 0) > Utility.Random(10))
                {
                    HitPoints += 2;
                }
                else
                {
                    if (m_Hits > 0)
                    {
                        --HitPoints;
                    }
                    else if (m_MaxHits > 1)
                    {
                        --MaxHitPoints;

                        if (Parent is Mobile)
                            ((Mobile)Parent).LocalOverheadMessage(MessageType.Regular, 0x3B2, 1061121); // Your equipment is severely damaged.
                    }
                    else
                    {
                        Delete();
                    }
                }
            }

            if (attacker is VampireBatFamiliar)
            {
                BaseCreature bc = (BaseCreature)attacker;
                Mobile caster = bc.ControlMaster;

                if (caster == null)
                    caster = bc.SummonMaster;

                if (caster != null && caster.Map == bc.Map && caster.InRange(bc, 2))
                    caster.Hits += damage;
                else
                    bc.Hits += damage;
            }

            if (Core.AOS)
            {
                // Mondain's Legacy Mod
                int physChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitPhysicalArea) * propertyBonus);
                int fireChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitFireArea) * propertyBonus);
                int coldChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitColdArea) * propertyBonus);
                int poisChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitPoisonArea) * propertyBonus);
                int nrgyChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitEnergyArea) * propertyBonus);

                if (physChance != 0 && physChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x10E, 50, 100, 0, 0, 0, 0);

                if (fireChance != 0 && fireChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x11D, 1160, 0, 100, 0, 0, 0);

                if (coldChance != 0 && coldChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x0FC, 2100, 0, 0, 100, 0, 0);

                if (poisChance != 0 && poisChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x205, 1166, 0, 0, 0, 100, 0);

                if (nrgyChance != 0 && nrgyChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x1F1, 120, 0, 0, 0, 0, 100);

                // Mondain's Legacy Mod
                int maChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitMagicArrow) * propertyBonus);
                int harmChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitHarm) * propertyBonus);
                int fireballChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitFireball) * propertyBonus);
                int lightningChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLightning) * propertyBonus);
                int dispelChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitDispel) * propertyBonus);

                #region SA
                int curseChance = (int)(m_AosWeaponAttributes.HitCurse * propertyBonus);
                int fatigueChance = (int)(m_AosWeaponAttributes.HitFatigue * propertyBonus);
                int manadrainChance = (int)(m_AosWeaponAttributes.HitManaDrain * propertyBonus);
                #endregion

                if (maChance != 0 && maChance > Utility.Random(100))
                    DoMagicArrow(attacker, defender);

                if (harmChance != 0 && harmChance > Utility.Random(100))
                    DoHarm(attacker, defender);

                if (fireballChance != 0 && fireballChance > Utility.Random(100))
                    DoFireball(attacker, defender);

                if (lightningChance != 0 && lightningChance > Utility.Random(100))
                    DoLightning(attacker, defender);

                if (dispelChance != 0 && dispelChance > Utility.Random(100))
                    DoDispel(attacker, defender);

                #region SA
                if (curseChance != 0 && curseChance > Utility.Random(100))
                    DoCurse(attacker, defender);
    
                if (fatigueChance != 0 && fatigueChance > Utility.Random(100))
                    DoFatigue(attacker, defender, damageGiven);
  
                if (manadrainChance != 0 && manadrainChance > Utility.Random(100))
                    DoManaDrain(attacker, defender, damageGiven);
                #endregion

                // Mondain's Legacy Mod
                int laChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLowerAttack) * propertyBonus);
                int ldChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLowerDefend) * propertyBonus);

                if (laChance != 0 && laChance > Utility.Random(100))
                    DoLowerAttack(attacker, defender);

                if (ldChance != 0 && ldChance > Utility.Random(100))
                    DoLowerDefense(attacker, defender);
            }

            if (attacker is BaseCreature)
                ((BaseCreature)attacker).OnGaveMeleeAttack(defender);

            if (defender is BaseCreature)
                ((BaseCreature)defender).OnGotMeleeAttack(attacker);

            if (a != null)
                a.OnHit(attacker, defender, damage);

            if (move != null)
                move.OnHit(attacker, defender, damage);

            if (defender is IHonorTarget && ((IHonorTarget)defender).ReceivedHonorContext != null)
                ((IHonorTarget)defender).ReceivedHonorContext.OnTargetHit(attacker);

            if (!(this is BaseRanged))
            {
                if (AnimalForm.UnderTransformation(attacker, typeof(GiantSerpent)))
                    defender.ApplyPoison(attacker, Poison.Lesser);

                if (AnimalForm.UnderTransformation(defender, typeof(BullFrog)))
                    attacker.ApplyPoison(defender, Poison.Regular);
            }
// hook for attachment OnWeaponHit method
	    Server.Engines.XmlSpawner2.XmlAttach.OnWeaponHit(this, attacker, defender, damageGiven);
        }

        public virtual double GetAosDamage(Mobile attacker, int bonus, int dice, int sides)
        {
            int damage = Utility.Dice(dice, sides, bonus) * 100;
            int damageBonus = 0;

            // Inscription bonus
            int inscribeSkill = attacker.Skills[SkillName.Inscribe].Fixed;

            damageBonus += inscribeSkill / 200;

            if (inscribeSkill >= 1000)
                damageBonus += 5;

            if (attacker.Player)
            {
                // Int bonus
                damageBonus += (attacker.Int / 10);

                // SDI bonus
                damageBonus += AosAttributes.GetValue(attacker, AosAttribute.SpellDamage);

                TransformContext context = TransformationSpellHelper.GetContext(attacker);

                if (context != null && context.Spell is ReaperFormSpell)
                    damageBonus += ((ReaperFormSpell)context.Spell).SpellDamageBonus;
            }

            damage = AOS.Scale(damage, 100 + damageBonus);

            return damage / 100;
        }

        #region Do<AoSEffect>
        public virtual void DoMagicArrow(Mobile attacker, Mobile defender)
        {
            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            double damage = GetAosDamage(attacker, 10, 1, 4);

            attacker.MovingParticles(defender, 0x36E4, 5, 0, false, true, 3006, 4006, 0);
            attacker.PlaySound(0x1E5);

            SpellHelper.Damage(TimeSpan.FromSeconds(1.0), defender, attacker, damage, 0, 100, 0, 0, 0);
        }

        public virtual void DoHarm(Mobile attacker, Mobile defender)
        {
            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            double damage = GetAosDamage(attacker, 17, 1, 5);

            if (!defender.InRange(attacker, 2))
                damage *= 0.25; // 1/4 damage at > 2 tile range
            else if (!defender.InRange(attacker, 1))
                damage *= 0.50; // 1/2 damage at 2 tile range

            defender.FixedParticles(0x374A, 10, 30, 5013, 1153, 2, EffectLayer.Waist);
            defender.PlaySound(0x0FC);

            SpellHelper.Damage(TimeSpan.Zero, defender, attacker, damage, 0, 0, 100, 0, 0);
        }

        public virtual void DoFireball(Mobile attacker, Mobile defender)
        {
            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            double damage = GetAosDamage(attacker, 19, 1, 5);

            attacker.MovingParticles(defender, 0x36D4, 7, 0, false, true, 9502, 4019, 0x160);
            attacker.PlaySound(0x15E);

            SpellHelper.Damage(TimeSpan.FromSeconds(1.0), defender, attacker, damage, 0, 100, 0, 0, 0);
        }

        public virtual void DoLightning(Mobile attacker, Mobile defender)
        {
            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            double damage = GetAosDamage(attacker, 23, 1, 4);

            defender.BoltEffect(0);

            SpellHelper.Damage(TimeSpan.Zero, defender, attacker, damage, 0, 0, 0, 0, 100);
        }

        public virtual void DoDispel(Mobile attacker, Mobile defender)
        {
            bool dispellable = false;

            if (defender is BaseCreature)
                dispellable = ((BaseCreature)defender).Summoned && !((BaseCreature)defender).IsAnimatedDead;

            if (!dispellable)
                return;

            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            Spells.MagerySpell sp = new Spells.Sixth.DispelSpell(attacker, null);

            if (sp.CheckResisted(defender))
            {
                defender.FixedEffect(0x3779, 10, 20);
            }
            else
            {
                Effects.SendLocationParticles(EffectItem.Create(defender.Location, defender.Map, EffectItem.DefaultDuration), 0x3728, 8, 20, 5042);
                Effects.PlaySound(defender, defender.Map, 0x201);

                defender.Delete();
            }
        }

        #region SA
        public virtual void DoCurse( Mobile attacker, Mobile defender )
        {
            attacker.SendLocalizedMessage( 1113717 ); // You have hit your target with a curse effect.
            defender.SendLocalizedMessage( 1113718 ); // You have been hit with a curse effect.
            defender.FixedParticles( 0x374A, 10, 15, 5028, EffectLayer.Waist );
            defender.PlaySound( 0x1EA );
            defender.AddStatMod( new StatMod( StatType.Str, String.Format( "[Magic] {0} Offset", StatType.Str ), -10, TimeSpan.FromSeconds( 30 ) ) );
            defender.AddStatMod( new StatMod( StatType.Dex, String.Format( "[Magic] {0} Offset", StatType.Dex ), -10, TimeSpan.FromSeconds( 30 ) ) );
            defender.AddStatMod( new StatMod( StatType.Int, String.Format( "[Magic] {0} Offset", StatType.Int ), -10, TimeSpan.FromSeconds( 30 ) ) );
   
            int percentage = -10;//(int)(SpellHelper.GetOffsetScalar(Caster, m, true) * 100);
            string args = String.Format("{0}\t{1}\t{2}\t{3}\t{4}\t{5}\t{6}", percentage, percentage, percentage, 10, 10, 10, 10);
        
  
            BuffInfo.AddBuff( defender, new BuffInfo( BuffIcon.Curse, 1075835, 1075836, TimeSpan.FromSeconds( 30 ), defender, args.ToString() ) );
        }
  
        public virtual void DoFatigue( Mobile attacker, Mobile defender, int damagegiven )
        {
            // Message?
            // Effects?
            defender.Stam -= (damagegiven * (100 - m_AosWeaponAttributes.HitFatigue)) / 100;
        }

        public virtual void DoManaDrain( Mobile attacker, Mobile defender, int damagegiven )
        {
            // Message?
            defender.FixedParticles( 0x3789, 10, 25, 5032, EffectLayer.Head );
            defender.PlaySound( 0x1F8 );
            defender.Mana -= (damagegiven * (100 - m_AosWeaponAttributes.HitManaDrain)) / 100;
        }
        #endregion

        public virtual void DoLowerAttack(Mobile from, Mobile defender)
        {
            if (HitLower.ApplyAttack(defender))
            {
                defender.PlaySound(0x28E);
                Effects.SendTargetEffect(defender, 0x37BE, 1, 4, 0xA, 3);
            }
        }

        public virtual void DoLowerDefense(Mobile from, Mobile defender)
        {
            if (HitLower.ApplyDefense(defender))
            {
                defender.PlaySound(0x28E);
                Effects.SendTargetEffect(defender, 0x37BE, 1, 4, 0x23, 3);
            }
        }

        public virtual void DoAreaAttack(Mobile from, Mobile defender, int sound, int hue, int phys, int fire, int cold, int pois, int nrgy)
        {
            Map map = from.Map;

            if (map == null)
                return;

            List<Mobile> list = new List<Mobile>();

            foreach (Mobile m in from.GetMobilesInRange(10))
            {
                if (from != m && defender != m && SpellHelper.ValidIndirectTarget(from, m) && from.CanBeHarmful(m, false) && (!Core.ML || from.InLOS(m)))
                    list.Add(m);
            }

            if (list.Count == 0)
                return;

            Effects.PlaySound(from.Location, map, sound);

            // TODO: What is the damage calculation?

            for (int i = 0; i < list.Count; ++i)
            {
                Mobile m = list[i];

                double scalar = (11 - from.GetDistanceToSqrt(m)) / 10;

                if (scalar > 1.0)
                    scalar = 1.0;
                else if (scalar < 0.0)
                    continue;

                from.DoHarmful(m, true);
                m.FixedEffect(0x3779, 1, 15, hue, 0);
                AOS.Damage(m, from, (int)(GetBaseDamage(from) * scalar), phys, fire, cold, pois, nrgy);
            }
        }
        #endregion

        public virtual CheckSlayerResult CheckSlayers(Mobile attacker, Mobile defender)
        {
            BaseWeapon atkWeapon = attacker.Weapon as BaseWeapon;
            SlayerEntry atkSlayer = SlayerGroup.GetEntryByName(atkWeapon.Slayer);
            SlayerEntry atkSlayer2 = SlayerGroup.GetEntryByName(atkWeapon.Slayer2);

            if (atkSlayer != null && atkSlayer.Slays(defender) || atkSlayer2 != null && atkSlayer2.Slays(defender))
                return CheckSlayerResult.Slayer;

            BaseTalisman talisman = attacker.Talisman as BaseTalisman;

            if (talisman != null && TalismanSlayer.Slays(talisman.Slayer, defender))
                return CheckSlayerResult.Slayer;

            if (!Core.SE)
            {
                ISlayer defISlayer = Spellbook.FindEquippedSpellbook(defender);

                if (defISlayer == null)
                    defISlayer = defender.Weapon as ISlayer;

                if (defISlayer != null)
                {
                    SlayerEntry defSlayer = SlayerGroup.GetEntryByName(defISlayer.Slayer);
                    SlayerEntry defSlayer2 = SlayerGroup.GetEntryByName(defISlayer.Slayer2);

                    if (defSlayer != null && defSlayer.Group.OppositionSuperSlays(attacker) || defSlayer2 != null && defSlayer2.Group.OppositionSuperSlays(attacker))
                        return CheckSlayerResult.Opposition;
                }
            }

            return CheckSlayerResult.None;
        }

        public virtual void AddBlood(Mobile attacker, Mobile defender, int damage)
        {
            if (damage > 0)
            {
                new Blood().MoveToWorld(defender.Location, defender.Map);

                int extraBlood = (Core.SE ? Utility.RandomMinMax(3, 4) : Utility.RandomMinMax(0, 1));

                for (int i = 0; i < extraBlood; i++)
                {
                    new Blood().MoveToWorld(new Point3D(
                        defender.X + Utility.RandomMinMax(-1, 1),
                        defender.Y + Utility.RandomMinMax(-1, 1),
                        defender.Z), defender.Map);
                }
            }
        }

        public virtual void GetDamageTypes(Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct)
        {
            if (wielder is BaseCreature)
            {
                BaseCreature bc = (BaseCreature)wielder;

                phys = bc.PhysicalDamage;
                fire = bc.FireDamage;
                cold = bc.ColdDamage;
                pois = bc.PoisonDamage;
                nrgy = bc.EnergyDamage;
                chaos = bc.ChaosDamage;
                direct = bc.DirectDamage;
            }
            else
            {
                fire = m_AosElementDamages.Fire;
                cold = m_AosElementDamages.Cold;
                pois = m_AosElementDamages.Poison;
                nrgy = m_AosElementDamages.Energy;
                chaos = m_AosElementDamages.Chaos;
                direct = m_AosElementDamages.Direct;

                phys = 100 - fire - cold - pois - nrgy - chaos - direct;

                CraftResourceInfo resInfo = CraftResources.GetInfo(m_Resource);

                if (resInfo != null)
                {
                    CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

                    if (attrInfo != null)
                    {
                        int left = phys;

                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponColdDamage, ref cold, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponEnergyDamage, ref nrgy, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponFireDamage, ref fire, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponPoisonDamage, ref pois, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponChaosDamage, ref chaos, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponDirectDamage, ref direct, left);

                        phys = left;
                    }
                }
            }
        }

        private int ApplyCraftAttributeElementDamage(int attrDamage, ref int element, int totalRemaining)
        {
            if (totalRemaining <= 0)
                return 0;

            if (attrDamage <= 0)
                return totalRemaining;

            int appliedDamage = attrDamage;

            if ((appliedDamage + element) > 100)
                appliedDamage = 100 - element;

            if (appliedDamage > totalRemaining)
                appliedDamage = totalRemaining;

            element += appliedDamage;

            return totalRemaining - appliedDamage;
        }

        public virtual void OnMiss(Mobile attacker, Mobile defender)
        {
            PlaySwingAnimation(attacker);
            attacker.PlaySound(GetMissAttackSound(attacker, defender));
            defender.PlaySound(GetMissDefendSound(attacker, defender));

            WeaponAbility ability = WeaponAbility.GetCurrentAbility(attacker);

            if (ability != null)
                ability.OnMiss(attacker, defender);

            SpecialMove move = SpecialMove.GetCurrentMove(attacker);

            if (move != null)
                move.OnMiss(attacker, defender);

            if (defender is IHonorTarget && ((IHonorTarget)defender).ReceivedHonorContext != null)
                ((IHonorTarget)defender).ReceivedHonorContext.OnTargetMissed(attacker);
        }

        public virtual void GetBaseDamageRange(Mobile attacker, out int min, out int max)
        {
            if (attacker is BaseCreature)
            {
                BaseCreature c = (BaseCreature)attacker;

                if (c.DamageMin >= 0)
                {
                    min = c.DamageMin;
                    max = c.DamageMax;
                    return;
                }

                if (this is Fists && !attacker.Body.IsHuman)
                {
                    min = attacker.Str / 28;
                    max = attacker.Str / 28;
                    return;
                }
            }

            min = MinDamage;
            max = MaxDamage;
        }

        public virtual double GetBaseDamage(Mobile attacker)
        {
            int min, max;

            GetBaseDamageRange(attacker, out min, out max);

            return Utility.RandomMinMax(min, max);
        }

        public virtual double GetBonus(double value, double scalar, double threshold, double offset)
        {
            double bonus = value * scalar;

            if (value >= threshold)
                bonus += offset;

            return bonus / 100;
        }

        public virtual int GetHitChanceBonus()
        {
            if (!Core.AOS)
                return 0;

            int bonus = 0;

            switch (m_AccuracyLevel)
            {
                case WeaponAccuracyLevel.Accurate: bonus += 02; break;
                case WeaponAccuracyLevel.Surpassingly: bonus += 04; break;
                case WeaponAccuracyLevel.Eminently: bonus += 06; break;
                case WeaponAccuracyLevel.Exceedingly: bonus += 08; break;
                case WeaponAccuracyLevel.Supremely: bonus += 10; break;
            }

            return bonus;
        }

        public virtual int GetDamageBonus()
        {
            int bonus = VirtualDamageBonus;

            switch (m_Quality)
            {
                case WeaponQuality.Low: bonus -= 20; break;
                case WeaponQuality.Exceptional: bonus += 20; break;
            }

            switch (m_DamageLevel)
            {
                case WeaponDamageLevel.Ruin: bonus += 15; break;
                case WeaponDamageLevel.Might: bonus += 20; break;
                case WeaponDamageLevel.Force: bonus += 25; break;
                case WeaponDamageLevel.Power: bonus += 30; break;
                case WeaponDamageLevel.Vanq: bonus += 35; break;
            }

            return bonus;
        }

        public virtual void GetStatusDamage(Mobile from, out int min, out int max)
        {
            int baseMin, baseMax;

            GetBaseDamageRange(from, out baseMin, out baseMax);

            if (Core.AOS)
            {
                min = Math.Max((int)ScaleDamageAOS(from, baseMin, false), 1);
                max = Math.Max((int)ScaleDamageAOS(from, baseMax, false), 1);
            }
            else
            {
                min = Math.Max((int)ScaleDamageOld(from, baseMin, false), 1);
                max = Math.Max((int)ScaleDamageOld(from, baseMax, false), 1);
            }
        }

        public virtual double ScaleDamageAOS(Mobile attacker, double damage, bool checkSkills)
        {
            if (checkSkills)
            {
                attacker.CheckSkill(SkillName.Tactics, 0.0, attacker.Skills[SkillName.Tactics].Cap); // Passively check tactics for gain
                attacker.CheckSkill(SkillName.Anatomy, 0.0, attacker.Skills[SkillName.Anatomy].Cap); // Passively check Anatomy for gain

                if (Type == WeaponType.Axe)
                    attacker.CheckSkill(SkillName.Lumberjacking, 0.0, 100.0); // Passively check Lumberjacking for gain
            }

            #region Physical bonuses
            /*
			 * These are the bonuses given by the physical characteristics of the mobile.
			 * No caps apply.
			 */
            double strengthBonus = GetBonus(attacker.Str, 0.300, 100.0, 5.00);
            double anatomyBonus = GetBonus(attacker.Skills[SkillName.Anatomy].Value, 0.500, 100.0, 5.00);
            double tacticsBonus = GetBonus(attacker.Skills[SkillName.Tactics].Value, 0.625, 100.0, 6.25);
            double lumberBonus = GetBonus(attacker.Skills[SkillName.Lumberjacking].Value, 0.200, 100.0, 10.00);

            if (Type != WeaponType.Axe)
                lumberBonus = 0.0;
            #endregion

            #region Modifiers
            /*
			 * The following are damage modifiers whose effect shows on the status bar.
			 * Capped at 100% total.
			 */
            int damageBonus = AosAttributes.GetValue(attacker, AosAttribute.WeaponDamage);

            // Horrific Beast transformation gives a +25% bonus to damage.
            if (TransformationSpellHelper.UnderTransformation(attacker, typeof(HorrificBeastSpell)))
                damageBonus += 25;

            // Divine Fury gives a +10% bonus to damage.
            if (Spells.Chivalry.DivineFurySpell.UnderEffect(attacker))
                damageBonus += 10;

            int defenseMasteryMalus = 0;

            // Defense Mastery gives a -50%/-80% malus to damage.
            if (Server.Items.DefenseMastery.GetMalus(attacker, ref defenseMasteryMalus))
                damageBonus -= defenseMasteryMalus;

            int discordanceEffect = 0;

            // Discordance gives a -2%/-48% malus to damage.
            if (SkillHandlers.Discordance.GetEffect(attacker, ref discordanceEffect))
                damageBonus -= discordanceEffect * 2;

            if (damageBonus > 100)
                damageBonus = 100;
            #endregion

            double totalBonus = strengthBonus + anatomyBonus + tacticsBonus + lumberBonus + ((double)(GetDamageBonus() + damageBonus) / 100.0);

            return damage + (int)(damage * totalBonus);
        }

        public virtual int VirtualDamageBonus { get { return 0; } }

        public virtual int ComputeDamageAOS(Mobile attacker, Mobile defender)
        {
            return (int)ScaleDamageAOS(attacker, GetBaseDamage(attacker), true);
        }

        public virtual double ScaleDamageOld(Mobile attacker, double damage, bool checkSkills)
        {
            if (checkSkills)
            {
                attacker.CheckSkill(SkillName.Tactics, 0.0, attacker.Skills[SkillName.Tactics].Cap); // Passively check tactics for gain
                attacker.CheckSkill(SkillName.Anatomy, 0.0, attacker.Skills[SkillName.Anatomy].Cap); // Passively check Anatomy for gain

                if (Type == WeaponType.Axe)
                    attacker.CheckSkill(SkillName.Lumberjacking, 0.0, 100.0); // Passively check Lumberjacking for gain
            }

            /* Compute tactics modifier
             * :   0.0 = 50% loss
             * :  50.0 = unchanged
             * : 100.0 = 50% bonus
             */
            double tacticsBonus = (attacker.Skills[SkillName.Tactics].Value - 50.0) / 100.0;

            /* Compute strength modifier
             * : 1% bonus for every 5 strength
             */
            double strBonus = (attacker.Str / 5.0) / 100.0;

            /* Compute anatomy modifier
             * : 1% bonus for every 5 points of anatomy
             * : +10% bonus at Grandmaster or higher
             */
            double anatomyValue = attacker.Skills[SkillName.Anatomy].Value;
            double anatomyBonus = (anatomyValue / 5.0) / 100.0;

            if (anatomyValue >= 100.0)
                anatomyBonus += 0.1;

            /* Compute lumberjacking bonus
             * : 1% bonus for every 5 points of lumberjacking
             * : +10% bonus at Grandmaster or higher
             */
            double lumberBonus;

            if (Type == WeaponType.Axe)
            {
                double lumberValue = attacker.Skills[SkillName.Lumberjacking].Value;

                lumberBonus = (lumberValue / 5.0) / 100.0;

                if (lumberValue >= 100.0)
                    lumberBonus += 0.1;
            }
            else
            {
                lumberBonus = 0.0;
            }

            // New quality bonus:
            double qualityBonus = ((int)m_Quality - 1) * 0.2;

            // Apply bonuses
            damage += (damage * tacticsBonus) + (damage * strBonus) + (damage * anatomyBonus) + (damage * lumberBonus) + (damage * qualityBonus) + ((damage * VirtualDamageBonus) / 100);

            // Old quality bonus:
#if false
			/* Apply quality offset
			 * : Low         : -4
			 * : Regular     :  0
			 * : Exceptional : +4
			 */
			damage += ((int)m_Quality - 1) * 4.0;
#endif

            /* Apply damage level offset
			 * : Regular : 0
			 * : Ruin    : 1
			 * : Might   : 3
			 * : Force   : 5
			 * : Power   : 7
			 * : Vanq    : 9
			 */
            if (m_DamageLevel != WeaponDamageLevel.Regular)
                damage += (2.0 * (int)m_DamageLevel) - 1.0;

            // Halve the computed damage and return
            damage /= 2.0;

            return ScaleDamageByDurability((int)damage);
        }

        public virtual int ScaleDamageByDurability(int damage)
        {
            int scale = 100;

            if (m_MaxHits > 0 && m_Hits < m_MaxHits)
                scale = 50 + ((50 * m_Hits) / m_MaxHits);

            return AOS.Scale(damage, scale);
        }

        public virtual int ComputeDamage(Mobile attacker, Mobile defender)
        {
            if (Core.AOS)
                return ComputeDamageAOS(attacker, defender);

            return (int)ScaleDamageOld(attacker, GetBaseDamage(attacker), true);
        }

        public virtual void PlayHurtAnimation(Mobile from)
        {
            int action;
            int frames;

            switch (from.Body.Type)
            {
                case BodyType.Sea:
                case BodyType.Animal:
                    {
                        action = 7;
                        frames = 5;
                        break;
                    }
                case BodyType.Monster:
                    {
                        action = 10;
                        frames = 4;
                        break;
                    }
                case BodyType.Human:
                    {
                        action = 20;
                        frames = 5;
                        break;
                    }
                default: return;
            }

            if (from.Mounted)
                return;

            from.Animate(action, frames, 1, true, false, 0);
        }

        public virtual void PlaySwingAnimation(Mobile from)
        {
            int action;

            switch (from.Body.Type)
            {
                case BodyType.Sea:
                case BodyType.Animal:
                    {
                        action = Utility.Random(5, 2);
                        break;
                    }
                case BodyType.Monster:
                    {
                        switch (Animation)
                        {
                            default:
                            case WeaponAnimation.Wrestle:
                            case WeaponAnimation.Bash1H:
                            case WeaponAnimation.Pierce1H:
                            case WeaponAnimation.Slash1H:
                            case WeaponAnimation.Bash2H:
                            case WeaponAnimation.Pierce2H:
                            case WeaponAnimation.Slash2H: action = Utility.Random(4, 3); break;
                            case WeaponAnimation.ShootBow: return; // 7
                            case WeaponAnimation.ShootXBow: return; // 8
                        }

                        break;
                    }
                case BodyType.Human:
                    {
                        if (!from.Mounted)
                        {
                            action = (int)Animation;
                        }
                        else
                        {
                            switch (Animation)
                            {
                                default:
                                case WeaponAnimation.Wrestle:
                                case WeaponAnimation.Bash1H:
                                case WeaponAnimation.Pierce1H:
                                case WeaponAnimation.Slash1H: action = 26; break;
                                case WeaponAnimation.Bash2H:
                                case WeaponAnimation.Pierce2H:
                                case WeaponAnimation.Slash2H: action = 29; break;
                                case WeaponAnimation.ShootBow: action = 27; break;
                                case WeaponAnimation.ShootXBow: action = 28; break;
                            }
                        }

                        break;
                    }
                default: return;
            }

            from.Animate(action, 7, 1, true, false, 0);
        }

        #region Serialization/Deserialization
        private static void SetSaveFlag(ref SaveFlag flags, SaveFlag toSet, bool setIf)
        {
            if (setIf)
                flags |= toSet;
        }

        private static bool GetSaveFlag(SaveFlag flags, SaveFlag toGet)
        {
            return ((flags & toGet) != 0);
        }

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);

            writer.Write((int)13); // version

            writer.Write((Mobile)m_BlessedBy); // personal bless deed

            #region Veteran Rewards Version 11
            writer.Write((string)m_EngravedText);
            #endregion

            #region Mondain's Legacy version 10
            writer.Write((int)m_Slayer3);
            #endregion

            #region Mondain's Legacy Sets version 9
            SetFlag sflags = SetFlag.None;

            SetSaveFlag(ref sflags, SetFlag.Attributes, !m_SetAttributes.IsEmpty);
            SetSaveFlag(ref sflags, SetFlag.SkillBonuses, !m_SetSkillBonuses.IsEmpty);
            SetSaveFlag(ref sflags, SetFlag.Hue, m_SetHue != 0);
            SetSaveFlag(ref sflags, SetFlag.LastEquipped, m_LastEquipped);
            SetSaveFlag(ref sflags, SetFlag.SetEquipped, m_SetEquipped);
            SetSaveFlag(ref sflags, SetFlag.SetSelfRepair, m_SetSelfRepair != 0);

            writer.WriteEncodedInt((int)sflags);

            if (GetSaveFlag(sflags, SetFlag.Attributes))
                m_SetAttributes.Serialize(writer);

            if (GetSaveFlag(sflags, SetFlag.SkillBonuses))
                m_SetSkillBonuses.Serialize(writer);

            if (GetSaveFlag(sflags, SetFlag.Hue))
                writer.Write((int)m_SetHue);

            if (GetSaveFlag(sflags, SetFlag.LastEquipped))
                writer.Write((bool)m_LastEquipped);

            if (GetSaveFlag(sflags, SetFlag.SetEquipped))
                writer.Write((bool)m_SetEquipped);

            if (GetSaveFlag(sflags, SetFlag.SetSelfRepair))
                writer.WriteEncodedInt((int)m_SetSelfRepair);
            #endregion

            SaveFlag flags = SaveFlag.None;

            SetSaveFlag(ref flags, SaveFlag.DamageLevel, m_DamageLevel != WeaponDamageLevel.Regular);
            SetSaveFlag(ref flags, SaveFlag.AccuracyLevel, m_AccuracyLevel != WeaponAccuracyLevel.Regular);
            SetSaveFlag(ref flags, SaveFlag.DurabilityLevel, m_DurabilityLevel != WeaponDurabilityLevel.Regular);
            SetSaveFlag(ref flags, SaveFlag.Quality, m_Quality != WeaponQuality.Regular);
            SetSaveFlag(ref flags, SaveFlag.Hits, m_Hits != 0);
            SetSaveFlag(ref flags, SaveFlag.MaxHits, m_MaxHits != 0);
            SetSaveFlag(ref flags, SaveFlag.Slayer, m_Slayer != SlayerName.None);
            SetSaveFlag(ref flags, SaveFlag.Poison, m_Poison != null);
            SetSaveFlag(ref flags, SaveFlag.PoisonCharges, m_PoisonCharges != 0);
            SetSaveFlag(ref flags, SaveFlag.Crafter, m_Crafter != null);
            SetSaveFlag(ref flags, SaveFlag.Identified, m_Identified != false);
            SetSaveFlag(ref flags, SaveFlag.StrReq, m_StrReq != -1);
            SetSaveFlag(ref flags, SaveFlag.DexReq, m_DexReq != -1);
            SetSaveFlag(ref flags, SaveFlag.IntReq, m_IntReq != -1);
            SetSaveFlag(ref flags, SaveFlag.MinDamage, m_MinDamage != -1);
            SetSaveFlag(ref flags, SaveFlag.MaxDamage, m_MaxDamage != -1);
            SetSaveFlag(ref flags, SaveFlag.HitSound, m_HitSound != -1);
            SetSaveFlag(ref flags, SaveFlag.MissSound, m_MissSound != -1);
            SetSaveFlag(ref flags, SaveFlag.Speed, m_Speed != -1);
            SetSaveFlag(ref flags, SaveFlag.MaxRange, m_MaxRange != -1);
            SetSaveFlag(ref flags, SaveFlag.Skill, m_Skill != (SkillName)(-1));
            SetSaveFlag(ref flags, SaveFlag.Type, m_Type != (WeaponType)(-1));
            SetSaveFlag(ref flags, SaveFlag.Animation, m_Animation != (WeaponAnimation)(-1));
            SetSaveFlag(ref flags, SaveFlag.Resource, m_Resource != CraftResource.Iron);
            SetSaveFlag(ref flags, SaveFlag.xAttributes, !m_AosAttributes.IsEmpty);
            SetSaveFlag(ref flags, SaveFlag.xWeaponAttributes, !m_AosWeaponAttributes.IsEmpty);
            SetSaveFlag(ref flags, SaveFlag.PlayerConstructed, m_PlayerConstructed);
            SetSaveFlag(ref flags, SaveFlag.SkillBonuses, !m_AosSkillBonuses.IsEmpty);
            SetSaveFlag(ref flags, SaveFlag.Slayer2, m_Slayer2 != SlayerName.None);
            SetSaveFlag(ref flags, SaveFlag.ElementalDamages, !m_AosElementDamages.IsEmpty);
            SetSaveFlag(ref flags, SaveFlag.EngravedText, !String.IsNullOrEmpty(m_EngravedText));

            #region SA // Absorption
            SetSaveFlag(ref flags, SaveFlag.xAbsorptionAttributes, !m_SAAbsorptionAttributes.IsEmpty);
            #endregion

            writer.Write((int)flags);

            if (GetSaveFlag(flags, SaveFlag.DamageLevel))
                writer.Write((int)m_DamageLevel);

            if (GetSaveFlag(flags, SaveFlag.AccuracyLevel))
                writer.Write((int)m_AccuracyLevel);

            if (GetSaveFlag(flags, SaveFlag.DurabilityLevel))
                writer.Write((int)m_DurabilityLevel);

            if (GetSaveFlag(flags, SaveFlag.Quality))
                writer.Write((int)m_Quality);

            if (GetSaveFlag(flags, SaveFlag.Hits))
                writer.Write((int)m_Hits);

            if (GetSaveFlag(flags, SaveFlag.MaxHits))
                writer.Write((int)m_MaxHits);

            if (GetSaveFlag(flags, SaveFlag.Slayer))
                writer.Write((int)m_Slayer);

            if (GetSaveFlag(flags, SaveFlag.Poison))
                Poison.Serialize(m_Poison, writer);

            if (GetSaveFlag(flags, SaveFlag.PoisonCharges))
                writer.Write((int)m_PoisonCharges);

            if (GetSaveFlag(flags, SaveFlag.Crafter))
                writer.Write((Mobile)m_Crafter);

            if (GetSaveFlag(flags, SaveFlag.StrReq))
                writer.Write((int)m_StrReq);

            if (GetSaveFlag(flags, SaveFlag.DexReq))
                writer.Write((int)m_DexReq);

            if (GetSaveFlag(flags, SaveFlag.IntReq))
                writer.Write((int)m_IntReq);

            if (GetSaveFlag(flags, SaveFlag.MinDamage))
                writer.Write((int)m_MinDamage);

            if (GetSaveFlag(flags, SaveFlag.MaxDamage))
                writer.Write((int)m_MaxDamage);

            if (GetSaveFlag(flags, SaveFlag.HitSound))
                writer.Write((int)m_HitSound);

            if (GetSaveFlag(flags, SaveFlag.MissSound))
                writer.Write((int)m_MissSound);

            if (GetSaveFlag(flags, SaveFlag.Speed))
                writer.Write((float)m_Speed);

            if (GetSaveFlag(flags, SaveFlag.MaxRange))
                writer.Write((int)m_MaxRange);

            if (GetSaveFlag(flags, SaveFlag.Skill))
                writer.Write((int)m_Skill);

            if (GetSaveFlag(flags, SaveFlag.Type))
                writer.Write((int)m_Type);

            if (GetSaveFlag(flags, SaveFlag.Animation))
                writer.Write((int)m_Animation);

            if (GetSaveFlag(flags, SaveFlag.Resource))
                writer.Write((int)m_Resource);

            if (GetSaveFlag(flags, SaveFlag.xAttributes))
                m_AosAttributes.Serialize(writer);

            if (GetSaveFlag(flags, SaveFlag.xWeaponAttributes))
                m_AosWeaponAttributes.Serialize(writer);

            if (GetSaveFlag(flags, SaveFlag.SkillBonuses))
                m_AosSkillBonuses.Serialize(writer);

            if (GetSaveFlag(flags, SaveFlag.Slayer2))
                writer.Write((int)m_Slayer2);

            if (GetSaveFlag(flags, SaveFlag.ElementalDamages))
                m_AosElementDamages.Serialize(writer);

            if (GetSaveFlag(flags, SaveFlag.EngravedText))
                writer.Write((string)m_EngravedText);

            #region SA
            if (GetSaveFlag(flags, SaveFlag.xAbsorptionAttributes))
                m_SAAbsorptionAttributes.Serialize(writer);
            #endregion

        }

        [Flags]
        private enum SaveFlag : uint
        {
            None = 0x00000000,
            DamageLevel = 0x00000001,
            AccuracyLevel = 0x00000002,
            DurabilityLevel = 0x00000004,
            Quality = 0x00000008,
            Hits = 0x00000010,
            MaxHits = 0x00000020,
            Slayer = 0x00000040,
            Poison = 0x00000080,
            PoisonCharges = 0x00000100,
            Crafter = 0x00000200,
            Identified = 0x00000400,
            StrReq = 0x00000800,
            DexReq = 0x00001000,
            IntReq = 0x00002000,
            MinDamage = 0x00004000,
            MaxDamage = 0x00008000,
            HitSound = 0x00010000,
            MissSound = 0x00020000,
            Speed = 0x00040000,
            MaxRange = 0x00080000,
            Skill = 0x00100000,
            Type = 0x00200000,
            Animation = 0x00400000,
            Resource = 0x00800000,
            xAttributes = 0x01000000,
            xWeaponAttributes = 0x02000000,
            PlayerConstructed = 0x04000000,
            SkillBonuses = 0x08000000,
            Slayer2 = 0x10000000,
            ElementalDamages = 0x20000000,
            EngravedText = 0x40000000,

            #region SA
            xAbsorptionAttributes = 0x80000000
            #endregion

        }

        #region Mondain's Legacy Sets
        private static void SetSaveFlag(ref SetFlag flags, SetFlag toSet, bool setIf)
        {
            if (setIf)
                flags |= toSet;
        }

        private static bool GetSaveFlag(SetFlag flags, SetFlag toGet)
        {
            return ((flags & toGet) != 0);
        }

        [Flags]
        private enum SetFlag
        {
            None = 0x00000000,
            Attributes = 0x00000001,
            WeaponAttributes = 0x00000002,
            SkillBonuses = 0x00000004,
            Hue = 0x00000008,
            LastEquipped = 0x00000010,
            SetEquipped = 0x00000020,
            SetSelfRepair = 0x00000040,
        }
        #endregion

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);

            int version = reader.ReadInt();

            switch (version)
            {
                case 13:
                //personal bless deed
                case 12:
                    {
                        m_BlessedBy = reader.ReadMobile();
                        goto case 11;
                    }
                case 11:
                    #region Veteran Rewards
                    m_EngravedText = reader.ReadString();

                    goto case 10;
                    #endregion
                #region Mondain's Legacy
                case 10:
                    {
                        m_Slayer3 = (TalismanSlayerName)reader.ReadInt();
                        goto case 9;
                    }
                case 9:
                    {
                        SetFlag flags = (SetFlag)reader.ReadEncodedInt();

                        if (GetSaveFlag(flags, SetFlag.Attributes))
                            m_SetAttributes = new AosAttributes(this, reader);
                        else
                            m_SetAttributes = new AosAttributes(this);

                        if (GetSaveFlag(flags, SetFlag.WeaponAttributes))
                            m_SetSelfRepair = (new AosWeaponAttributes(this, reader)).SelfRepair;

                        if (GetSaveFlag(flags, SetFlag.SkillBonuses))
                            m_SetSkillBonuses = new AosSkillBonuses(this, reader);
                        else
                            m_SetSkillBonuses = new AosSkillBonuses(this);

                        if (GetSaveFlag(flags, SetFlag.Hue))
                            m_SetHue = reader.ReadInt();

                        if (GetSaveFlag(flags, SetFlag.LastEquipped))
                            m_LastEquipped = reader.ReadBool();

                        if (GetSaveFlag(flags, SetFlag.SetEquipped))
                            m_SetEquipped = reader.ReadBool();

                        if (GetSaveFlag(flags, SetFlag.SetSelfRepair))
                            m_SetSelfRepair = reader.ReadEncodedInt();

                        goto case 8;
                    }
                #endregion
                case 8:
                case 7:
                case 6:
                case 5:
                    {
                        SaveFlag flags = (SaveFlag)reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.DamageLevel))
                        {
                            m_DamageLevel = (WeaponDamageLevel)reader.ReadInt();

                            if (m_DamageLevel > WeaponDamageLevel.Vanq)
                                m_DamageLevel = WeaponDamageLevel.Ruin;
                        }

                        if (GetSaveFlag(flags, SaveFlag.AccuracyLevel))
                        {
                            m_AccuracyLevel = (WeaponAccuracyLevel)reader.ReadInt();

                            if (m_AccuracyLevel > WeaponAccuracyLevel.Supremely)
                                m_AccuracyLevel = WeaponAccuracyLevel.Accurate;
                        }

                        if (GetSaveFlag(flags, SaveFlag.DurabilityLevel))
                        {
                            m_DurabilityLevel = (WeaponDurabilityLevel)reader.ReadInt();

                            if (m_DurabilityLevel > WeaponDurabilityLevel.Indestructible)
                                m_DurabilityLevel = WeaponDurabilityLevel.Durable;
                        }

                        if (GetSaveFlag(flags, SaveFlag.Quality))
                            m_Quality = (WeaponQuality)reader.ReadInt();
                        else
                            m_Quality = WeaponQuality.Regular;

                        if (GetSaveFlag(flags, SaveFlag.Hits))
                            m_Hits = reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.MaxHits))
                            m_MaxHits = reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.Slayer))
                            m_Slayer = (SlayerName)reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.Poison))
                            m_Poison = Poison.Deserialize(reader);

                        if (GetSaveFlag(flags, SaveFlag.PoisonCharges))
                            m_PoisonCharges = reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.Crafter))
                            m_Crafter = reader.ReadMobile();

                        if (GetSaveFlag(flags, SaveFlag.Identified))
                            m_Identified = (version >= 6 || reader.ReadBool());

                        if (GetSaveFlag(flags, SaveFlag.StrReq))
                            m_StrReq = reader.ReadInt();
                        else
                            m_StrReq = -1;

                        if (GetSaveFlag(flags, SaveFlag.DexReq))
                            m_DexReq = reader.ReadInt();
                        else
                            m_DexReq = -1;

                        if (GetSaveFlag(flags, SaveFlag.IntReq))
                            m_IntReq = reader.ReadInt();
                        else
                            m_IntReq = -1;

                        if (GetSaveFlag(flags, SaveFlag.MinDamage))
                            m_MinDamage = reader.ReadInt();
                        else
                            m_MinDamage = -1;

                        if (GetSaveFlag(flags, SaveFlag.MaxDamage))
                            m_MaxDamage = reader.ReadInt();
                        else
                            m_MaxDamage = -1;

                        if (GetSaveFlag(flags, SaveFlag.HitSound))
                            m_HitSound = reader.ReadInt();
                        else
                            m_HitSound = -1;

                        if (GetSaveFlag(flags, SaveFlag.MissSound))
                            m_MissSound = reader.ReadInt();
                        else
                            m_MissSound = -1;

                        if (GetSaveFlag(flags, SaveFlag.Speed))
                        {
                            if (version < 13)
                                m_Speed = reader.ReadInt();
                            else
                                m_Speed = reader.ReadFloat();
                        }
                        else
                            m_Speed = -1;

                        if (GetSaveFlag(flags, SaveFlag.MaxRange))
                            m_MaxRange = reader.ReadInt();
                        else
                            m_MaxRange = -1;

                        if (GetSaveFlag(flags, SaveFlag.Skill))
                            m_Skill = (SkillName)reader.ReadInt();
                        else
                            m_Skill = (SkillName)(-1);

                        if (GetSaveFlag(flags, SaveFlag.Type))
                            m_Type = (WeaponType)reader.ReadInt();
                        else
                            m_Type = (WeaponType)(-1);

                        if (GetSaveFlag(flags, SaveFlag.Animation))
                            m_Animation = (WeaponAnimation)reader.ReadInt();
                        else
                            m_Animation = (WeaponAnimation)(-1);

                        if (GetSaveFlag(flags, SaveFlag.Resource))
                            m_Resource = (CraftResource)reader.ReadInt();
                        else
                            m_Resource = CraftResource.Iron;

                        if (GetSaveFlag(flags, SaveFlag.xAttributes))
                            m_AosAttributes = new AosAttributes(this, reader);
                        else
                            m_AosAttributes = new AosAttributes(this);

                        if (GetSaveFlag(flags, SaveFlag.xWeaponAttributes))
                            m_AosWeaponAttributes = new AosWeaponAttributes(this, reader);
                        else
                            m_AosWeaponAttributes = new AosWeaponAttributes(this);

                        if (UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile)
                        {
                            m_SkillMod = new DefaultSkillMod(AccuracySkill, true, (int)m_AccuracyLevel * 5);
                            ((Mobile)Parent).AddSkillMod(m_SkillMod);
                        }

                        if (version < 7 && m_AosWeaponAttributes.MageWeapon != 0)
                            m_AosWeaponAttributes.MageWeapon = 30 - m_AosWeaponAttributes.MageWeapon;

                        if (Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 && Parent is Mobile)
                        {
                            m_MageMod = new DefaultSkillMod(SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon);
                            ((Mobile)Parent).AddSkillMod(m_MageMod);
                        }

                        if (GetSaveFlag(flags, SaveFlag.PlayerConstructed))
                            m_PlayerConstructed = true;

                        if (GetSaveFlag(flags, SaveFlag.SkillBonuses))
                            m_AosSkillBonuses = new AosSkillBonuses(this, reader);
                        else
                            m_AosSkillBonuses = new AosSkillBonuses(this);

                        if (GetSaveFlag(flags, SaveFlag.Slayer2))
                            m_Slayer2 = (SlayerName)reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.ElementalDamages))
                            m_AosElementDamages = new AosElementAttributes(this, reader);
                        else
                            m_AosElementDamages = new AosElementAttributes(this);

                        if (GetSaveFlag(flags, SaveFlag.EngravedText))
                            m_EngravedText = reader.ReadString();

                        #region SA
                        if ( version > 12 && GetSaveFlag( flags, SaveFlag.xAbsorptionAttributes ) )
                            m_SAAbsorptionAttributes = new SAAbsorptionAttributes( this, reader );
                        else
                            m_SAAbsorptionAttributes = new SAAbsorptionAttributes( this );
                        #endregion

                        break;
                    }
                case 4:
                    {
                        m_Slayer = (SlayerName)reader.ReadInt();

                        goto case 3;
                    }
                case 3:
                    {
                        m_StrReq = reader.ReadInt();
                        m_DexReq = reader.ReadInt();
                        m_IntReq = reader.ReadInt();

                        goto case 2;
                    }
                case 2:
                    {
                        m_Identified = reader.ReadBool();

                        goto case 1;
                    }
                case 1:
                    {
                        m_MaxRange = reader.ReadInt();

                        goto case 0;
                    }
                case 0:
                    {
                        if (version == 0)
                            m_MaxRange = 1; // default

                        if (version < 5)
                        {
                            m_Resource = CraftResource.Iron;
                            m_AosAttributes = new AosAttributes(this);
                            m_AosWeaponAttributes = new AosWeaponAttributes(this);
                            m_AosElementDamages = new AosElementAttributes(this);
                            m_AosSkillBonuses = new AosSkillBonuses(this);
                        }

                        m_MinDamage = reader.ReadInt();
                        m_MaxDamage = reader.ReadInt();

                        m_Speed = reader.ReadInt();

                        m_HitSound = reader.ReadInt();
                        m_MissSound = reader.ReadInt();

                        m_Skill = (SkillName)reader.ReadInt();
                        m_Type = (WeaponType)reader.ReadInt();
                        m_Animation = (WeaponAnimation)reader.ReadInt();
                        m_DamageLevel = (WeaponDamageLevel)reader.ReadInt();
                        m_AccuracyLevel = (WeaponAccuracyLevel)reader.ReadInt();
                        m_DurabilityLevel = (WeaponDurabilityLevel)reader.ReadInt();
                        m_Quality = (WeaponQuality)reader.ReadInt();

                        m_Crafter = reader.ReadMobile();

                        m_Poison = Poison.Deserialize(reader);
                        m_PoisonCharges = reader.ReadInt();

                        if (m_StrReq == OldStrengthReq)
                            m_StrReq = -1;

                        if (m_DexReq == OldDexterityReq)
                            m_DexReq = -1;

                        if (m_IntReq == OldIntelligenceReq)
                            m_IntReq = -1;

                        if (m_MinDamage == OldMinDamage)
                            m_MinDamage = -1;

                        if (m_MaxDamage == OldMaxDamage)
                            m_MaxDamage = -1;

                        if (m_HitSound == OldHitSound)
                            m_HitSound = -1;

                        if (m_MissSound == OldMissSound)
                            m_MissSound = -1;

                        if (m_Speed == OldSpeed)
                            m_Speed = -1;

                        if (m_MaxRange == OldMaxRange)
                            m_MaxRange = -1;

                        if (m_Skill == OldSkill)
                            m_Skill = (SkillName)(-1);

                        if (m_Type == OldType)
                            m_Type = (WeaponType)(-1);

                        if (m_Animation == OldAnimation)
                            m_Animation = (WeaponAnimation)(-1);

                        if (UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile)
                        {
                            m_SkillMod = new DefaultSkillMod(AccuracySkill, true, (int)m_AccuracyLevel * 5);
                            ((Mobile)Parent).AddSkillMod(m_SkillMod);
                        }

                        break;
                    }
            }

            #region Mondain's Legacy Sets
            if (m_SetAttributes == null)
                m_SetAttributes = new AosAttributes(this);

            if (m_SetSkillBonuses == null)
                m_SetSkillBonuses = new AosSkillBonuses(this);
            #endregion

            if (Core.AOS && Parent is Mobile)
                m_AosSkillBonuses.AddTo((Mobile)Parent);

            int strBonus = m_AosAttributes.BonusStr;
            int dexBonus = m_AosAttributes.BonusDex;
            int intBonus = m_AosAttributes.BonusInt;

            if (this.Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0))
            {
                Mobile m = (Mobile)this.Parent;

                string modName = this.Serial.ToString();

                if (strBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Str, modName + "Str", strBonus, TimeSpan.Zero));

                if (dexBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero));

                if (intBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Int, modName + "Int", intBonus, TimeSpan.Zero));
            }

            if (Parent is Mobile)
                ((Mobile)Parent).CheckStatTimers();

            if (m_Hits <= 0 && m_MaxHits <= 0)
            {
                m_Hits = m_MaxHits = Utility.RandomMinMax(InitMinHits, InitMaxHits);
            }

            if (version < 6)
                m_PlayerConstructed = true; // we don't know, so, assume it's crafted
        }
        #endregion

        public BaseWeapon(int itemID)
            : base(itemID)
        {
            Layer = (Layer)ItemData.Quality;

            m_Quality = WeaponQuality.Regular;
            m_StrReq = -1;
            m_DexReq = -1;
            m_IntReq = -1;
            m_MinDamage = -1;
            m_MaxDamage = -1;
            m_HitSound = -1;
            m_MissSound = -1;
            m_Speed = -1;
            m_MaxRange = -1;
            m_Skill = (SkillName)(-1);
            m_Type = (WeaponType)(-1);
            m_Animation = (WeaponAnimation)(-1);

            m_Hits = m_MaxHits = Utility.RandomMinMax(InitMinHits, InitMaxHits);

            m_Resource = CraftResource.Iron;

            m_AosAttributes = new AosAttributes(this);
            m_AosWeaponAttributes = new AosWeaponAttributes(this);
            m_AosSkillBonuses = new AosSkillBonuses(this);
            m_AosElementDamages = new AosElementAttributes(this);

            #region SA
            m_SAAbsorptionAttributes = new SAAbsorptionAttributes( this );
            #endregion

            #region Mondain's Legacy Sets
            m_SetAttributes = new AosAttributes(this);
            m_SetSkillBonuses = new AosSkillBonuses(this);
            #endregion
        }

        public BaseWeapon(Serial serial)
            : base(serial)
        {
        }

        private string GetNameString( Item item, Mobile from ) //Item item, Mobile from
        {
            string name = this.Name;

            if (name == null)
                name = String.Format("#{0}", LabelNumber);

[B]//Colored Item Name Mod Start
			BaseArmor arm = item as BaseArmor;
			BaseWeapon wea = item as BaseWeapon;
			BaseClothing clo = item as BaseClothing;
			BaseHat hat = item as BaseHat;
			BaseJewel jew = item as BaseJewel;
			Spellbook spe = item as Spellbook;

			int props = 0;
			foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
			{
				if ( arm != null && arm.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( wea != null && wea.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( clo != null && clo.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( jew != null && jew.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( spe != null && spe.Attributes[ (AosAttribute)i ] > 0 ) ++props;
			}
			if ( arm != null ) foreach( int i in Enum.GetValues(typeof( AosArmorAttribute ) ) ) {if ( arm.ArmorAttributes[ (AosArmorAttribute)i ] > 0 ) ++props;}
			if ( wea != null ){ foreach( int i in Enum.GetValues(typeof( AosWeaponAttribute)) ) if ( wea.WeaponAttributes[ (AosWeaponAttribute)i ] > 0 ) ++props;}
			if ( clo != null ){ foreach( int i in Enum.GetValues(typeof( AosArmorAttribute ) ) ) if ( clo.ClothingAttributes[ (AosArmorAttribute)i ] > 0 ) ++props;}
			if ( jew != null ){ foreach( int i in Enum.GetValues(typeof( AosElementAttribute)) ) if ( jew.Resistances[ (AosElementAttribute)i ] > 0 ) ++props;}
			if ( spe != null ){ if(spe.Slayer != SlayerName.None) ++props; if (spe.Slayer2 != SlayerName.None) ++props; }
			if ( wea != null ){ if(wea.Slayer != SlayerName.None) ++props; if (wea.Slayer2 != SlayerName.None) ++props; }
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Physical > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Physical > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistPhysicalBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Fire > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Fire > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistFireBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Cold > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Cold > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistColdBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Poison > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Poison > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistPoisonBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Energy > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Energy > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistEnergyBonus > 0) ++props;
			//if ( props == 0 ) 
			//{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#00FF00>{0}<BASEFONT COLOR=#FFFFFF>", Name ) );
				//return;
			//}
			if( props == 1 ) 
			{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#08FF00>{0}<BASEFONT COLOR=#08FF00>", this.Name ) );
				name = ( String.Format("<BASEFONT COLOR=#08FF00>{0}<BASEFONT COLOR=#08FF00>", Name ) );
				//return;
			}
			if( props == 2 ) 
			{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#0670A0>{0}<BASEFONT COLOR=#0670A0>", this.Name ) ); 
				name = ( String.Format("<BASEFONT COLOR=#0670A0>{0}<BASEFONT COLOR=#0670A0>", Name ) );
				//return;
			}
			if( props == 3 ) 
			{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#8D35AB>{0}<BASEFONT COLOR=#8D35AB>", this.Name ) ); 
				name = ( String.Format("<BASEFONT COLOR=#8D35AB>{0}<BASEFONT COLOR=#8D35AB>", Name ) );
				//return;
			}
			if( props == 4 ) 
			{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#DD8004>{0}<BASEFONT COLOR=#DD8004>", this.Name ) );
				name = ( String.Format("<BASEFONT COLOR=#DD8004>{0}<BASEFONT COLOR=#DD8004>", Name ) );
 				//return;
			}
//Colored Item Name Mod End[/B]

            return name;
        }

        [Hue, CommandProperty(AccessLevel.GameMaster)]
        public override int Hue
        {
            get { return base.Hue; }
            set { base.Hue = value; InvalidateProperties(); }
        }

        public int GetElementalDamageHue()
        {
            int phys, fire, cold, pois, nrgy, chaos, direct;
            GetDamageTypes(null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);
            //Order is Cold, Energy, Fire, Poison, Physical left

            int currentMax = 50;
            int hue = 0;

            if (pois >= currentMax)
            {
                hue = 1267 + (pois - 50) / 10;
                currentMax = pois;
            }

            if (fire >= currentMax)
            {
                hue = 1255 + (fire - 50) / 10;
                currentMax = fire;
            }

            if (nrgy >= currentMax)
            {
                hue = 1273 + (nrgy - 50) / 10;
                currentMax = nrgy;
            }

            if (cold >= currentMax)
            {
                hue = 1261 + (cold - 50) / 10;
                currentMax = cold;
            }

            return hue;
        }

        public override void AddNameProperty(ObjectPropertyList list)
        {
            int oreType;

            switch (m_Resource)
            {
                case CraftResource.DullCopper: oreType = 1053108; break; // dull copper
                case CraftResource.ShadowIron: oreType = 1053107; break; // shadow iron
                case CraftResource.Copper: oreType = 1053106; break; // copper
                case CraftResource.Bronze: oreType = 1053105; break; // bronze
                case CraftResource.Gold: oreType = 1053104; break; // golden
                case CraftResource.Agapite: oreType = 1053103; break; // agapite
                case CraftResource.Verite: oreType = 1053102; break; // verite
                case CraftResource.Valorite: oreType = 1053101; break; // valorite
                case CraftResource.SpinedLeather: oreType = 1061118; break; // spined
                case CraftResource.HornedLeather: oreType = 1061117; break; // horned
                case CraftResource.BarbedLeather: oreType = 1061116; break; // barbed
                case CraftResource.RedScales: oreType = 1060814; break; // red
                case CraftResource.YellowScales: oreType = 1060818; break; // yellow
                case CraftResource.BlackScales: oreType = 1060820; break; // black
                case CraftResource.GreenScales: oreType = 1060819; break; // green
                case CraftResource.WhiteScales: oreType = 1060821; break; // white
                case CraftResource.BlueScales: oreType = 1060815; break; // blue

                #region Mondain's Legacy
                case CraftResource.OakWood: oreType = 1072533; break; // oak
                case CraftResource.AshWood: oreType = 1072534; break; // ash
                case CraftResource.YewWood: oreType = 1072535; break; // yew
                case CraftResource.Heartwood: oreType = 1072536; break; // heartwood
                case CraftResource.Bloodwood: oreType = 1072538; break; // bloodwood
                case CraftResource.Frostwood: oreType = 1072539; break; // frostwood
                #endregion

                default: oreType = 0; break;
            }

[B]            //if (oreType != 0)
            //    list.Add(1053099, "#{0}\t{1}", oreType, GetNameString()); // ~1_oretype~ ~2_armortype~

//Colored Item Name Mod Start
			string oreType = CraftResources.GetName( m_Resource );
			if ( oreType() == "none" || oreType() == "normal" ) oreType = "";
			list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
//Colored Item Name Mod End
/*            else if (Name == null)
                list.Add(LabelNumber);
            else
                list.Add(Name);
*/

            if (!String.IsNullOrEmpty(m_EngravedText))
                list.Add(1062613, m_EngravedText);[/B]
        }

        public override bool AllowEquipedCast(Mobile from)
        {
            if (base.AllowEquipedCast(from))
                return true;

            return (m_AosAttributes.SpellChanneling != 0);
        }

        public virtual int ArtifactRarity
        {
            get { return 0; }
        }

        public virtual int GetLuckBonus()
        {
            #region Mondain's Legacy
            if (m_Resource == CraftResource.Heartwood)
                return 0;
            #endregion

            CraftResourceInfo resInfo = CraftResources.GetInfo(m_Resource);

            if (resInfo == null)
                return 0;

            CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

            if (attrInfo == null)
                return 0;

            return attrInfo.WeaponLuck;
        }

        public override void GetProperties(ObjectPropertyList list)
        {
            base.GetProperties(list);

            if (m_Crafter != null)
                list.Add(1050043, m_Crafter.Name); // crafted by ~1_NAME~

            #region Factions
            if (m_FactionState != null)
                list.Add(1041350); // faction item
            #endregion

            #region Mondain's Legacy Sets
            if (IsSetItem)
            {
                list.Add(1073491, Pieces.ToString()); // Part of a Weapon/Armor Set (~1_val~ pieces)

                if (m_SetEquipped)
                {
                    list.Add(1073492); // Full Weapon/Armor Set Present			
                    GetSetProperties(list);
                }
            }
            #endregion

            if (m_AosSkillBonuses != null)
                m_AosSkillBonuses.GetProperties(list);

            if (m_Quality == WeaponQuality.Exceptional)
                list.Add(1060636); // exceptional

            if (RequiredRace == Race.Elf)
                list.Add(1075086); // Elves Only

            #region SA
            else if ( RequiredRace == Race.Gargoyle )
                list.Add( 1111709 ); // Gargoyles Only
            #endregion

            if (ArtifactRarity > 0)
                list.Add(1061078, ArtifactRarity.ToString()); // artifact rarity ~1_val~

            if (this is IUsesRemaining && ((IUsesRemaining)this).ShowUsesRemaining)
                list.Add(1060584, ((IUsesRemaining)this).UsesRemaining.ToString()); // uses remaining: ~1_val~

            if (m_Poison != null && m_PoisonCharges > 0)
            {
                #region Mondain's Legacy mod
                list.Add(m_Poison.LabelNumber, m_PoisonCharges.ToString());
                #endregion
            }

            if (m_Slayer != SlayerName.None)
            {
                SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer);
                if (entry != null)
                    list.Add(entry.Title);
            }

            if (m_Slayer2 != SlayerName.None)
            {
                SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer2);
                if (entry != null)
                    list.Add(entry.Title);
            }

            #region Mondain's Legacy
            if (m_Slayer3 != TalismanSlayerName.None)
                list.Add((int)m_Slayer3);
            #endregion


            base.AddResistanceProperties(list);

            int prop;

            if (Core.ML && this is BaseRanged && ((BaseRanged)this).Balanced)
                list.Add(1072792); // Balanced

            #region SA
            if ( (prop = m_AosWeaponAttributes.BloodDrinker) != 0 )
                list.Add( 1113591, prop.ToString() ); // Blood Drinker
  
            if ( (prop = m_AosWeaponAttributes.BattleLust) != 0 )
                list.Add( 1113710, prop.ToString() ); // Battle Lust
            #endregion

            if ((prop = m_AosWeaponAttributes.UseBestSkill) != 0)
                list.Add(1060400); // use best weapon skill

            if ((prop = (GetDamageBonus() + m_AosAttributes.WeaponDamage)) != 0)
                list.Add(1060401, prop.ToString()); // damage increase ~1_val~%

            if ((prop = m_AosAttributes.DefendChance) != 0)
                list.Add(1060408, prop.ToString()); // defense chance increase ~1_val~%

            if ((prop = m_AosAttributes.EnhancePotions) != 0)
                list.Add(1060411, prop.ToString()); // enhance potions ~1_val~%

            if ((prop = m_AosAttributes.CastRecovery) != 0)
                list.Add(1060412, prop.ToString()); // faster cast recovery ~1_val~

            if ((prop = m_AosAttributes.CastSpeed) != 0)
                list.Add(1060413, prop.ToString()); // faster casting ~1_val~

            if ((prop = (GetHitChanceBonus() + m_AosAttributes.AttackChance)) != 0)
                list.Add(1060415, prop.ToString()); // hit chance increase ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitColdArea) != 0)
                list.Add(1060416, prop.ToString()); // hit cold area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitDispel) != 0)
                list.Add(1060417, prop.ToString()); // hit dispel ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitEnergyArea) != 0)
                list.Add(1060418, prop.ToString()); // hit energy area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitFireArea) != 0)
                list.Add(1060419, prop.ToString()); // hit fire area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitFireball) != 0)
                list.Add(1060420, prop.ToString()); // hit fireball ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitHarm) != 0)
                list.Add(1060421, prop.ToString()); // hit harm ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLeechHits) != 0)
                list.Add(1060422, prop.ToString()); // hit life leech ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLightning) != 0)
                list.Add(1060423, prop.ToString()); // hit lightning ~1_val~%

            #region SA
            if ( (prop = m_AosWeaponAttributes.HitCurse) != 0 )
                list.Add( 1113712, prop.ToString() ); // Hit Curse ~1_val~%
   
            if ( (prop = m_AosWeaponAttributes.HitFatigue) != 0 )
                list.Add( 1113700, prop.ToString() ); // Hit Fatigue ~1_val~%
 
            if ( (prop = m_AosWeaponAttributes.HitManaDrain) != 0 )
                list.Add( 1113699, prop.ToString() ); // Hit Mana Drain ~1_val~%
            #endregion

            if ((prop = m_AosWeaponAttributes.HitLowerAttack) != 0)
                list.Add(1060424, prop.ToString()); // hit lower attack ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLowerDefend) != 0)
                list.Add(1060425, prop.ToString()); // hit lower defense ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitMagicArrow) != 0)
                list.Add(1060426, prop.ToString()); // hit magic arrow ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLeechMana) != 0)
                list.Add(1060427, prop.ToString()); // hit mana leech ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitPhysicalArea) != 0)
                list.Add(1060428, prop.ToString()); // hit physical area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitPoisonArea) != 0)
                list.Add(1060429, prop.ToString()); // hit poison area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLeechStam) != 0)
                list.Add(1060430, prop.ToString()); // hit stamina leech ~1_val~%

            if (Core.ML && this is BaseRanged && (prop = ((BaseRanged)this).Velocity) != 0)
                list.Add(1072793, prop.ToString()); // Velocity ~1_val~%

            if ((prop = m_AosAttributes.BonusDex) != 0)
                list.Add(1060409, prop.ToString()); // dexterity bonus ~1_val~

            if ((prop = m_AosAttributes.BonusHits) != 0)
                list.Add(1060431, prop.ToString()); // hit point increase ~1_val~

            if ((prop = m_AosAttributes.BonusInt) != 0)
                list.Add(1060432, prop.ToString()); // intelligence bonus ~1_val~

            if ((prop = m_AosAttributes.LowerManaCost) != 0)
                list.Add(1060433, prop.ToString()); // lower mana cost ~1_val~%

            if ((prop = m_AosAttributes.LowerRegCost) != 0)
                list.Add(1060434, prop.ToString()); // lower reagent cost ~1_val~%

            if ((prop = GetLowerStatReq()) != 0)
                list.Add(1060435, prop.ToString()); // lower requirements ~1_val~%

            if ((prop = (GetLuckBonus() + m_AosAttributes.Luck)) != 0)
                list.Add(1060436, prop.ToString()); // luck ~1_val~

            if ((prop = m_AosWeaponAttributes.MageWeapon) != 0)
                list.Add(1060438, (30 - prop).ToString()); // mage weapon -~1_val~ skill

            if ((prop = m_AosAttributes.BonusMana) != 0)
                list.Add(1060439, prop.ToString()); // mana increase ~1_val~

            if ((prop = m_AosAttributes.RegenMana) != 0)
                list.Add(1060440, prop.ToString()); // mana regeneration ~1_val~

            if ((prop = m_AosAttributes.NightSight) != 0)
                list.Add(1060441); // night sight

            if ((prop = m_AosAttributes.ReflectPhysical) != 0)
                list.Add(1060442, prop.ToString()); // reflect physical damage ~1_val~%

            if ((prop = m_AosAttributes.RegenStam) != 0)
                list.Add(1060443, prop.ToString()); // stamina regeneration ~1_val~

            if ((prop = m_AosAttributes.RegenHits) != 0)
                list.Add(1060444, prop.ToString()); // hit point regeneration ~1_val~

            if ((prop = m_AosWeaponAttributes.SelfRepair) != 0)
                list.Add(1060450, prop.ToString()); // self repair ~1_val~

            if ((prop = m_AosAttributes.SpellChanneling) != 0)
                list.Add(1060482); // spell channeling

            if ((prop = m_AosAttributes.SpellDamage) != 0)
                list.Add(1060483, prop.ToString()); // spell damage increase ~1_val~%

            if ((prop = m_AosAttributes.BonusStam) != 0)
                list.Add(1060484, prop.ToString()); // stamina increase ~1_val~

            if ((prop = m_AosAttributes.BonusStr) != 0)
                list.Add(1060485, prop.ToString()); // strength bonus ~1_val~

            if ((prop = m_AosAttributes.WeaponSpeed) != 0)
                list.Add(1060486, prop.ToString()); // swing speed increase ~1_val~%

            #region SA
            if ( (prop = m_SAAbsorptionAttributes.CastingFocus) != 0 )
                list.Add( 1113696, prop.ToString() ); // Casting Focus ~1_val~%

            if ( (prop = m_SAAbsorptionAttributes.EaterFire) != 0 )
                list.Add( 1113593, prop.ToString() ); // Fire Eater ~1_Val~%
 
            if ( (prop = m_SAAbsorptionAttributes.EaterCold) != 0 )
                list.Add( 1113594, prop.ToString() ); // Cold Eater ~1_Val~%

            if ( (prop = m_SAAbsorptionAttributes.EaterPoison) != 0 )
                list.Add( 1113595, prop.ToString() ); // Poison Eater ~1_Val~%

            if ( (prop = m_SAAbsorptionAttributes.EaterEnergy) != 0 )
                list.Add( 1113596, prop.ToString() ); // Energy Eater ~1_Val~%
  
            if ( (prop = m_SAAbsorptionAttributes.EaterKinetic) != 0 )
                list.Add( 1113597, prop.ToString() ); // Kinetic Eater ~1_Val~%
 
            if ( (prop = m_SAAbsorptionAttributes.EaterDamage) != 0 )
                list.Add( 1113598, prop.ToString() ); // Damage Eater ~1_Val~%
 
            if ( (prop = m_SAAbsorptionAttributes.ResonanceFire) != 0 )
                list.Add( 1113691, prop.ToString() ); // Fire Resonance ~1_val~%
              
            if ( (prop = m_SAAbsorptionAttributes.ResonanceCold) != 0 )
                list.Add( 1113692, prop.ToString() ); // Cold Resonance ~1_val~%
 
            if ( (prop = m_SAAbsorptionAttributes.ResonancePoison) != 0 )
                list.Add( 1113693, prop.ToString() ); // Poison Resonance ~1_val~%
  
            if ( (prop = m_SAAbsorptionAttributes.ResonanceEnergy) != 0 )
                list.Add( 1113694, prop.ToString() ); // Energy Resonance ~1_val~%
    
            if ( (prop = m_SAAbsorptionAttributes.ResonanceKinetic) != 0 )
                list.Add( 1113695, prop.ToString() ); // Kinetic Resonance ~1_val~%
            #endregion

            int phys, fire, cold, pois, nrgy, chaos, direct;

            GetDamageTypes(null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);

            #region Mondain's Legacy
            if (chaos != 0)
                list.Add(1072846, chaos.ToString()); // chaos damage ~1_val~%

            if (direct != 0)
                list.Add(1079978, direct.ToString()); // Direct Damage: ~1_PERCENT~%
            #endregion

            if (phys != 0)
                list.Add(1060403, phys.ToString()); // physical damage ~1_val~%

            if (fire != 0)
                list.Add(1060405, fire.ToString()); // fire damage ~1_val~%

            if (cold != 0)
                list.Add(1060404, cold.ToString()); // cold damage ~1_val~%

            if (pois != 0)
                list.Add(1060406, pois.ToString()); // poison damage ~1_val~%

            if (nrgy != 0)
                list.Add(1060407, nrgy.ToString()); // energy damage ~1_val~%

            if (Core.ML && chaos != 0)
                list.Add(1072846, chaos.ToString()); // chaos damage ~1_val~%

            if (Core.ML && direct != 0)
                list.Add(1079978, direct.ToString()); // Direct Damage: ~1_PERCENT~%

            list.Add(1061168, "{0}\t{1}", MinDamage.ToString(), MaxDamage.ToString()); // weapon damage ~1_val~ - ~2_val~

            if (Core.ML)
                list.Add(1061167, String.Format("{0}s", Speed)); // weapon speed ~1_val~
            else
                list.Add(1061167, Speed.ToString());

            if (MaxRange > 1)
                list.Add(1061169, MaxRange.ToString()); // range ~1_val~

            int strReq = AOS.Scale(StrRequirement, 100 - GetLowerStatReq());

            if (strReq > 0)
                list.Add(1061170, strReq.ToString()); // strength requirement ~1_val~

            if (Layer == Layer.TwoHanded)
                list.Add(1061171); // two-handed weapon
            else
                list.Add(1061824); // one-handed weapon

            if (Core.SE || m_AosWeaponAttributes.UseBestSkill == 0)
            {
                switch (Skill)
                {
                    case SkillName.Swords: list.Add(1061172); break; // skill required: swordsmanship
                    case SkillName.Macing: list.Add(1061173); break; // skill required: mace fighting
                    case SkillName.Fencing: list.Add(1061174); break; // skill required: fencing
                    case SkillName.Archery: list.Add(1061175); break; // skill required: archery
                }
            }

            if (m_Hits >= 0 && m_MaxHits > 0)
                list.Add(1060639, "{0}\t{1}", m_Hits, m_MaxHits); // durability ~1_val~ / ~2_val~

	// mod to display attachment properties
	Server.Engines.XmlSpawner2.XmlAttach.AddAttachmentProperties(this, list);

            #region Mondain's Legacy Sets
            if (IsSetItem && !m_SetEquipped)
            {
                list.Add(1072378); // <br>Only when full set is present:				
                GetSetProperties(list);
            }
            #endregion
        }

        public override void OnSingleClick(Mobile from)
        {
            List<EquipInfoAttribute> attrs = new List<EquipInfoAttribute>();

            if (DisplayLootType)
            {
                if (LootType == LootType.Blessed)
                    attrs.Add(new EquipInfoAttribute(1038021)); // blessed
                else if (LootType == LootType.Cursed)
                    attrs.Add(new EquipInfoAttribute(1049643)); // cursed
            }

            #region Factions
            if (m_FactionState != null)
                attrs.Add(new EquipInfoAttribute(1041350)); // faction item
            #endregion

            if (m_Quality == WeaponQuality.Exceptional)
                attrs.Add(new EquipInfoAttribute(1018305 - (int)m_Quality));

            if (m_Identified || from.AccessLevel >= AccessLevel.GameMaster)
            {
                if (m_Slayer != SlayerName.None)
                {
                    SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer);
                    if (entry != null)
                        attrs.Add(new EquipInfoAttribute(entry.Title));
                }

                if (m_Slayer2 != SlayerName.None)
                {
                    SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer2);
                    if (entry != null)
                        attrs.Add(new EquipInfoAttribute(entry.Title));
                }

                if (m_DurabilityLevel != WeaponDurabilityLevel.Regular)
                    attrs.Add(new EquipInfoAttribute(1038000 + (int)m_DurabilityLevel));

                if (m_DamageLevel != WeaponDamageLevel.Regular)
                    attrs.Add(new EquipInfoAttribute(1038015 + (int)m_DamageLevel));

                if (m_AccuracyLevel != WeaponAccuracyLevel.Regular)
                    attrs.Add(new EquipInfoAttribute(1038010 + (int)m_AccuracyLevel));
            }
            else if (m_Slayer != SlayerName.None || m_Slayer2 != SlayerName.None || m_DurabilityLevel != WeaponDurabilityLevel.Regular || m_DamageLevel != WeaponDamageLevel.Regular || m_AccuracyLevel != WeaponAccuracyLevel.Regular)
                attrs.Add(new EquipInfoAttribute(1038000)); // Unidentified

            if (m_Poison != null && m_PoisonCharges > 0)
                attrs.Add(new EquipInfoAttribute(1017383, m_PoisonCharges));

            int number;

            if (Name == null)
            {
                number = LabelNumber;
            }
            else
            {
                this.LabelTo(from, Name);
                number = 1041000;
            }

            if (attrs.Count == 0 && Crafter == null && Name != null)
                return;

            EquipmentInfo eqInfo = new EquipmentInfo(number, m_Crafter, false, attrs.ToArray());

            from.Send(new DisplayEquipmentInfo(this, eqInfo));
        }

        private static BaseWeapon m_Fists; // This value holds the default--fist--weapon

        public static BaseWeapon Fists
        {
            get { return m_Fists; }
            set { m_Fists = value; }
        }

        #region ICraftable Members

        public virtual int OnCraft(int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CraftItem craftItem, int resHue)
        {
            Quality = (WeaponQuality)quality;

            if (makersMark)
                Crafter = from;

            PlayerConstructed = true;

            Type resourceType = typeRes;

            if (resourceType == null)
                resourceType = craftItem.Resources.GetAt(0).ItemType;

            if (Core.AOS)
            {
                #region Mondain's Legacy
                if (!craftItem.ForceNonExceptional)
                    Resource = CraftResources.GetFromType(resourceType);
                #endregion

                CraftContext context = craftSystem.GetContext(from);

                if (context != null && context.DoNotColor)
                    Hue = 0;

                // Mondain's Legacy Mod
                if (craftItem != null && !craftItem.ForceNonExceptional)
                {
                    if (tool is BaseRunicTool)
                        ((BaseRunicTool)tool).ApplyAttributesTo(this);
                }

                if (Quality == WeaponQuality.Exceptional)
                {
                    if (Attributes.WeaponDamage > 35)
                        Attributes.WeaponDamage -= 20;
                    else
                        Attributes.WeaponDamage = 15;

                    if (Core.ML)
                    {
                        Attributes.WeaponDamage += (int)(from.Skills.ArmsLore.Value / 20);

                        if (Attributes.WeaponDamage > 50)
                            Attributes.WeaponDamage = 50;

                        from.CheckSkill(SkillName.ArmsLore, 0, 100);
                    }
                }
            }
            else if (tool is BaseRunicTool)
            {
                // Mondain's Legacy Mod
                if (craftItem != null && !craftItem.ForceNonExceptional)
                {
                    CraftResource thisResource = CraftResources.GetFromType(resourceType);

                    if (thisResource == ((BaseRunicTool)tool).Resource)
                    {
                        Resource = thisResource;

                        CraftContext context = craftSystem.GetContext(from);

                        if (context != null && context.DoNotColor)
                            Hue = 0;

                        switch (thisResource)
                        {
                            case CraftResource.DullCopper:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Durable;
                                    AccuracyLevel = WeaponAccuracyLevel.Accurate;
                                    break;
                                }
                            case CraftResource.ShadowIron:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Durable;
                                    DamageLevel = WeaponDamageLevel.Ruin;
                                    break;
                                }
                            case CraftResource.Copper:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Fortified;
                                    DamageLevel = WeaponDamageLevel.Ruin;
                                    AccuracyLevel = WeaponAccuracyLevel.Surpassingly;
                                    break;
                                }
                            case CraftResource.Bronze:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Fortified;
                                    DamageLevel = WeaponDamageLevel.Might;
                                    AccuracyLevel = WeaponAccuracyLevel.Surpassingly;
                                    break;
                                }
                            case CraftResource.Gold:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                                    DamageLevel = WeaponDamageLevel.Force;
                                    AccuracyLevel = WeaponAccuracyLevel.Eminently;
                                    break;
                                }
                            case CraftResource.Agapite:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                                    DamageLevel = WeaponDamageLevel.Power;
                                    AccuracyLevel = WeaponAccuracyLevel.Eminently;
                                    break;
                                }
                            case CraftResource.Verite:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                                    DamageLevel = WeaponDamageLevel.Power;
                                    AccuracyLevel = WeaponAccuracyLevel.Exceedingly;
                                    break;
                                }
                            case CraftResource.Valorite:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                                    DamageLevel = WeaponDamageLevel.Vanq;
                                    AccuracyLevel = WeaponAccuracyLevel.Supremely;
                                    break;
                                }
                        }
                    }
                }
            }

            #region Mondain's Legacy
            if (craftItem != null && !craftItem.ForceNonExceptional)
            {
                CraftResourceInfo resInfo = CraftResources.GetInfo(m_Resource);

                if (resInfo == null)
                    return quality;

                CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

                if (attrInfo == null)
                    return quality;

                if (m_Resource != CraftResource.Heartwood)
                {
                    m_AosAttributes.WeaponDamage += attrInfo.WeaponDamage;
                    m_AosAttributes.WeaponSpeed += attrInfo.WeaponSwingSpeed;
                    m_AosAttributes.AttackChance += attrInfo.WeaponHitChance;
                    m_AosAttributes.RegenHits += attrInfo.WeaponRegenHits;
                    m_AosWeaponAttributes.HitLeechHits += attrInfo.WeaponHitLifeLeech;
                }
                else
                {
                    switch (Utility.Random(6))
                    {
                        case 0: m_AosAttributes.WeaponDamage += attrInfo.WeaponDamage; break;
                        case 1: m_AosAttributes.WeaponSpeed += attrInfo.WeaponSwingSpeed; break;
                        case 2: m_AosAttributes.AttackChance += attrInfo.WeaponHitChance; break;
                        case 3: m_AosAttributes.Luck += attrInfo.WeaponLuck; break;
                        case 4: m_AosWeaponAttributes.LowerStatReq += attrInfo.WeaponLowerRequirements; break;
                        case 5: m_AosWeaponAttributes.HitLeechHits += attrInfo.WeaponHitLifeLeech; break;
                    }
                }
            }
            #endregion

            return quality;
        }

        #endregion

        #region Mondain's Legacy Sets
        public override bool OnDragLift(Mobile from)
        {
            if (Parent is Mobile && from == Parent)
            {
                if (IsSetItem && m_SetEquipped)
                    SetHelper.RemoveSetBonus(from, SetID, this);
            }

            return base.OnDragLift(from);
        }

        public virtual SetItem SetID { get { return SetItem.None; } }
        public virtual int Pieces { get { return 0; } }

        public bool IsSetItem { get { return SetID != SetItem.None; } }

        private int m_SetHue;
        private bool m_SetEquipped;
        private bool m_LastEquipped;

        [CommandProperty(AccessLevel.GameMaster)]
        public int SetHue
        {
            get { return m_SetHue; }
            set { m_SetHue = value; InvalidateProperties(); }
        }

        public bool SetEquipped
        {
            get { return m_SetEquipped; }
            set { m_SetEquipped = value; }
        }

        public bool LastEquipped
        {
            get { return m_LastEquipped; }
            set { m_LastEquipped = value; }
        }

        private AosAttributes m_SetAttributes;
        private AosSkillBonuses m_SetSkillBonuses;
        private int m_SetSelfRepair;

        [CommandProperty(AccessLevel.GameMaster)]
        public AosAttributes SetAttributes
        {
            get { return m_SetAttributes; }
            set { }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public AosSkillBonuses SetSkillBonuses
        {
            get { return m_SetSkillBonuses; }
            set { }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int SetSelfRepair
        {
            get { return m_SetSelfRepair; }
            set { m_SetSelfRepair = value; InvalidateProperties(); }
        }

        public virtual void GetSetProperties(ObjectPropertyList list)
        {
            int prop;

            if ((prop = m_SetSelfRepair) != 0 && WeaponAttributes.SelfRepair == 0)
                list.Add(1060450, prop.ToString()); // self repair ~1_val~	

            SetHelper.GetSetProperties(list, this);
        }
        #endregion
    }

    public enum CheckSlayerResult
    {
        None,
        Slayer,
        Opposition
    }
}
 
1st off that snipet i posted was to replace ALL of that section
so you can remove all of this: (just leaving the start of it and the part afterwards)
Code:
            int oreType;

            switch (m_Resource)
            {
                case CraftResource.DullCopper: oreType = 1053108; break; // dull copper
                case CraftResource.ShadowIron: oreType = 1053107; break; // shadow iron
                case CraftResource.Copper: oreType = 1053106; break; // copper
                case CraftResource.Bronze: oreType = 1053105; break; // bronze
                case CraftResource.Gold: oreType = 1053104; break; // golden
                case CraftResource.Agapite: oreType = 1053103; break; // agapite
                case CraftResource.Verite: oreType = 1053102; break; // verite
                case CraftResource.Valorite: oreType = 1053101; break; // valorite
                case CraftResource.SpinedLeather: oreType = 1061118; break; // spined
                case CraftResource.HornedLeather: oreType = 1061117; break; // horned
                case CraftResource.BarbedLeather: oreType = 1061116; break; // barbed
                case CraftResource.RedScales: oreType = 1060814; break; // red
                case CraftResource.YellowScales: oreType = 1060818; break; // yellow
                case CraftResource.BlackScales: oreType = 1060820; break; // black
                case CraftResource.GreenScales: oreType = 1060819; break; // green
                case CraftResource.WhiteScales: oreType = 1060821; break; // white
                case CraftResource.BlueScales: oreType = 1060815; break; // blue

                #region Mondain's Legacy
                case CraftResource.OakWood: oreType = 1072533; break; // oak
                case CraftResource.AshWood: oreType = 1072534; break; // ash
                case CraftResource.YewWood: oreType = 1072535; break; // yew
                case CraftResource.Heartwood: oreType = 1072536; break; // heartwood
                case CraftResource.Bloodwood: oreType = 1072538; break; // bloodwood
                case CraftResource.Frostwood: oreType = 1072539; break; // frostwood
                #endregion

                default: oreType = 0; break;
            }

            //if (oreType != 0)
            //    list.Add(1053099, "#{0}\t{1}", oreType, GetNameString()); // ~1_oretype~ ~2_armortype~

//Colored Item Name Mod Start

leave this:
Code:
			string oreType = CraftResources.GetName( m_Resource );
			if ( oreType() == "none" || oreType() == "normal" ) oreType = "";
			list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
then remove this:
Code:
//Colored Item Name Mod End
/*            else if (Name == null)
                list.Add(LabelNumber);
            else
                list.Add(Name);
*/
and leave the rest - so it just looks like this when done:
Code:
		public override void AddNameProperty(ObjectPropertyList list)
		{
			string oreType = CraftResources.GetName( m_Resource );
			if ( oreType() == "none" || oreType() == "normal" ) oreType = "";
			list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
			if (!String.IsNullOrEmpty(m_EngravedText)) list.Add(1062613, m_EngravedText);
		}
 

Vorspire

Knight
Extended Localizer simplified explanation:

Once installed, the Localizer will allow you to retrieve the string-value of any Cliloc number, whether that Cliloc used arguments (ie ~1_NOTHING~, ~1_VAL~, etc...) or not.

Basically, when you wrap an ObjectPropertyList with the OPLWrapper class, it will automatically filter each individual Cliloc number (and their custom arguments) and return a list of strings.
This is currently impossible to do without the Localizer.
The main reason I requiested this system from Dominik was because I wanted a simple and efficient way to take the ObjectPropertyList of ANY Item or Mobile and display it in a Gump exactly as it would show on the hover-props.

----

Ok, so what does that have to do with the Item Name variable?
Well that answer is simple;

Not all items in RunUO have a default Name set, infact, a lot of them are NULL, making it very hard to find the name.
The default way RunUO finds the name is via the Item LabelNumber variable, which basically uses the name given to that Item Art by TileData, loaded from the Cliloc files.
Well, we can't do anything with the LabelNumber property in the AddNameProperties and GetProperties methods, so what we do is to use the Localizer to translate the LabelNumber into the valid string representation, which can then be used to set the Item Name variable, ensuring that Item.Name is NEVER null.
This "never null" process is the process outlined in post #1, with all of those edits I suggested to make, etc.

The NEXT step is what you're looking for:

Now we can ensure that the Item.Name variable is never null, we can use it however we like, wherever we like in our Item class code.
All you need to do to set the color of an Item's Name now is:

Code:
public override void AddNameProperties( ObjectPropertyList list )
{
     base.AddNameProperties( list );

     [COLOR="SeaGreen"]/***
     COLOR([COLOR="Red"]RR[/COLOR][COLOR="Green"]GG[/COLOR][COLOR="Blue"]BB[/COLOR])
     #FF0000 == RED
     #FFFFFF == WHITE
     BIG == Large Font (Looks cool)
     ***/[/COLOR]

     list.Add("<BASEFONT COLOR=#FF0000><BIG>" + [COLOR="Blue"]this.Name[/COLOR] + "</BIG><BASEFONT COLOR=#FFFFFFF>");
}

There you have it, the Item Name will appear in the hover-props as a Large Font with Red Color.
 

Nockar

Sorceror
Thanks for the info both of you!!!!!!

Ok, moving forward!

Ok, I made the changes you sugested Lord_Graywofl. I apologies for not understanding what you said to replace the first time. HAHA sorry about that.

This appears to the only error I have left? Maybe. Well at least for this part. I am getting a couple errors from to OPL code to. But i am going to post that in the OPL thread. Then come back here.


Code:
[COLOR="Red"]Errors:
 + Items/Weapons/BaseWeapon.cs:
    CS1501: Line 3591: No overload for method 'GetNameString' takes '0' arguments[/COLOR]

Code:
using System;
using System.Text;
using System.Collections;
using Server.ContextMenus;
using Server.Network;
using Server.Targeting;
using Server.Mobiles;
using Server.Spells;
using Server.Spells.Necromancy;
using Server.Spells.Bushido;
using Server.Spells.Ninjitsu;
using Server.Factions;
using Server.Engines.Craft;
using System.Collections.Generic;
using Server.Spells.Spellweaving;
using Server.Engines.XmlSpawner2;

namespace Server.Items
{
    public interface ISlayer
    {
        SlayerName Slayer { get; set; }
        SlayerName Slayer2 { get; set; }
    }

    //public abstract class BaseWeapon : Item, IWeapon, IFactionItem, ICraftable, ISlayer, IDurability, ISetItem 		//Orignal
    public abstract class BaseWeapon : BaseWearable, IWeapon, IFactionItem, ICraftable, ISlayer, IDurability, ISetItem		// Moded for Xeevis Doubleclick Equip
    {
        private string m_EngravedText;

        [CommandProperty(AccessLevel.GameMaster)]
        public string EngravedText
        {
            get { return m_EngravedText; }
            set { m_EngravedText = value; InvalidateProperties(); }
        }

        #region Factions
        private FactionItem m_FactionState;

        public FactionItem FactionItemState
        {
            get { return m_FactionState; }
            set
            {
                m_FactionState = value;

                if (m_FactionState == null)
                    Hue = CraftResources.GetHue(Resource);

                LootType = (m_FactionState == null ? LootType.Regular : LootType.Blessed);
            }
        }
        #endregion

        /* Weapon internals work differently now (Mar 13 2003)
		 * 
		 * The attributes defined below default to -1.
		 * If the value is -1, the corresponding virtual 'Aos/Old' property is used.
		 * If not, the attribute value itself is used. Here's the list:
		 *  - MinDamage
		 *  - MaxDamage
		 *  - Speed
		 *  - HitSound
		 *  - MissSound
		 *  - StrRequirement, DexRequirement, IntRequirement
		 *  - WeaponType
		 *  - WeaponAnimation
		 *  - MaxRange
		 */

        #region Var declarations

        // Instance values. These values are unique to each weapon.
        private WeaponDamageLevel m_DamageLevel;
        private WeaponAccuracyLevel m_AccuracyLevel;
        private WeaponDurabilityLevel m_DurabilityLevel;
        private WeaponQuality m_Quality;
        private Mobile m_Crafter;
        private Poison m_Poison;
        private int m_PoisonCharges;
        private bool m_Identified;
        private int m_Hits;
        private int m_MaxHits;
        private SlayerName m_Slayer;
        private SlayerName m_Slayer2;

        #region Mondain's Legacy
        private TalismanSlayerName m_Slayer3;
        #endregion

        private SkillMod m_SkillMod, m_MageMod;
        private CraftResource m_Resource;
        private bool m_PlayerConstructed;

        private bool m_Cursed; // Is this weapon cursed via Curse Weapon necromancer spell? Temporary; not serialized.
        private bool m_Consecrated; // Is this weapon blessed via Consecrate Weapon paladin ability? Temporary; not serialized.

        #region Mondain's Legacy
        private bool m_Immolating; // Is this weapon blessed via Immolating Weapon arcanists spell? Temporary; not serialized.
        #endregion

        private AosAttributes m_AosAttributes;
        private AosWeaponAttributes m_AosWeaponAttributes;
        private AosSkillBonuses m_AosSkillBonuses;
        private AosElementAttributes m_AosElementDamages;

        #region SA
        private SAAbsorptionAttributes m_SAAbsorptionAttributes;
        #endregion

        // Overridable values. These values are provided to override the defaults which get defined in the individual weapon scripts.
        private int m_StrReq, m_DexReq, m_IntReq;
        private int m_MinDamage, m_MaxDamage;
        private int m_HitSound, m_MissSound;
        private float m_Speed;
        private int m_MaxRange;
        private SkillName m_Skill;
        private WeaponType m_Type;
        private WeaponAnimation m_Animation;
        #endregion

        #region Virtual Properties
        public virtual WeaponAbility PrimaryAbility { get { return null; } }
        public virtual WeaponAbility SecondaryAbility { get { return null; } }

        public virtual int DefMaxRange { get { return 1; } }
        public virtual int DefHitSound { get { return 0; } }
        public virtual int DefMissSound { get { return 0; } }
        public virtual SkillName DefSkill { get { return SkillName.Swords; } }
        public virtual WeaponType DefType { get { return WeaponType.Slashing; } }
        public virtual WeaponAnimation DefAnimation { get { return WeaponAnimation.Slash1H; } }

        public virtual int AosStrengthReq { get { return 0; } }
        public virtual int AosDexterityReq { get { return 0; } }
        public virtual int AosIntelligenceReq { get { return 0; } }
        public virtual int AosMinDamage { get { return 0; } }
        public virtual int AosMaxDamage { get { return 0; } }
        public virtual int AosSpeed { get { return 0; } }
        public virtual float MlSpeed { get { return 0.0f; } }
        public virtual int AosMaxRange { get { return DefMaxRange; } }
        public virtual int AosHitSound { get { return DefHitSound; } }
        public virtual int AosMissSound { get { return DefMissSound; } }
        public virtual SkillName AosSkill { get { return DefSkill; } }
        public virtual WeaponType AosType { get { return DefType; } }
        public virtual WeaponAnimation AosAnimation { get { return DefAnimation; } }

        public virtual int OldStrengthReq { get { return 0; } }
        public virtual int OldDexterityReq { get { return 0; } }
        public virtual int OldIntelligenceReq { get { return 0; } }
        public virtual int OldMinDamage { get { return 0; } }
        public virtual int OldMaxDamage { get { return 0; } }
        public virtual int OldSpeed { get { return 0; } }
        public virtual int OldMaxRange { get { return DefMaxRange; } }
        public virtual int OldHitSound { get { return DefHitSound; } }
        public virtual int OldMissSound { get { return DefMissSound; } }
        public virtual SkillName OldSkill { get { return DefSkill; } }
        public virtual WeaponType OldType { get { return DefType; } }
        public virtual WeaponAnimation OldAnimation { get { return DefAnimation; } }

        public virtual int InitMinHits { get { return 0; } }
        public virtual int InitMaxHits { get { return 0; } }

        public virtual bool CanFortify { get { return true; } }

        public override int PhysicalResistance { get { return m_AosWeaponAttributes.ResistPhysicalBonus; } }
        public override int FireResistance { get { return m_AosWeaponAttributes.ResistFireBonus; } }
        public override int ColdResistance { get { return m_AosWeaponAttributes.ResistColdBonus; } }
        public override int PoisonResistance { get { return m_AosWeaponAttributes.ResistPoisonBonus; } }
        public override int EnergyResistance { get { return m_AosWeaponAttributes.ResistEnergyBonus; } }

        public virtual SkillName AccuracySkill { get { return SkillName.Tactics; } }

        #region Personal Bless Deed
        private Mobile m_BlessedBy;

        [CommandProperty(AccessLevel.GameMaster)]
        public Mobile BlessedBy
        {
            get { return m_BlessedBy; }
            set { m_BlessedBy = value; InvalidateProperties(); }
        }
        public override void GetContextMenuEntries(Mobile from, List<ContextMenuEntry> list)
        {
            base.GetContextMenuEntries(from, list);

            if (BlessedFor == from && BlessedBy == from && RootParent == from)
                list.Add(new UnBlessEntry(from, this));
        }

        private class UnBlessEntry : ContextMenuEntry
        {
            private Mobile m_From;
            private BaseWeapon m_Weapon; // BaseArmor, BaseWeapon or BaseClothing

            public UnBlessEntry(Mobile from, BaseWeapon weapon)
                : base(6208, -1)
            {
                m_From = from;
                m_Weapon = weapon;
            }

            public override void OnClick()
            {
                m_Weapon.BlessedFor = null;
                m_Weapon.BlessedBy = null;

                Container pack = m_From.Backpack;

                if (pack != null)
                {
                    pack.DropItem(new PersonalBlessDeed(m_From));
                    m_From.SendLocalizedMessage(1062200); // A personal bless deed has been placed in your backpack.
                }
            }
        }
        #endregion
        #endregion

        #region Getters & Setters
        [CommandProperty(AccessLevel.GameMaster)]
        public AosAttributes Attributes
        {
            get { return m_AosAttributes; }
            set { }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public AosWeaponAttributes WeaponAttributes
        {
            get { return m_AosWeaponAttributes; }
            set { }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public AosSkillBonuses SkillBonuses
        {
            get { return m_AosSkillBonuses; }
            set { }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public AosElementAttributes AosElementDamages
        {
            get { return m_AosElementDamages; }
            set { }
        }

	#region SA
        [CommandProperty(AccessLevel.GameMaster)]
        public SAAbsorptionAttributes AbsorptionAttributes
        {
        	get { return m_SAAbsorptionAttributes; }
        	set { }
        }
        #endregion
    
        [CommandProperty(AccessLevel.GameMaster)]
        public bool Cursed
        {
            get { return m_Cursed; }
            set { m_Cursed = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public bool Consecrated
        {
            get { return m_Consecrated; }
            set { m_Consecrated = value; }
        }

        #region Mondain's Legacy
        [CommandProperty(AccessLevel.GameMaster)]
        public bool Immolating
        {
            get { return m_Immolating; }
            set { m_Immolating = value; }
        }
        #endregion

        [CommandProperty(AccessLevel.GameMaster)]
        public bool Identified
        {
            get { return m_Identified; }
            set { m_Identified = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int HitPoints
        {
            get { return m_Hits; }
            set
            {
                if (m_Hits == value)
                    return;

                if (value > m_MaxHits)
                    value = m_MaxHits;

                m_Hits = value;

                InvalidateProperties();
            }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int MaxHitPoints
        {
            get { return m_MaxHits; }
            set { m_MaxHits = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int PoisonCharges
        {
            get { return m_PoisonCharges; }
            set { m_PoisonCharges = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public Poison Poison
        {
            get { return m_Poison; }
            set { m_Poison = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public WeaponQuality Quality
        {
            get { return m_Quality; }
            set { UnscaleDurability(); m_Quality = value; ScaleDurability(); InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public Mobile Crafter
        {
            get { return m_Crafter; }
            set { m_Crafter = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public SlayerName Slayer
        {
            get { return m_Slayer; }
            set { m_Slayer = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public SlayerName Slayer2
        {
            get { return m_Slayer2; }
            set { m_Slayer2 = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public TalismanSlayerName Slayer3
        {
            get { return m_Slayer3; }
            set { m_Slayer3 = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public CraftResource Resource
        {
            get { return m_Resource; }
            set { UnscaleDurability(); m_Resource = value; Hue = CraftResources.GetHue(m_Resource); InvalidateProperties(); ScaleDurability(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public WeaponDamageLevel DamageLevel
        {
            get { return m_DamageLevel; }
            set { m_DamageLevel = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public WeaponDurabilityLevel DurabilityLevel
        {
            get { return m_DurabilityLevel; }
            set { UnscaleDurability(); m_DurabilityLevel = value; InvalidateProperties(); ScaleDurability(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public bool PlayerConstructed
        {
            get { return m_PlayerConstructed; }
            set { m_PlayerConstructed = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int MaxRange
        {
            get { return (m_MaxRange == -1 ? Core.AOS ? AosMaxRange : OldMaxRange : m_MaxRange); }
            set { m_MaxRange = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public WeaponAnimation Animation
        {
            get { return (m_Animation == (WeaponAnimation)(-1) ? Core.AOS ? AosAnimation : OldAnimation : m_Animation); }
            set { m_Animation = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public WeaponType Type
        {
            get { return (m_Type == (WeaponType)(-1) ? Core.AOS ? AosType : OldType : m_Type); }
            set { m_Type = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public SkillName Skill
        {
            get { return (m_Skill == (SkillName)(-1) ? Core.AOS ? AosSkill : OldSkill : m_Skill); }
            set { m_Skill = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int HitSound
        {
            get { return (m_HitSound == -1 ? Core.AOS ? AosHitSound : OldHitSound : m_HitSound); }
            set { m_HitSound = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int MissSound
        {
            get { return (m_MissSound == -1 ? Core.AOS ? AosMissSound : OldMissSound : m_MissSound); }
            set { m_MissSound = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int MinDamage
        {
            get { return (m_MinDamage == -1 ? Core.AOS ? AosMinDamage : OldMinDamage : m_MinDamage); }
            set { m_MinDamage = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int MaxDamage
        {
            get { return (m_MaxDamage == -1 ? Core.AOS ? AosMaxDamage : OldMaxDamage : m_MaxDamage); }
            set { m_MaxDamage = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public float Speed
        {
            get
            {
                if (m_Speed != -1)
                    return m_Speed;

                if (Core.ML)
                    return MlSpeed;
                else if (Core.AOS)
                    return AosSpeed;

                return m_Speed;
            }
            set { m_Speed = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int StrRequirement
        {
            get { return (m_StrReq == -1 ? Core.AOS ? AosStrengthReq : OldStrengthReq : m_StrReq); }
            set { m_StrReq = value; InvalidateProperties(); }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int DexRequirement
        {
            get { return (m_DexReq == -1 ? Core.AOS ? AosDexterityReq : OldDexterityReq : m_DexReq); }
            set { m_DexReq = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int IntRequirement
        {
            get { return (m_IntReq == -1 ? Core.AOS ? AosIntelligenceReq : OldIntelligenceReq : m_IntReq); }
            set { m_IntReq = value; }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public WeaponAccuracyLevel AccuracyLevel
        {
            get
            {
                return m_AccuracyLevel;
            }
            set
            {
                if (m_AccuracyLevel != value)
                {
                    m_AccuracyLevel = value;

                    if (UseSkillMod)
                    {
                        if (m_AccuracyLevel == WeaponAccuracyLevel.Regular)
                        {
                            if (m_SkillMod != null)
                                m_SkillMod.Remove();

                            m_SkillMod = null;
                        }
                        else if (m_SkillMod == null && Parent is Mobile)
                        {
                            m_SkillMod = new DefaultSkillMod(AccuracySkill, true, (int)m_AccuracyLevel * 5);
                            ((Mobile)Parent).AddSkillMod(m_SkillMod);
                        }
                        else if (m_SkillMod != null)
                        {
                            m_SkillMod.Value = (int)m_AccuracyLevel * 5;
                        }
                    }

                    InvalidateProperties();
                }
            }
        }

        #endregion

        public override void OnAfterDuped(Item newItem)
        {
            BaseWeapon weap = newItem as BaseWeapon;

            if (weap == null)
                return;

            weap.m_AosAttributes = new AosAttributes(newItem, m_AosAttributes);
            weap.m_AosElementDamages = new AosElementAttributes(newItem, m_AosElementDamages);
            weap.m_AosSkillBonuses = new AosSkillBonuses(newItem, m_AosSkillBonuses);
            weap.m_AosWeaponAttributes = new AosWeaponAttributes(newItem, m_AosWeaponAttributes);

            #region Mondain's Legacy
            weap.m_SetAttributes = new AosAttributes(newItem, m_SetAttributes);
            weap.m_SetSkillBonuses = new AosSkillBonuses(newItem, m_SetSkillBonuses);
            #endregion

            #region SA
            weap.m_SAAbsorptionAttributes = new SAAbsorptionAttributes( newItem, m_SAAbsorptionAttributes );
            #endregion

        }

        public virtual void UnscaleDurability()
        {
            int scale = 100 + GetDurabilityBonus();

            m_Hits = ((m_Hits * 100) + (scale - 1)) / scale;
            m_MaxHits = ((m_MaxHits * 100) + (scale - 1)) / scale;
            InvalidateProperties();
        }

        public virtual void ScaleDurability()
        {
            int scale = 100 + GetDurabilityBonus();

            m_Hits = ((m_Hits * scale) + 99) / 100;
            m_MaxHits = ((m_MaxHits * scale) + 99) / 100;
            InvalidateProperties();
        }

        public int GetDurabilityBonus()
        {
            int bonus = 0;

            if (m_Quality == WeaponQuality.Exceptional)
                bonus += 20;

            switch (m_DurabilityLevel)
            {
                case WeaponDurabilityLevel.Durable: bonus += 20; break;
                case WeaponDurabilityLevel.Substantial: bonus += 50; break;
                case WeaponDurabilityLevel.Massive: bonus += 70; break;
                case WeaponDurabilityLevel.Fortified: bonus += 100; break;
                case WeaponDurabilityLevel.Indestructible: bonus += 120; break;
            }

            if (Core.AOS)
            {
                bonus += m_AosWeaponAttributes.DurabilityBonus;

                #region Mondain's Legacy
                if (m_Resource == CraftResource.Heartwood)
                    return bonus;
                #endregion

                CraftResourceInfo resInfo = CraftResources.GetInfo(m_Resource);
                CraftAttributeInfo attrInfo = null;

                if (resInfo != null)
                    attrInfo = resInfo.AttributeInfo;

                if (attrInfo != null)
                    bonus += attrInfo.WeaponDurability;
            }

            return bonus;
        }

        public int GetLowerStatReq()
        {
            if (!Core.AOS)
                return 0;

            int v = m_AosWeaponAttributes.LowerStatReq;

            #region Mondain's Legacy
            if (m_Resource == CraftResource.Heartwood)
                return v;
            #endregion

            CraftResourceInfo info = CraftResources.GetInfo(m_Resource);

            if (info != null)
            {
                CraftAttributeInfo attrInfo = info.AttributeInfo;

                if (attrInfo != null)
                    v += attrInfo.WeaponLowerRequirements;
            }

            if (v > 100)
                v = 100;

            return v;
        }

        public static void BlockEquip(Mobile m, TimeSpan duration)
        {
            if (m.BeginAction(typeof(BaseWeapon)))
                new ResetEquipTimer(m, duration).Start();
        }

        private class ResetEquipTimer : Timer
        {
            private Mobile m_Mobile;

            public ResetEquipTimer(Mobile m, TimeSpan duration)
                : base(duration)
            {
                m_Mobile = m;
            }

            protected override void OnTick()
            {
                m_Mobile.EndAction(typeof(BaseWeapon));
            }
        }

        public override bool CheckConflictingLayer(Mobile m, Item item, Layer layer)
        {
            if (base.CheckConflictingLayer(m, item, layer))
                return true;

            if (this.Layer == Layer.TwoHanded && layer == Layer.OneHanded)
            {
                m.SendLocalizedMessage(500214); // You already have something in both hands.
                return true;
            }
            else if (this.Layer == Layer.OneHanded && layer == Layer.TwoHanded && !(item is BaseShield) && !(item is BaseEquipableLight))
            {
                m.SendLocalizedMessage(500215); // You can only wield one weapon at a time.
                return true;
            }

            return false;
        }

        public override bool AllowSecureTrade(Mobile from, Mobile to, Mobile newOwner, bool accepted)
        {
            if (!Ethics.Ethic.CheckTrade(from, to, newOwner, this))
                return false;

            return base.AllowSecureTrade(from, to, newOwner, accepted);
        }

        public virtual Race RequiredRace { get { return null; } }	//On OSI, there are no weapons with race requirements, this is for custom stuff

        #region SA
        public virtual bool CanBeWornByGargoyles { get { return false; } }
        #endregion

        public override bool CanEquip(Mobile from)
        {
            if (!Ethics.Ethic.CheckEquip(from, this))
                return false;

            #region SA
            if (from.Race == Race.Gargoyle && !CanBeWornByGargoyles && from.AccessLevel == AccessLevel.Player)
            {
                from.SendLocalizedMessage(1111708); // Gargoyles can't wear this.
                return false;
            }
            #endregion

            if (RequiredRace != null && from.Race != RequiredRace)
            {
                if (RequiredRace == Race.Elf)
                    from.SendLocalizedMessage(1072203); // Only Elves may use this.

                #region SA
                else if (RequiredRace == Race.Gargoyle)
                    from.SendLocalizedMessage(1111707); // Only gargoyles can wear this.
                #endregion

                else
                    from.SendMessage("Only {0} may use this.", RequiredRace.PluralName);

                return false;
            }
            else if (from.Dex < DexRequirement)
            {
                from.SendMessage("You are not nimble enough to equip that.");
                return false;
            }
            else if (from.Str < AOS.Scale(StrRequirement, 100 - GetLowerStatReq()))
            {
                from.SendLocalizedMessage(500213); // You are not strong enough to equip that.
                return false;
            }
            else if (from.Int < IntRequirement)
            {
                from.SendMessage("You are not smart enough to equip that.");
                return false;
            }
            else if (!from.CanBeginAction(typeof(BaseWeapon)))
            {
                return false;
            }
            #region Personal Bless Deed
            else if (BlessedBy != null && BlessedBy != from)
            {
                from.SendLocalizedMessage(1075277); // That item is blessed by another player.

                return false;
            }
            #endregion


		// XmlAttachment check for CanEquip
		if (!Server.Engines.XmlSpawner2.XmlAttach.CheckCanEquip(this, from))
		{
			return false;
		}
            else
            {
                return base.CanEquip(from);
            }
        }

        public virtual bool UseSkillMod { get { return !Core.AOS; } }

        public override bool OnEquip(Mobile from)
        {
            int strBonus = m_AosAttributes.BonusStr;
            int dexBonus = m_AosAttributes.BonusDex;
            int intBonus = m_AosAttributes.BonusInt;

            if ((strBonus != 0 || dexBonus != 0 || intBonus != 0))
            {
                Mobile m = from;

                string modName = this.Serial.ToString();

                if (strBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Str, modName + "Str", strBonus, TimeSpan.Zero));

                if (dexBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero));

                if (intBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Int, modName + "Int", intBonus, TimeSpan.Zero));
            }

            from.NextCombatTime = DateTime.Now + GetDelay(from);

            if (UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular)
            {
                if (m_SkillMod != null)
                    m_SkillMod.Remove();

                m_SkillMod = new DefaultSkillMod(AccuracySkill, true, (int)m_AccuracyLevel * 5);
                from.AddSkillMod(m_SkillMod);
            }

            if (Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30)
            {
                if (m_MageMod != null)
                    m_MageMod.Remove();

                m_MageMod = new DefaultSkillMod(SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon);
                from.AddSkillMod(m_MageMod);
            }

	// XmlAttachment check for OnEquip
	Server.Engines.XmlSpawner2.XmlAttach.CheckOnEquip(this, from);

            return true;
        }

        public override void OnAdded(object parent)
        {
            base.OnAdded(parent);

            if (parent is Mobile)
            {

	// Set Items Bonuses START
		ItemSets.CheckPartAdded((Mobile)parent, this);
	// Set Items Bonuses END

                Mobile from = (Mobile)parent;

                if (Core.AOS)
                    m_AosSkillBonuses.AddTo(from);

                #region Mondain's Legacy Sets
                if (IsSetItem)
                {
                    m_SetEquipped = SetHelper.FullSetEquipped(from, SetID, Pieces);

                    if (m_SetEquipped)
                    {
                        m_LastEquipped = true;
                        SetHelper.AddSetBonus(from, SetID);
                    }
                }
                #endregion

                from.CheckStatTimers();
                from.Delta(MobileDelta.WeaponDamage);
            }
        }

        public override void OnRemoved(object parent)
        {
            if (parent is Mobile)
            {

	// Set Items Bonuses START
		ItemSets.CheckPartRemoved((Mobile)parent, this);
	// Set Items Bonuses END

                Mobile m = (Mobile)parent;
                BaseWeapon weapon = m.Weapon as BaseWeapon;

                string modName = this.Serial.ToString();

                m.RemoveStatMod(modName + "Str");
                m.RemoveStatMod(modName + "Dex");
                m.RemoveStatMod(modName + "Int");

                if (weapon != null)
                    m.NextCombatTime = DateTime.Now + weapon.GetDelay(m);

                if (UseSkillMod && m_SkillMod != null)
                {
                    m_SkillMod.Remove();
                    m_SkillMod = null;
                }

                if (m_MageMod != null)
                {
                    m_MageMod.Remove();
                    m_MageMod = null;
                }

                if (Core.AOS)
                    m_AosSkillBonuses.Remove();

                m.CheckStatTimers();

                m.Delta(MobileDelta.WeaponDamage);

                #region Mondain's Legacy Sets
                if (IsSetItem && m_SetEquipped)
                    SetHelper.RemoveSetBonus(m, SetID, this);
                #endregion
            }

	// XmlAttachment check for OnRemoved
	Server.Engines.XmlSpawner2.XmlAttach.CheckOnRemoved(this, parent);

            InvalidateProperties();
        }

        public virtual SkillName GetUsedSkill(Mobile m, bool checkSkillAttrs)
        {
            SkillName sk;

            if (checkSkillAttrs && m_AosWeaponAttributes.UseBestSkill != 0)
            {
                double swrd = m.Skills[SkillName.Swords].Value;
                double fenc = m.Skills[SkillName.Fencing].Value;
                double mcng = m.Skills[SkillName.Macing].Value;
                double val;

                sk = SkillName.Swords;
                val = swrd;

                if (fenc > val) { sk = SkillName.Fencing; val = fenc; }
                if (mcng > val) { sk = SkillName.Macing; val = mcng; }
            }
            else if (m_AosWeaponAttributes.MageWeapon != 0)
            {
                if (m.Skills[SkillName.Magery].Value > m.Skills[Skill].Value)
                    sk = SkillName.Magery;
                else
                    sk = Skill;
            }
            else
            {
                sk = Skill;

                if (sk != SkillName.Wrestling && !m.Player && !m.Body.IsHuman && m.Skills[SkillName.Wrestling].Value > m.Skills[sk].Value)
                    sk = SkillName.Wrestling;
            }

            return sk;
        }

        public virtual double GetAttackSkillValue(Mobile attacker, Mobile defender)
        {
            return attacker.Skills[GetUsedSkill(attacker, true)].Value;
        }

        public virtual double GetDefendSkillValue(Mobile attacker, Mobile defender)
        {
            return defender.Skills[GetUsedSkill(defender, true)].Value;
        }

        private static bool CheckAnimal(Mobile m, Type type)
        {
            return AnimalForm.UnderTransformation(m, type);
        }

        public virtual bool CheckHit(Mobile attacker, Mobile defender)
        {
            BaseWeapon atkWeapon = attacker.Weapon as BaseWeapon;
            BaseWeapon defWeapon = defender.Weapon as BaseWeapon;

            Skill atkSkill = attacker.Skills[atkWeapon.Skill];
            Skill defSkill = defender.Skills[defWeapon.Skill];

            double atkValue = atkWeapon.GetAttackSkillValue(attacker, defender);
            double defValue = defWeapon.GetDefendSkillValue(attacker, defender);

            double ourValue, theirValue;

            int bonus = GetHitChanceBonus();

            #region SA
            if (atkWeapon is BaseThrown)
            {
                int min = ((BaseThrown)atkWeapon).MinThrowRange;
                int throwchances = 0;

                if (attacker.InRange(defender, 1))
                    throwchances -= 12 - (int)(attacker.Skills[SkillName.Swords].Value / 10);
                else if (!attacker.InRange(defender, min - 1))
                    throwchances -= 12;

                BaseShield shield = attacker.FindItemOnLayer(Layer.TwoHanded) as BaseShield;

                if (shield != null)
                {
                    throwchances -= 12 - (int)(attacker.Skills[SkillName.Parry].Value / 10);
                    throwchances -= Math.Max(0, (10 - (attacker.Dex / 10)));
                }

                if (throwchances < 0)
                    throwchances = 0;

                bonus += throwchances;
            }
            #endregion

            if (Core.AOS)
            {
                if (atkValue <= -20.0)
                    atkValue = -19.9;

                if (defValue <= -20.0)
                    defValue = -19.9;

                // Hit Chance Increase = 45%
                int atkChance = AosAttributes.GetValue(attacker, AosAttribute.AttackChance);
                if (atkChance > 45)
                    atkChance = 45;

                bonus += atkChance;

                if (Spells.Chivalry.DivineFurySpell.UnderEffect(attacker))
                    bonus += 10; // attacker gets 10% bonus when they're under divine fury

                if (CheckAnimal(attacker, typeof(GreyWolf)) || CheckAnimal(attacker, typeof(BakeKitsune)))
                    bonus += 20; // attacker gets 20% bonus when under Wolf or Bake Kitsune form

                if (HitLower.IsUnderAttackEffect(attacker))
                    bonus -= 25; // Under Hit Lower Attack effect -> 25% malus

                WeaponAbility ability = WeaponAbility.GetCurrentAbility(attacker);

                if (ability != null)
                    bonus += ability.AccuracyBonus;

                SpecialMove move = SpecialMove.GetCurrentMove(attacker);

                if (move != null)
                    bonus += move.GetAccuracyBonus(attacker);

                // Max Hit Chance Increase = 45%
                if (bonus > 45)
                    bonus = 45;

                ourValue = (atkValue + 20.0) * (100 + bonus);

                bonus = AosAttributes.GetValue(defender, AosAttribute.DefendChance);

                if (Spells.Chivalry.DivineFurySpell.UnderEffect(defender))
                    bonus -= 20; // defender loses 20% bonus when they're under divine fury

                if (HitLower.IsUnderDefenseEffect(defender))
                    bonus -= 25; // Under Hit Lower Defense effect -> 25% malus

                int blockBonus = 0;

                if (Block.GetBonus(defender, ref blockBonus))
                    bonus += blockBonus;

                int surpriseMalus = 0;

                if (SurpriseAttack.GetMalus(defender, ref surpriseMalus))
                    bonus -= surpriseMalus;

                int discordanceEffect = 0;

                // Defender loses -0/-28% if under the effect of Discordance.
                if (SkillHandlers.Discordance.GetEffect(attacker, ref discordanceEffect))
                    bonus -= discordanceEffect;

                // Defense Chance Increase = 45%
                if (bonus > 45)
                    bonus = 45;

                theirValue = (defValue + 20.0) * (100 + bonus);

                bonus = 0;
            }
            else
            {
                if (atkValue <= -50.0)
                    atkValue = -49.9;

                if (defValue <= -50.0)
                    defValue = -49.9;

                ourValue = (atkValue + 50.0);
                theirValue = (defValue + 50.0);
            }

            double chance = ourValue / (theirValue * 2.0);

            chance *= 1.0 + ((double)bonus / 100);

            if (Core.AOS && chance < 0.02)
                chance = 0.02;

            return attacker.CheckSkill(atkSkill.SkillName, chance);
        }

        public virtual TimeSpan GetDelay(Mobile m)
        {
            double speed = this.Speed;

            if (speed == 0)
                return TimeSpan.FromHours(1.0);

            double delayInSeconds;

            if (Core.SE)
            {
                /*
                 * This is likely true for Core.AOS as well... both guides report the same
                 * formula, and both are wrong.
                 * The old formula left in for AOS for legacy & because we aren't quite 100%
                 * Sure that AOS has THIS formula
                 */

                // Swing speed bonus
                int bonus = AosAttributes.GetValue(m, AosAttribute.WeaponSpeed);

                if (Spells.Chivalry.DivineFurySpell.UnderEffect(m))
                    bonus += 10;

                // Bonus granted by successful use of Honorable Execution.
                bonus += HonorableExecution.GetSwingBonus(m);

                if (DualWield.Registry.Contains(m))
                    bonus += ((DualWield.DualWieldTimer)DualWield.Registry[m]).BonusSwingSpeed;

                if (Feint.Registry.Contains(m))
                    bonus -= ((Feint.FeintTimer)Feint.Registry[m]).SwingSpeedReduction;

                TransformContext context = TransformationSpellHelper.GetContext(m);

                if (context != null && context.Spell is ReaperFormSpell)
                    bonus += ((ReaperFormSpell)context.Spell).SwingSpeedBonus;

                int discordanceEffect = 0;

                // Discordance gives a malus of -0/-28% to swing speed.
                if (SkillHandlers.Discordance.GetEffect(m, ref discordanceEffect))
                    bonus -= discordanceEffect;

                if (EssenceOfWindSpell.IsDebuffed(m))
                    bonus -= EssenceOfWindSpell.GetSSIMalus(m);

                if (bonus > 60)
                    bonus = 60;

                double ticks;

                if (Core.ML)
                {
                    int stamTicks = m.Stam / 30;

                    ticks = speed * 4;
                    ticks = Math.Floor((ticks - stamTicks) * (100.0 / (100 + bonus)));
                }
                else
                {
                    speed = Math.Floor(speed * (bonus + 100.0) / 100.0);

                    if (speed <= 0)
                        speed = 1;

                    ticks = Math.Floor((80000.0 / ((m.Stam + 100) * speed)) - 2);
                }

                // Swing speed currently capped at one swing every 1.25 seconds (5 ticks).
                if (ticks < 5)
                    ticks = 5;

                delayInSeconds = ticks * 0.25;
            }
            else if (Core.AOS)
            {
                int v = (m.Stam + 100) * (int)speed;

                int bonus = AosAttributes.GetValue(m, AosAttribute.WeaponSpeed);

                if (Spells.Chivalry.DivineFurySpell.UnderEffect(m))
                    bonus += 10;

                int discordanceEffect = 0;

                // Discordance gives a malus of -0/-28% to swing speed.
                if (SkillHandlers.Discordance.GetEffect(m, ref discordanceEffect))
                    bonus -= discordanceEffect;

                v += AOS.Scale(v, bonus);

                if (v <= 0)
                    v = 1;

                delayInSeconds = Math.Floor(40000.0 / v) * 0.5;

                // Maximum swing rate capped at one swing per second 
                // OSI dev said that it has and is supposed to be 1.25
                if (delayInSeconds < 1.25)
                    delayInSeconds = 1.25;
            }
            else
            {
                int v = (m.Stam + 100) * (int)speed;

                if (v <= 0)
                    v = 1;

                delayInSeconds = 15000.0 / v;
            }

            return TimeSpan.FromSeconds(delayInSeconds);
        }

        public virtual void OnBeforeSwing(Mobile attacker, Mobile defender)
        {
            WeaponAbility a = WeaponAbility.GetCurrentAbility(attacker);

            if (a != null && !a.OnBeforeSwing(attacker, defender))
                WeaponAbility.ClearCurrentAbility(attacker);

            SpecialMove move = SpecialMove.GetCurrentMove(attacker);

            if (move != null && !move.OnBeforeSwing(attacker, defender))
                SpecialMove.ClearCurrentMove(attacker);
        }

        public virtual TimeSpan OnSwing(Mobile attacker, Mobile defender)
        {
            return OnSwing(attacker, defender, 1.0);
        }

        public virtual TimeSpan OnSwing(Mobile attacker, Mobile defender, double damageBonus)
        {
            bool canSwing = true;

            if (Core.AOS)
            {
                canSwing = (!attacker.Paralyzed && !attacker.Frozen && !attacker.Sleep); // SA Mysticism Edit

                if (canSwing)
                {
                    Spell sp = attacker.Spell as Spell;

                    canSwing = (sp == null || !sp.IsCasting || !sp.BlocksMovement);
                }

                if (canSwing)
                {
                    PlayerMobile p = attacker as PlayerMobile;

                    canSwing = (p == null || p.PeacedUntil <= DateTime.Now);
                }
            }

            if (canSwing && attacker.HarmfulCheck(defender))
            {
                attacker.DisruptiveAction();

                if (attacker.NetState != null)
                    attacker.Send(new Swing(0, attacker, defender));

                if (attacker is BaseCreature)
                {
                    BaseCreature bc = (BaseCreature)attacker;
                    WeaponAbility ab = bc.GetWeaponAbility();

                    if (ab != null)
                    {
                        if (bc.WeaponAbilityChance > Utility.RandomDouble())
                            WeaponAbility.SetCurrentAbility(bc, ab);
                        else
                            WeaponAbility.ClearCurrentAbility(bc);
                    }
                }

                if (CheckHit(attacker, defender))
                    OnHit(attacker, defender, damageBonus);
                else
                    OnMiss(attacker, defender);
            }

            return GetDelay(attacker);
        }

        #region Sounds
        public virtual int GetHitAttackSound(Mobile attacker, Mobile defender)
        {
            int sound = attacker.GetAttackSound();

            if (sound == -1)
                sound = HitSound;

            return sound;
        }

        public virtual int GetHitDefendSound(Mobile attacker, Mobile defender)
        {
            return defender.GetHurtSound();
        }

        public virtual int GetMissAttackSound(Mobile attacker, Mobile defender)
        {
            if (attacker.GetAttackSound() == -1)
                return MissSound;
            else
                return -1;
        }

        public virtual int GetMissDefendSound(Mobile attacker, Mobile defender)
        {
            return -1;
        }
        #endregion

        public static bool CheckParry(Mobile defender)
        {
            if (defender == null)
                return false;

            BaseShield shield = defender.FindItemOnLayer(Layer.TwoHanded) as BaseShield;

            double parry = defender.Skills[SkillName.Parry].Value;
            double bushidoNonRacial = defender.Skills[SkillName.Bushido].NonRacialValue;
            double bushido = defender.Skills[SkillName.Bushido].Value;

            if (shield != null)
            {
                double chance = (parry - bushidoNonRacial) / 400.0;	// As per OSI, no negitive effect from the Racial stuffs, ie, 120 parry and '0' bushido with humans

                if (chance < 0) // chance shouldn't go below 0
                    chance = 0;

                // Parry/Bushido over 100 grants a 5% bonus.
                if (parry >= 100.0 || bushido >= 100.0)
                    chance += 0.05;

                // Evasion grants a variable bonus post ML. 50% prior.
                if (Evasion.IsEvading(defender))
                    chance *= Evasion.GetParryScalar(defender);

                // Low dexterity lowers the chance.
                if (defender.Dex < 80)
                    chance = chance * (20 + defender.Dex) / 100;

                return defender.CheckSkill(SkillName.Parry, chance);
            }
            else if (!(defender.Weapon is Fists) && !(defender.Weapon is BaseRanged))
            {
                BaseWeapon weapon = defender.Weapon as BaseWeapon;

                double divisor = (weapon.Layer == Layer.OneHanded) ? 48000.0 : 41140.0;

                double chance = (parry * bushido) / divisor;

                double aosChance = parry / 800.0;

                // Parry or Bushido over 100 grant a 5% bonus.
                if (parry >= 100.0)
                {
                    chance += 0.05;
                    aosChance += 0.05;
                }
                else if (bushido >= 100.0)
                {
                    chance += 0.05;
                }

                // Evasion grants a variable bonus post ML. 50% prior.
                if (Evasion.IsEvading(defender))
                    chance *= Evasion.GetParryScalar(defender);

                // Low dexterity lowers the chance.
                if (defender.Dex < 80)
                    chance = chance * (20 + defender.Dex) / 100;

                if (chance > aosChance)
                    return defender.CheckSkill(SkillName.Parry, chance);
                else
                    return (aosChance > Utility.RandomDouble()); // Only skillcheck if wielding a shield & there's no effect from Bushido
            }

            return false;
        }

        public virtual int AbsorbDamageAOS(Mobile attacker, Mobile defender, int damage)
        {
            bool blocked = false;
	    int originaldamage = damage; // XMLSpawner

            if (defender.Player || defender.Body.IsHuman)
            {
                blocked = CheckParry(defender);

                if (blocked)
                {
                    defender.FixedEffect(0x37B9, 10, 16);
                    damage = 0;

                    // Successful block removes the Honorable Execution penalty.
                    HonorableExecution.RemovePenalty(defender);

                    if (CounterAttack.IsCountering(defender))
                    {
                        BaseWeapon weapon = defender.Weapon as BaseWeapon;

                        if (weapon != null)
                        {
                            defender.FixedParticles(0x3779, 1, 15, 0x158B, 0x0, 0x3, EffectLayer.Waist);
                            weapon.OnSwing(defender, attacker);
                        }

                        CounterAttack.StopCountering(defender);
                    }

                    if (Confidence.IsConfident(defender))
                    {
                        defender.SendLocalizedMessage(1063117); // Your confidence reassures you as you successfully block your opponent's blow.

                        double bushido = defender.Skills.Bushido.Value;

                        defender.Hits += Utility.RandomMinMax(1, (int)(bushido / 12));
                        defender.Stam += Utility.RandomMinMax(1, (int)(bushido / 5));
                    }

                    BaseShield shield = defender.FindItemOnLayer(Layer.TwoHanded) as BaseShield;

                    if (shield != null)
                    {
                        shield.OnHit(this, damage);

	// XmlAttachment check for OnArmorHit
	Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, shield, this, originaldamage);

                    }
                }
            }

            if (!blocked)
            {
                double positionChance = Utility.RandomDouble();

                Item armorItem;

                if (positionChance < 0.07)
                    armorItem = defender.NeckArmor;
                else if (positionChance < 0.14)
                    armorItem = defender.HandArmor;
                else if (positionChance < 0.28)
                    armorItem = defender.ArmsArmor;
                else if (positionChance < 0.43)
                    armorItem = defender.HeadArmor;
                else if (positionChance < 0.65)
                    armorItem = defender.LegsArmor;
                else
                    armorItem = defender.ChestArmor;

                IWearableDurability armor = armorItem as IWearableDurability;

                if (armor != null)
                    armor.OnHit(this, damage); // call OnHit to lose durability

		// XmlAttachment check for OnArmorHit
		damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armorItem, this, originaldamage);
            }

            return damage;
        }

        public virtual int AbsorbDamage(Mobile attacker, Mobile defender, int damage)
        {
            if (Core.AOS)
                return AbsorbDamageAOS(attacker, defender, damage);

            double chance = Utility.RandomDouble();

            Item armorItem;

            if (chance < 0.07)
                armorItem = defender.NeckArmor;
            else if (chance < 0.14)
                armorItem = defender.HandArmor;
            else if (chance < 0.28)
                armorItem = defender.ArmsArmor;
            else if (chance < 0.43)
                armorItem = defender.HeadArmor;
            else if (chance < 0.65)
                armorItem = defender.LegsArmor;
            else
                armorItem = defender.ChestArmor;

            IWearableDurability armor = armorItem as IWearableDurability;

            if (armor != null)
                damage = armor.OnHit(this, damage);

            BaseShield shield = defender.FindItemOnLayer(Layer.TwoHanded) as BaseShield;
            if (shield != null)
                damage = shield.OnHit(this, damage);

	// XmlAttachment check for OnArmorHit
	damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armorItem, this, damage);
	damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, shield, this, damage);

            int virtualArmor = defender.VirtualArmor + defender.VirtualArmorMod;

            if (virtualArmor > 0)
            {
                double scalar;

                if (chance < 0.14)
                    scalar = 0.07;
                else if (chance < 0.28)
                    scalar = 0.14;
                else if (chance < 0.43)
                    scalar = 0.15;
                else if (chance < 0.65)
                    scalar = 0.22;
                else
                    scalar = 0.35;

                int from = (int)(virtualArmor * scalar) / 2;
                int to = (int)(virtualArmor * scalar);

                damage -= Utility.Random(from, (to - from) + 1);
            }

            return damage;
        }

        public virtual int GetPackInstinctBonus(Mobile attacker, Mobile defender)
        {
            if (attacker.Player || defender.Player)
                return 0;

            BaseCreature bc = attacker as BaseCreature;

            if (bc == null || bc.PackInstinct == PackInstinct.None || (!bc.Controlled && !bc.Summoned))
                return 0;

            Mobile master = bc.ControlMaster;

            if (master == null)
                master = bc.SummonMaster;

            if (master == null)
                return 0;

            int inPack = 1;

            foreach (Mobile m in defender.GetMobilesInRange(1))
            {
                if (m != attacker && m is BaseCreature)
                {
                    BaseCreature tc = (BaseCreature)m;

                    if ((tc.PackInstinct & bc.PackInstinct) == 0 || (!tc.Controlled && !tc.Summoned))
                        continue;

                    Mobile theirMaster = tc.ControlMaster;

                    if (theirMaster == null)
                        theirMaster = tc.SummonMaster;

                    if (master == theirMaster && tc.Combatant == defender)
                        ++inPack;
                }
            }

            if (inPack >= 5)
                return 100;
            else if (inPack >= 4)
                return 75;
            else if (inPack >= 3)
                return 50;
            else if (inPack >= 2)
                return 25;

            return 0;
        }

        private static bool m_InDoubleStrike;

        public static bool InDoubleStrike
        {
            get { return m_InDoubleStrike; }
            set { m_InDoubleStrike = value; }
        }

        public void OnHit(Mobile attacker, Mobile defender)
        {
            OnHit(attacker, defender, 1.0);
        }

        public virtual void OnHit(Mobile attacker, Mobile defender, double damageBonus)
        {
            if (MirrorImage.HasClone(defender) && (defender.Skills.Ninjitsu.Value / 150.0) > Utility.RandomDouble())
            {
                Clone bc;

                foreach (Mobile m in defender.GetMobilesInRange(4))
                {
                    bc = m as Clone;

                    if (bc != null && bc.Summoned && bc.SummonMaster == defender)
                    {
                        attacker.SendLocalizedMessage(1063141); // Your attack has been diverted to a nearby mirror image of your target!
                        defender.SendLocalizedMessage(1063140); // You manage to divert the attack onto one of your nearby mirror images.

                        /*
                         * TODO: What happens if the Clone parries a blow?
                         * And what about if the attacker is using Honorable Execution
                         * and kills it?
                         */

                        defender = m;
                        break;
                    }
                }
            }

            PlaySwingAnimation(attacker);
            PlayHurtAnimation(defender);

            attacker.PlaySound(GetHitAttackSound(attacker, defender));
            defender.PlaySound(GetHitDefendSound(attacker, defender));

            int damage = ComputeDamage(attacker, defender);

            #region Damage Multipliers
            /*
			 * The following damage bonuses multiply damage by a factor.
			 * Capped at x3 (300%).
			 */
            //double factor = 1.0;
            int percentageBonus = 0;

            WeaponAbility a = WeaponAbility.GetCurrentAbility(attacker);
            SpecialMove move = SpecialMove.GetCurrentMove(attacker);

            if (a != null)
            {
                //factor *= a.DamageScalar;
                percentageBonus += (int)(a.DamageScalar * 100) - 100;
            }

            if (move != null)
            {
                //factor *= move.GetDamageScalar( attacker, defender );
                percentageBonus += (int)(move.GetDamageScalar(attacker, defender) * 100) - 100;
            }

            //factor *= damageBonus;
            percentageBonus += (int)(damageBonus * 100) - 100;

            CheckSlayerResult cs = CheckSlayers(attacker, defender);

            if (cs != CheckSlayerResult.None)
            {
                if (cs == CheckSlayerResult.Slayer)
                    defender.FixedEffect(0x37B9, 10, 5);

                //factor *= 2.0;
                percentageBonus += 100;
            }

            if (!attacker.Player)
            {
                if (defender is PlayerMobile)
                {
                    PlayerMobile pm = (PlayerMobile)defender;

                    if (pm.EnemyOfOneType != null && pm.EnemyOfOneType != attacker.GetType())
                    {
                        //factor *= 2.0;
                        percentageBonus += 100;
                    }
                }
            }
            else if (!defender.Player)
            {
                if (attacker is PlayerMobile)
                {
                    PlayerMobile pm = (PlayerMobile)attacker;

                    if (pm.WaitingForEnemy)
                    {
                        pm.EnemyOfOneType = defender.GetType();
                        pm.WaitingForEnemy = false;
                    }

                    if (pm.EnemyOfOneType == defender.GetType())
                    {
                        defender.FixedEffect(0x37B9, 10, 5, 1160, 0);
                        //factor *= 1.5;
                        percentageBonus += 50;
                    }
                }
            }

            int packInstinctBonus = GetPackInstinctBonus(attacker, defender);

            if (packInstinctBonus != 0)
            {
                //factor *= 1.0 + (double)packInstinctBonus / 100.0;
                percentageBonus += packInstinctBonus;
            }

            if (m_InDoubleStrike)
            {
                //factor *= 0.9; // 10% loss when attacking with double-strike
                percentageBonus -= 10;
            }

            TransformContext context = TransformationSpellHelper.GetContext(defender);

            if ((m_Slayer == SlayerName.Silver || m_Slayer2 == SlayerName.Silver) && context != null && context.Spell is NecromancerSpell && context.Type != typeof(HorrificBeastSpell))
            {
                //factor *= 1.25; // Every necromancer transformation other than horrific beast takes an additional 25% damage
                percentageBonus += 25;
            }

            if (attacker is PlayerMobile && !(Core.ML && defender is PlayerMobile))
            {
                PlayerMobile pmAttacker = (PlayerMobile)attacker;

                if (pmAttacker.HonorActive && pmAttacker.InRange(defender, 1))
                {
                    //factor *= 1.25;
                    percentageBonus += 25;
                }

                if (pmAttacker.SentHonorContext != null && pmAttacker.SentHonorContext.Target == defender)
                {
                    //pmAttacker.SentHonorContext.ApplyPerfectionDamageBonus( ref factor );
                    percentageBonus += pmAttacker.SentHonorContext.PerfectionDamageBonus;
                }
            }

            #region SA
            percentageBonus += BattleLust.GetBonus( attacker, defender );
    
            if ( this is BaseThrown )
            {
                int max = ((BaseThrown)this).MaxThrowRange;
    
                if ( attacker.InRange( defender, max ) )
                    percentageBonus += -47;
            }
            #endregion

            //if ( factor > 3.0 )
            //	factor = 3.0;

            #region Mondain's Legacy
            if (Core.ML)
            {
                BaseTalisman talisman = attacker.Talisman as BaseTalisman;

                if (talisman != null && talisman.Killer != null)
                    percentageBonus += talisman.Killer.DamageBonus(defender);

                if (this is ButchersWarCleaver)
                {
                    if (defender is Bull || defender is Cow || defender is Gaman)
                        percentageBonus += 100;
                }
            }
            #endregion

            percentageBonus = Math.Min(percentageBonus, 300);

            //damage = (int)(damage * factor);
            damage = AOS.Scale(damage, 100 + percentageBonus);
            #endregion

            if (attacker is BaseCreature)
                ((BaseCreature)attacker).AlterMeleeDamageTo(defender, ref damage);

            if (defender is BaseCreature)
                ((BaseCreature)defender).AlterMeleeDamageFrom(attacker, ref damage);

            damage = AbsorbDamage(attacker, defender, damage);

            if (!Core.AOS && damage < 1)
                damage = 1;
            else if (Core.AOS && damage == 0) // parried
            {
                if (a != null && a.Validate(attacker) /*&& a.CheckMana( attacker, true )*/ ) // Parried special moves have no mana cost 
                {
                    a = null;
                    WeaponAbility.ClearCurrentAbility(attacker);

                    attacker.SendLocalizedMessage(1061140); // Your attack was parried!
                }

                #region SA
                if ( AosArmorAttributes.GetValue( defender, AosArmorAttribute.ReactiveParalyze ) > Utility.RandomMinMax( 1, 100 ) )
                    attacker.Paralyze( TimeSpan.FromSeconds( 3 ) );
                #endregion

            }

            #region Mondain's Legacy
            if (m_Immolating)
            {
                int d = ImmolatingWeaponSpell.GetDamage(this);
                d = AOS.Damage(defender, attacker, d, 0, 100, 0, 0, 0);

                AttuneWeaponSpell.TryAbsorb(defender, ref d);

                if (d > 0)
                    defender.Damage(d);
            }
            #endregion

            AddBlood(attacker, defender, damage);

            int phys, fire, cold, pois, nrgy, chaos, direct;

            GetDamageTypes(attacker, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);

            if (Core.ML && this is BaseRanged)
            {
                BaseQuiver quiver = attacker.FindItemOnLayer(Layer.Cloak) as BaseQuiver;

                if (quiver != null)
                    quiver.AlterBowDamage(ref phys, ref fire, ref cold, ref pois, ref nrgy, ref chaos, ref direct);
            }

            if (m_Consecrated)
            {
                phys = defender.PhysicalResistance;
                fire = defender.FireResistance;
                cold = defender.ColdResistance;
                pois = defender.PoisonResistance;
                nrgy = defender.EnergyResistance;

                int low = phys, type = 0;

                if (fire < low) { low = fire; type = 1; }
                if (cold < low) { low = cold; type = 2; }
                if (pois < low) { low = pois; type = 3; }
                if (nrgy < low) { low = nrgy; type = 4; }

                phys = fire = cold = pois = nrgy = chaos = direct = 0;

                if (type == 0) phys = 100;
                else if (type == 1) fire = 100;
                else if (type == 2) cold = 100;
                else if (type == 3) pois = 100;
                else if (type == 4) nrgy = 100;
            }

            int damageGiven = damage;

            if (a != null && !a.OnBeforeDamage(attacker, defender))
            {
                WeaponAbility.ClearCurrentAbility(attacker);
                a = null;
            }

            if (move != null && !move.OnBeforeDamage(attacker, defender))
            {
                SpecialMove.ClearCurrentMove(attacker);
                move = null;
            }

            bool ignoreArmor = (a is ArmorIgnore || (move != null && move.IgnoreArmor(attacker)));

            damageGiven = AOS.Damage(defender, attacker, damage, ignoreArmor, phys, fire, cold, pois, nrgy, chaos, direct, false, this is BaseRanged);

            double propertyBonus = (move == null) ? 1.0 : move.GetPropertyBonus(attacker);

            if (Core.AOS)
            {
                int lifeLeech = 0;
                int stamLeech = 0;
                int manaLeech = 0;
                int wraithLeech = 0;

                // Mondain's Legacy Mod
                if ((int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLeechHits) * propertyBonus) > Utility.Random(100))
                    lifeLeech += 30; // HitLeechHits% chance to leech 30% of damage as hit points

                // Mondain's Legacy Mod
                if ((int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLeechStam) * propertyBonus) > Utility.Random(100))
                    stamLeech += 100; // HitLeechStam% chance to leech 100% of damage as stamina

                // Mondain's Legacy Mod
                if ((int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLeechMana) * propertyBonus) > Utility.Random(100))
                    manaLeech += 40; // HitLeechMana% chance to leech 40% of damage as mana

                if (m_Cursed)
                    lifeLeech += 50; // Additional 50% life leech for cursed weapons (necro spell)

                context = TransformationSpellHelper.GetContext(attacker);

                if (context != null && context.Type == typeof(VampiricEmbraceSpell))
                    lifeLeech += 20; // Vampiric embrace gives an additional 20% life leech

                if (context != null && context.Type == typeof(WraithFormSpell))
                {
                    wraithLeech = (5 + (int)((15 * attacker.Skills.SpiritSpeak.Value) / 100)); // Wraith form gives an additional 5-20% mana leech

                    // Mana leeched by the Wraith Form spell is actually stolen, not just leeched.
                    defender.Mana -= AOS.Scale(damageGiven, wraithLeech);

                    manaLeech += wraithLeech;
                }

                if (lifeLeech != 0)
                    attacker.Hits += AOS.Scale(damageGiven, lifeLeech);

                if (stamLeech != 0)
                    attacker.Stam += AOS.Scale(damageGiven, stamLeech);

                if (manaLeech != 0)
                    attacker.Mana += AOS.Scale(damageGiven, manaLeech);

                if (lifeLeech != 0 || stamLeech != 0 || manaLeech != 0)
                    attacker.PlaySound(0x44D);
            }

            if (m_MaxHits > 0 && ((MaxRange <= 1 && (defender is Slime || defender is ToxicElemental)) || Utility.Random(25) == 0)) // Stratics says 50% chance, seems more like 4%..
            {
                if (MaxRange <= 1 && (defender is Slime || defender is ToxicElemental))
                    attacker.LocalOverheadMessage(MessageType.Regular, 0x3B2, 500263); // *Acid blood scars your weapon!*

                // Mondain's Legacy Sets
                if (Core.AOS && m_AosWeaponAttributes.SelfRepair + (IsSetItem && m_SetEquipped ? m_SetSelfRepair : 0) > Utility.Random(10))
                {
                    HitPoints += 2;
                }
                else
                {
                    if (m_Hits > 0)
                    {
                        --HitPoints;
                    }
                    else if (m_MaxHits > 1)
                    {
                        --MaxHitPoints;

                        if (Parent is Mobile)
                            ((Mobile)Parent).LocalOverheadMessage(MessageType.Regular, 0x3B2, 1061121); // Your equipment is severely damaged.
                    }
                    else
                    {
                        Delete();
                    }
                }
            }

            if (attacker is VampireBatFamiliar)
            {
                BaseCreature bc = (BaseCreature)attacker;
                Mobile caster = bc.ControlMaster;

                if (caster == null)
                    caster = bc.SummonMaster;

                if (caster != null && caster.Map == bc.Map && caster.InRange(bc, 2))
                    caster.Hits += damage;
                else
                    bc.Hits += damage;
            }

            if (Core.AOS)
            {
                // Mondain's Legacy Mod
                int physChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitPhysicalArea) * propertyBonus);
                int fireChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitFireArea) * propertyBonus);
                int coldChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitColdArea) * propertyBonus);
                int poisChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitPoisonArea) * propertyBonus);
                int nrgyChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitEnergyArea) * propertyBonus);

                if (physChance != 0 && physChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x10E, 50, 100, 0, 0, 0, 0);

                if (fireChance != 0 && fireChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x11D, 1160, 0, 100, 0, 0, 0);

                if (coldChance != 0 && coldChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x0FC, 2100, 0, 0, 100, 0, 0);

                if (poisChance != 0 && poisChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x205, 1166, 0, 0, 0, 100, 0);

                if (nrgyChance != 0 && nrgyChance > Utility.Random(100))
                    DoAreaAttack(attacker, defender, 0x1F1, 120, 0, 0, 0, 0, 100);

                // Mondain's Legacy Mod
                int maChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitMagicArrow) * propertyBonus);
                int harmChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitHarm) * propertyBonus);
                int fireballChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitFireball) * propertyBonus);
                int lightningChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLightning) * propertyBonus);
                int dispelChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitDispel) * propertyBonus);

                #region SA
                int curseChance = (int)(m_AosWeaponAttributes.HitCurse * propertyBonus);
                int fatigueChance = (int)(m_AosWeaponAttributes.HitFatigue * propertyBonus);
                int manadrainChance = (int)(m_AosWeaponAttributes.HitManaDrain * propertyBonus);
                #endregion

                if (maChance != 0 && maChance > Utility.Random(100))
                    DoMagicArrow(attacker, defender);

                if (harmChance != 0 && harmChance > Utility.Random(100))
                    DoHarm(attacker, defender);

                if (fireballChance != 0 && fireballChance > Utility.Random(100))
                    DoFireball(attacker, defender);

                if (lightningChance != 0 && lightningChance > Utility.Random(100))
                    DoLightning(attacker, defender);

                if (dispelChance != 0 && dispelChance > Utility.Random(100))
                    DoDispel(attacker, defender);

                #region SA
                if (curseChance != 0 && curseChance > Utility.Random(100))
                    DoCurse(attacker, defender);
    
                if (fatigueChance != 0 && fatigueChance > Utility.Random(100))
                    DoFatigue(attacker, defender, damageGiven);
  
                if (manadrainChance != 0 && manadrainChance > Utility.Random(100))
                    DoManaDrain(attacker, defender, damageGiven);
                #endregion

                // Mondain's Legacy Mod
                int laChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLowerAttack) * propertyBonus);
                int ldChance = (int)(AosWeaponAttributes.GetValue(attacker, AosWeaponAttribute.HitLowerDefend) * propertyBonus);

                if (laChance != 0 && laChance > Utility.Random(100))
                    DoLowerAttack(attacker, defender);

                if (ldChance != 0 && ldChance > Utility.Random(100))
                    DoLowerDefense(attacker, defender);
            }

            if (attacker is BaseCreature)
                ((BaseCreature)attacker).OnGaveMeleeAttack(defender);

            if (defender is BaseCreature)
                ((BaseCreature)defender).OnGotMeleeAttack(attacker);

            if (a != null)
                a.OnHit(attacker, defender, damage);

            if (move != null)
                move.OnHit(attacker, defender, damage);

            if (defender is IHonorTarget && ((IHonorTarget)defender).ReceivedHonorContext != null)
                ((IHonorTarget)defender).ReceivedHonorContext.OnTargetHit(attacker);

            if (!(this is BaseRanged))
            {
                if (AnimalForm.UnderTransformation(attacker, typeof(GiantSerpent)))
                    defender.ApplyPoison(attacker, Poison.Lesser);

                if (AnimalForm.UnderTransformation(defender, typeof(BullFrog)))
                    attacker.ApplyPoison(defender, Poison.Regular);
            }
// hook for attachment OnWeaponHit method
	    Server.Engines.XmlSpawner2.XmlAttach.OnWeaponHit(this, attacker, defender, damageGiven);
        }

        public virtual double GetAosDamage(Mobile attacker, int bonus, int dice, int sides)
        {
            int damage = Utility.Dice(dice, sides, bonus) * 100;
            int damageBonus = 0;

            // Inscription bonus
            int inscribeSkill = attacker.Skills[SkillName.Inscribe].Fixed;

            damageBonus += inscribeSkill / 200;

            if (inscribeSkill >= 1000)
                damageBonus += 5;

            if (attacker.Player)
            {
                // Int bonus
                damageBonus += (attacker.Int / 10);

                // SDI bonus
                damageBonus += AosAttributes.GetValue(attacker, AosAttribute.SpellDamage);

                TransformContext context = TransformationSpellHelper.GetContext(attacker);

                if (context != null && context.Spell is ReaperFormSpell)
                    damageBonus += ((ReaperFormSpell)context.Spell).SpellDamageBonus;
            }

            damage = AOS.Scale(damage, 100 + damageBonus);

            return damage / 100;
        }

        #region Do<AoSEffect>
        public virtual void DoMagicArrow(Mobile attacker, Mobile defender)
        {
            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            double damage = GetAosDamage(attacker, 10, 1, 4);

            attacker.MovingParticles(defender, 0x36E4, 5, 0, false, true, 3006, 4006, 0);
            attacker.PlaySound(0x1E5);

            SpellHelper.Damage(TimeSpan.FromSeconds(1.0), defender, attacker, damage, 0, 100, 0, 0, 0);
        }

        public virtual void DoHarm(Mobile attacker, Mobile defender)
        {
            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            double damage = GetAosDamage(attacker, 17, 1, 5);

            if (!defender.InRange(attacker, 2))
                damage *= 0.25; // 1/4 damage at > 2 tile range
            else if (!defender.InRange(attacker, 1))
                damage *= 0.50; // 1/2 damage at 2 tile range

            defender.FixedParticles(0x374A, 10, 30, 5013, 1153, 2, EffectLayer.Waist);
            defender.PlaySound(0x0FC);

            SpellHelper.Damage(TimeSpan.Zero, defender, attacker, damage, 0, 0, 100, 0, 0);
        }

        public virtual void DoFireball(Mobile attacker, Mobile defender)
        {
            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            double damage = GetAosDamage(attacker, 19, 1, 5);

            attacker.MovingParticles(defender, 0x36D4, 7, 0, false, true, 9502, 4019, 0x160);
            attacker.PlaySound(0x15E);

            SpellHelper.Damage(TimeSpan.FromSeconds(1.0), defender, attacker, damage, 0, 100, 0, 0, 0);
        }

        public virtual void DoLightning(Mobile attacker, Mobile defender)
        {
            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            double damage = GetAosDamage(attacker, 23, 1, 4);

            defender.BoltEffect(0);

            SpellHelper.Damage(TimeSpan.Zero, defender, attacker, damage, 0, 0, 0, 0, 100);
        }

        public virtual void DoDispel(Mobile attacker, Mobile defender)
        {
            bool dispellable = false;

            if (defender is BaseCreature)
                dispellable = ((BaseCreature)defender).Summoned && !((BaseCreature)defender).IsAnimatedDead;

            if (!dispellable)
                return;

            if (!attacker.CanBeHarmful(defender, false))
                return;

            attacker.DoHarmful(defender);

            Spells.MagerySpell sp = new Spells.Sixth.DispelSpell(attacker, null);

            if (sp.CheckResisted(defender))
            {
                defender.FixedEffect(0x3779, 10, 20);
            }
            else
            {
                Effects.SendLocationParticles(EffectItem.Create(defender.Location, defender.Map, EffectItem.DefaultDuration), 0x3728, 8, 20, 5042);
                Effects.PlaySound(defender, defender.Map, 0x201);

                defender.Delete();
            }
        }

        #region SA
        public virtual void DoCurse( Mobile attacker, Mobile defender )
        {
            attacker.SendLocalizedMessage( 1113717 ); // You have hit your target with a curse effect.
            defender.SendLocalizedMessage( 1113718 ); // You have been hit with a curse effect.
            defender.FixedParticles( 0x374A, 10, 15, 5028, EffectLayer.Waist );
            defender.PlaySound( 0x1EA );
            defender.AddStatMod( new StatMod( StatType.Str, String.Format( "[Magic] {0} Offset", StatType.Str ), -10, TimeSpan.FromSeconds( 30 ) ) );
            defender.AddStatMod( new StatMod( StatType.Dex, String.Format( "[Magic] {0} Offset", StatType.Dex ), -10, TimeSpan.FromSeconds( 30 ) ) );
            defender.AddStatMod( new StatMod( StatType.Int, String.Format( "[Magic] {0} Offset", StatType.Int ), -10, TimeSpan.FromSeconds( 30 ) ) );
   
            int percentage = -10;//(int)(SpellHelper.GetOffsetScalar(Caster, m, true) * 100);
            string args = String.Format("{0}\t{1}\t{2}\t{3}\t{4}\t{5}\t{6}", percentage, percentage, percentage, 10, 10, 10, 10);
        
  
            BuffInfo.AddBuff( defender, new BuffInfo( BuffIcon.Curse, 1075835, 1075836, TimeSpan.FromSeconds( 30 ), defender, args.ToString() ) );
        }
  
        public virtual void DoFatigue( Mobile attacker, Mobile defender, int damagegiven )
        {
            // Message?
            // Effects?
            defender.Stam -= (damagegiven * (100 - m_AosWeaponAttributes.HitFatigue)) / 100;
        }

        public virtual void DoManaDrain( Mobile attacker, Mobile defender, int damagegiven )
        {
            // Message?
            defender.FixedParticles( 0x3789, 10, 25, 5032, EffectLayer.Head );
            defender.PlaySound( 0x1F8 );
            defender.Mana -= (damagegiven * (100 - m_AosWeaponAttributes.HitManaDrain)) / 100;
        }
        #endregion

        public virtual void DoLowerAttack(Mobile from, Mobile defender)
        {
            if (HitLower.ApplyAttack(defender))
            {
                defender.PlaySound(0x28E);
                Effects.SendTargetEffect(defender, 0x37BE, 1, 4, 0xA, 3);
            }
        }

        public virtual void DoLowerDefense(Mobile from, Mobile defender)
        {
            if (HitLower.ApplyDefense(defender))
            {
                defender.PlaySound(0x28E);
                Effects.SendTargetEffect(defender, 0x37BE, 1, 4, 0x23, 3);
            }
        }

        public virtual void DoAreaAttack(Mobile from, Mobile defender, int sound, int hue, int phys, int fire, int cold, int pois, int nrgy)
        {
            Map map = from.Map;

            if (map == null)
                return;

            List<Mobile> list = new List<Mobile>();

            foreach (Mobile m in from.GetMobilesInRange(10))
            {
                if (from != m && defender != m && SpellHelper.ValidIndirectTarget(from, m) && from.CanBeHarmful(m, false) && (!Core.ML || from.InLOS(m)))
                    list.Add(m);
            }

            if (list.Count == 0)
                return;

            Effects.PlaySound(from.Location, map, sound);

            // TODO: What is the damage calculation?

            for (int i = 0; i < list.Count; ++i)
            {
                Mobile m = list[i];

                double scalar = (11 - from.GetDistanceToSqrt(m)) / 10;

                if (scalar > 1.0)
                    scalar = 1.0;
                else if (scalar < 0.0)
                    continue;

                from.DoHarmful(m, true);
                m.FixedEffect(0x3779, 1, 15, hue, 0);
                AOS.Damage(m, from, (int)(GetBaseDamage(from) * scalar), phys, fire, cold, pois, nrgy);
            }
        }
        #endregion

        public virtual CheckSlayerResult CheckSlayers(Mobile attacker, Mobile defender)
        {
            BaseWeapon atkWeapon = attacker.Weapon as BaseWeapon;
            SlayerEntry atkSlayer = SlayerGroup.GetEntryByName(atkWeapon.Slayer);
            SlayerEntry atkSlayer2 = SlayerGroup.GetEntryByName(atkWeapon.Slayer2);

            if (atkSlayer != null && atkSlayer.Slays(defender) || atkSlayer2 != null && atkSlayer2.Slays(defender))
                return CheckSlayerResult.Slayer;

            BaseTalisman talisman = attacker.Talisman as BaseTalisman;

            if (talisman != null && TalismanSlayer.Slays(talisman.Slayer, defender))
                return CheckSlayerResult.Slayer;

            if (!Core.SE)
            {
                ISlayer defISlayer = Spellbook.FindEquippedSpellbook(defender);

                if (defISlayer == null)
                    defISlayer = defender.Weapon as ISlayer;

                if (defISlayer != null)
                {
                    SlayerEntry defSlayer = SlayerGroup.GetEntryByName(defISlayer.Slayer);
                    SlayerEntry defSlayer2 = SlayerGroup.GetEntryByName(defISlayer.Slayer2);

                    if (defSlayer != null && defSlayer.Group.OppositionSuperSlays(attacker) || defSlayer2 != null && defSlayer2.Group.OppositionSuperSlays(attacker))
                        return CheckSlayerResult.Opposition;
                }
            }

            return CheckSlayerResult.None;
        }

        public virtual void AddBlood(Mobile attacker, Mobile defender, int damage)
        {
            if (damage > 0)
            {
                new Blood().MoveToWorld(defender.Location, defender.Map);

                int extraBlood = (Core.SE ? Utility.RandomMinMax(3, 4) : Utility.RandomMinMax(0, 1));

                for (int i = 0; i < extraBlood; i++)
                {
                    new Blood().MoveToWorld(new Point3D(
                        defender.X + Utility.RandomMinMax(-1, 1),
                        defender.Y + Utility.RandomMinMax(-1, 1),
                        defender.Z), defender.Map);
                }
            }
        }

        public virtual void GetDamageTypes(Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct)
        {
            if (wielder is BaseCreature)
            {
                BaseCreature bc = (BaseCreature)wielder;

                phys = bc.PhysicalDamage;
                fire = bc.FireDamage;
                cold = bc.ColdDamage;
                pois = bc.PoisonDamage;
                nrgy = bc.EnergyDamage;
                chaos = bc.ChaosDamage;
                direct = bc.DirectDamage;
            }
            else
            {
                fire = m_AosElementDamages.Fire;
                cold = m_AosElementDamages.Cold;
                pois = m_AosElementDamages.Poison;
                nrgy = m_AosElementDamages.Energy;
                chaos = m_AosElementDamages.Chaos;
                direct = m_AosElementDamages.Direct;

                phys = 100 - fire - cold - pois - nrgy - chaos - direct;

                CraftResourceInfo resInfo = CraftResources.GetInfo(m_Resource);

                if (resInfo != null)
                {
                    CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

                    if (attrInfo != null)
                    {
                        int left = phys;

                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponColdDamage, ref cold, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponEnergyDamage, ref nrgy, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponFireDamage, ref fire, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponPoisonDamage, ref pois, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponChaosDamage, ref chaos, left);
                        left = ApplyCraftAttributeElementDamage(attrInfo.WeaponDirectDamage, ref direct, left);

                        phys = left;
                    }
                }
            }
        }

        private int ApplyCraftAttributeElementDamage(int attrDamage, ref int element, int totalRemaining)
        {
            if (totalRemaining <= 0)
                return 0;

            if (attrDamage <= 0)
                return totalRemaining;

            int appliedDamage = attrDamage;

            if ((appliedDamage + element) > 100)
                appliedDamage = 100 - element;

            if (appliedDamage > totalRemaining)
                appliedDamage = totalRemaining;

            element += appliedDamage;

            return totalRemaining - appliedDamage;
        }

        public virtual void OnMiss(Mobile attacker, Mobile defender)
        {
            PlaySwingAnimation(attacker);
            attacker.PlaySound(GetMissAttackSound(attacker, defender));
            defender.PlaySound(GetMissDefendSound(attacker, defender));

            WeaponAbility ability = WeaponAbility.GetCurrentAbility(attacker);

            if (ability != null)
                ability.OnMiss(attacker, defender);

            SpecialMove move = SpecialMove.GetCurrentMove(attacker);

            if (move != null)
                move.OnMiss(attacker, defender);

            if (defender is IHonorTarget && ((IHonorTarget)defender).ReceivedHonorContext != null)
                ((IHonorTarget)defender).ReceivedHonorContext.OnTargetMissed(attacker);
        }

        public virtual void GetBaseDamageRange(Mobile attacker, out int min, out int max)
        {
            if (attacker is BaseCreature)
            {
                BaseCreature c = (BaseCreature)attacker;

                if (c.DamageMin >= 0)
                {
                    min = c.DamageMin;
                    max = c.DamageMax;
                    return;
                }

                if (this is Fists && !attacker.Body.IsHuman)
                {
                    min = attacker.Str / 28;
                    max = attacker.Str / 28;
                    return;
                }
            }

            min = MinDamage;
            max = MaxDamage;
        }

        public virtual double GetBaseDamage(Mobile attacker)
        {
            int min, max;

            GetBaseDamageRange(attacker, out min, out max);

            return Utility.RandomMinMax(min, max);
        }

        public virtual double GetBonus(double value, double scalar, double threshold, double offset)
        {
            double bonus = value * scalar;

            if (value >= threshold)
                bonus += offset;

            return bonus / 100;
        }

        public virtual int GetHitChanceBonus()
        {
            if (!Core.AOS)
                return 0;

            int bonus = 0;

            switch (m_AccuracyLevel)
            {
                case WeaponAccuracyLevel.Accurate: bonus += 02; break;
                case WeaponAccuracyLevel.Surpassingly: bonus += 04; break;
                case WeaponAccuracyLevel.Eminently: bonus += 06; break;
                case WeaponAccuracyLevel.Exceedingly: bonus += 08; break;
                case WeaponAccuracyLevel.Supremely: bonus += 10; break;
            }

            return bonus;
        }

        public virtual int GetDamageBonus()
        {
            int bonus = VirtualDamageBonus;

            switch (m_Quality)
            {
                case WeaponQuality.Low: bonus -= 20; break;
                case WeaponQuality.Exceptional: bonus += 20; break;
            }

            switch (m_DamageLevel)
            {
                case WeaponDamageLevel.Ruin: bonus += 15; break;
                case WeaponDamageLevel.Might: bonus += 20; break;
                case WeaponDamageLevel.Force: bonus += 25; break;
                case WeaponDamageLevel.Power: bonus += 30; break;
                case WeaponDamageLevel.Vanq: bonus += 35; break;
            }

            return bonus;
        }

        public virtual void GetStatusDamage(Mobile from, out int min, out int max)
        {
            int baseMin, baseMax;

            GetBaseDamageRange(from, out baseMin, out baseMax);

            if (Core.AOS)
            {
                min = Math.Max((int)ScaleDamageAOS(from, baseMin, false), 1);
                max = Math.Max((int)ScaleDamageAOS(from, baseMax, false), 1);
            }
            else
            {
                min = Math.Max((int)ScaleDamageOld(from, baseMin, false), 1);
                max = Math.Max((int)ScaleDamageOld(from, baseMax, false), 1);
            }
        }

        public virtual double ScaleDamageAOS(Mobile attacker, double damage, bool checkSkills)
        {
            if (checkSkills)
            {
                attacker.CheckSkill(SkillName.Tactics, 0.0, attacker.Skills[SkillName.Tactics].Cap); // Passively check tactics for gain
                attacker.CheckSkill(SkillName.Anatomy, 0.0, attacker.Skills[SkillName.Anatomy].Cap); // Passively check Anatomy for gain

                if (Type == WeaponType.Axe)
                    attacker.CheckSkill(SkillName.Lumberjacking, 0.0, 100.0); // Passively check Lumberjacking for gain
            }

            #region Physical bonuses
            /*
			 * These are the bonuses given by the physical characteristics of the mobile.
			 * No caps apply.
			 */
            double strengthBonus = GetBonus(attacker.Str, 0.300, 100.0, 5.00);
            double anatomyBonus = GetBonus(attacker.Skills[SkillName.Anatomy].Value, 0.500, 100.0, 5.00);
            double tacticsBonus = GetBonus(attacker.Skills[SkillName.Tactics].Value, 0.625, 100.0, 6.25);
            double lumberBonus = GetBonus(attacker.Skills[SkillName.Lumberjacking].Value, 0.200, 100.0, 10.00);

            if (Type != WeaponType.Axe)
                lumberBonus = 0.0;
            #endregion

            #region Modifiers
            /*
			 * The following are damage modifiers whose effect shows on the status bar.
			 * Capped at 100% total.
			 */
            int damageBonus = AosAttributes.GetValue(attacker, AosAttribute.WeaponDamage);

            // Horrific Beast transformation gives a +25% bonus to damage.
            if (TransformationSpellHelper.UnderTransformation(attacker, typeof(HorrificBeastSpell)))
                damageBonus += 25;

            // Divine Fury gives a +10% bonus to damage.
            if (Spells.Chivalry.DivineFurySpell.UnderEffect(attacker))
                damageBonus += 10;

            int defenseMasteryMalus = 0;

            // Defense Mastery gives a -50%/-80% malus to damage.
            if (Server.Items.DefenseMastery.GetMalus(attacker, ref defenseMasteryMalus))
                damageBonus -= defenseMasteryMalus;

            int discordanceEffect = 0;

            // Discordance gives a -2%/-48% malus to damage.
            if (SkillHandlers.Discordance.GetEffect(attacker, ref discordanceEffect))
                damageBonus -= discordanceEffect * 2;

            if (damageBonus > 100)
                damageBonus = 100;
            #endregion

            double totalBonus = strengthBonus + anatomyBonus + tacticsBonus + lumberBonus + ((double)(GetDamageBonus() + damageBonus) / 100.0);

            return damage + (int)(damage * totalBonus);
        }

        public virtual int VirtualDamageBonus { get { return 0; } }

        public virtual int ComputeDamageAOS(Mobile attacker, Mobile defender)
        {
            return (int)ScaleDamageAOS(attacker, GetBaseDamage(attacker), true);
        }

        public virtual double ScaleDamageOld(Mobile attacker, double damage, bool checkSkills)
        {
            if (checkSkills)
            {
                attacker.CheckSkill(SkillName.Tactics, 0.0, attacker.Skills[SkillName.Tactics].Cap); // Passively check tactics for gain
                attacker.CheckSkill(SkillName.Anatomy, 0.0, attacker.Skills[SkillName.Anatomy].Cap); // Passively check Anatomy for gain

                if (Type == WeaponType.Axe)
                    attacker.CheckSkill(SkillName.Lumberjacking, 0.0, 100.0); // Passively check Lumberjacking for gain
            }

            /* Compute tactics modifier
             * :   0.0 = 50% loss
             * :  50.0 = unchanged
             * : 100.0 = 50% bonus
             */
            double tacticsBonus = (attacker.Skills[SkillName.Tactics].Value - 50.0) / 100.0;

            /* Compute strength modifier
             * : 1% bonus for every 5 strength
             */
            double strBonus = (attacker.Str / 5.0) / 100.0;

            /* Compute anatomy modifier
             * : 1% bonus for every 5 points of anatomy
             * : +10% bonus at Grandmaster or higher
             */
            double anatomyValue = attacker.Skills[SkillName.Anatomy].Value;
            double anatomyBonus = (anatomyValue / 5.0) / 100.0;

            if (anatomyValue >= 100.0)
                anatomyBonus += 0.1;

            /* Compute lumberjacking bonus
             * : 1% bonus for every 5 points of lumberjacking
             * : +10% bonus at Grandmaster or higher
             */
            double lumberBonus;

            if (Type == WeaponType.Axe)
            {
                double lumberValue = attacker.Skills[SkillName.Lumberjacking].Value;

                lumberBonus = (lumberValue / 5.0) / 100.0;

                if (lumberValue >= 100.0)
                    lumberBonus += 0.1;
            }
            else
            {
                lumberBonus = 0.0;
            }

            // New quality bonus:
            double qualityBonus = ((int)m_Quality - 1) * 0.2;

            // Apply bonuses
            damage += (damage * tacticsBonus) + (damage * strBonus) + (damage * anatomyBonus) + (damage * lumberBonus) + (damage * qualityBonus) + ((damage * VirtualDamageBonus) / 100);

            // Old quality bonus:
#if false
			/* Apply quality offset
			 * : Low         : -4
			 * : Regular     :  0
			 * : Exceptional : +4
			 */
			damage += ((int)m_Quality - 1) * 4.0;
#endif

            /* Apply damage level offset
			 * : Regular : 0
			 * : Ruin    : 1
			 * : Might   : 3
			 * : Force   : 5
			 * : Power   : 7
			 * : Vanq    : 9
			 */
            if (m_DamageLevel != WeaponDamageLevel.Regular)
                damage += (2.0 * (int)m_DamageLevel) - 1.0;

            // Halve the computed damage and return
            damage /= 2.0;

            return ScaleDamageByDurability((int)damage);
        }

        public virtual int ScaleDamageByDurability(int damage)
        {
            int scale = 100;

            if (m_MaxHits > 0 && m_Hits < m_MaxHits)
                scale = 50 + ((50 * m_Hits) / m_MaxHits);

            return AOS.Scale(damage, scale);
        }

        public virtual int ComputeDamage(Mobile attacker, Mobile defender)
        {
            if (Core.AOS)
                return ComputeDamageAOS(attacker, defender);

            return (int)ScaleDamageOld(attacker, GetBaseDamage(attacker), true);
        }

        public virtual void PlayHurtAnimation(Mobile from)
        {
            int action;
            int frames;

            switch (from.Body.Type)
            {
                case BodyType.Sea:
                case BodyType.Animal:
                    {
                        action = 7;
                        frames = 5;
                        break;
                    }
                case BodyType.Monster:
                    {
                        action = 10;
                        frames = 4;
                        break;
                    }
                case BodyType.Human:
                    {
                        action = 20;
                        frames = 5;
                        break;
                    }
                default: return;
            }

            if (from.Mounted)
                return;

            from.Animate(action, frames, 1, true, false, 0);
        }

        public virtual void PlaySwingAnimation(Mobile from)
        {
            int action;

            switch (from.Body.Type)
            {
                case BodyType.Sea:
                case BodyType.Animal:
                    {
                        action = Utility.Random(5, 2);
                        break;
                    }
                case BodyType.Monster:
                    {
                        switch (Animation)
                        {
                            default:
                            case WeaponAnimation.Wrestle:
                            case WeaponAnimation.Bash1H:
                            case WeaponAnimation.Pierce1H:
                            case WeaponAnimation.Slash1H:
                            case WeaponAnimation.Bash2H:
                            case WeaponAnimation.Pierce2H:
                            case WeaponAnimation.Slash2H: action = Utility.Random(4, 3); break;
                            case WeaponAnimation.ShootBow: return; // 7
                            case WeaponAnimation.ShootXBow: return; // 8
                        }

                        break;
                    }
                case BodyType.Human:
                    {
                        if (!from.Mounted)
                        {
                            action = (int)Animation;
                        }
                        else
                        {
                            switch (Animation)
                            {
                                default:
                                case WeaponAnimation.Wrestle:
                                case WeaponAnimation.Bash1H:
                                case WeaponAnimation.Pierce1H:
                                case WeaponAnimation.Slash1H: action = 26; break;
                                case WeaponAnimation.Bash2H:
                                case WeaponAnimation.Pierce2H:
                                case WeaponAnimation.Slash2H: action = 29; break;
                                case WeaponAnimation.ShootBow: action = 27; break;
                                case WeaponAnimation.ShootXBow: action = 28; break;
                            }
                        }

                        break;
                    }
                default: return;
            }

            from.Animate(action, 7, 1, true, false, 0);
        }

        #region Serialization/Deserialization
        private static void SetSaveFlag(ref SaveFlag flags, SaveFlag toSet, bool setIf)
        {
            if (setIf)
                flags |= toSet;
        }

        private static bool GetSaveFlag(SaveFlag flags, SaveFlag toGet)
        {
            return ((flags & toGet) != 0);
        }

        public override void Serialize(GenericWriter writer)
        {
            base.Serialize(writer);

            writer.Write((int)13); // version

            writer.Write((Mobile)m_BlessedBy); // personal bless deed

            #region Veteran Rewards Version 11
            writer.Write((string)m_EngravedText);
            #endregion

            #region Mondain's Legacy version 10
            writer.Write((int)m_Slayer3);
            #endregion

            #region Mondain's Legacy Sets version 9
            SetFlag sflags = SetFlag.None;

            SetSaveFlag(ref sflags, SetFlag.Attributes, !m_SetAttributes.IsEmpty);
            SetSaveFlag(ref sflags, SetFlag.SkillBonuses, !m_SetSkillBonuses.IsEmpty);
            SetSaveFlag(ref sflags, SetFlag.Hue, m_SetHue != 0);
            SetSaveFlag(ref sflags, SetFlag.LastEquipped, m_LastEquipped);
            SetSaveFlag(ref sflags, SetFlag.SetEquipped, m_SetEquipped);
            SetSaveFlag(ref sflags, SetFlag.SetSelfRepair, m_SetSelfRepair != 0);

            writer.WriteEncodedInt((int)sflags);

            if (GetSaveFlag(sflags, SetFlag.Attributes))
                m_SetAttributes.Serialize(writer);

            if (GetSaveFlag(sflags, SetFlag.SkillBonuses))
                m_SetSkillBonuses.Serialize(writer);

            if (GetSaveFlag(sflags, SetFlag.Hue))
                writer.Write((int)m_SetHue);

            if (GetSaveFlag(sflags, SetFlag.LastEquipped))
                writer.Write((bool)m_LastEquipped);

            if (GetSaveFlag(sflags, SetFlag.SetEquipped))
                writer.Write((bool)m_SetEquipped);

            if (GetSaveFlag(sflags, SetFlag.SetSelfRepair))
                writer.WriteEncodedInt((int)m_SetSelfRepair);
            #endregion

            SaveFlag flags = SaveFlag.None;

            SetSaveFlag(ref flags, SaveFlag.DamageLevel, m_DamageLevel != WeaponDamageLevel.Regular);
            SetSaveFlag(ref flags, SaveFlag.AccuracyLevel, m_AccuracyLevel != WeaponAccuracyLevel.Regular);
            SetSaveFlag(ref flags, SaveFlag.DurabilityLevel, m_DurabilityLevel != WeaponDurabilityLevel.Regular);
            SetSaveFlag(ref flags, SaveFlag.Quality, m_Quality != WeaponQuality.Regular);
            SetSaveFlag(ref flags, SaveFlag.Hits, m_Hits != 0);
            SetSaveFlag(ref flags, SaveFlag.MaxHits, m_MaxHits != 0);
            SetSaveFlag(ref flags, SaveFlag.Slayer, m_Slayer != SlayerName.None);
            SetSaveFlag(ref flags, SaveFlag.Poison, m_Poison != null);
            SetSaveFlag(ref flags, SaveFlag.PoisonCharges, m_PoisonCharges != 0);
            SetSaveFlag(ref flags, SaveFlag.Crafter, m_Crafter != null);
            SetSaveFlag(ref flags, SaveFlag.Identified, m_Identified != false);
            SetSaveFlag(ref flags, SaveFlag.StrReq, m_StrReq != -1);
            SetSaveFlag(ref flags, SaveFlag.DexReq, m_DexReq != -1);
            SetSaveFlag(ref flags, SaveFlag.IntReq, m_IntReq != -1);
            SetSaveFlag(ref flags, SaveFlag.MinDamage, m_MinDamage != -1);
            SetSaveFlag(ref flags, SaveFlag.MaxDamage, m_MaxDamage != -1);
            SetSaveFlag(ref flags, SaveFlag.HitSound, m_HitSound != -1);
            SetSaveFlag(ref flags, SaveFlag.MissSound, m_MissSound != -1);
            SetSaveFlag(ref flags, SaveFlag.Speed, m_Speed != -1);
            SetSaveFlag(ref flags, SaveFlag.MaxRange, m_MaxRange != -1);
            SetSaveFlag(ref flags, SaveFlag.Skill, m_Skill != (SkillName)(-1));
            SetSaveFlag(ref flags, SaveFlag.Type, m_Type != (WeaponType)(-1));
            SetSaveFlag(ref flags, SaveFlag.Animation, m_Animation != (WeaponAnimation)(-1));
            SetSaveFlag(ref flags, SaveFlag.Resource, m_Resource != CraftResource.Iron);
            SetSaveFlag(ref flags, SaveFlag.xAttributes, !m_AosAttributes.IsEmpty);
            SetSaveFlag(ref flags, SaveFlag.xWeaponAttributes, !m_AosWeaponAttributes.IsEmpty);
            SetSaveFlag(ref flags, SaveFlag.PlayerConstructed, m_PlayerConstructed);
            SetSaveFlag(ref flags, SaveFlag.SkillBonuses, !m_AosSkillBonuses.IsEmpty);
            SetSaveFlag(ref flags, SaveFlag.Slayer2, m_Slayer2 != SlayerName.None);
            SetSaveFlag(ref flags, SaveFlag.ElementalDamages, !m_AosElementDamages.IsEmpty);
            SetSaveFlag(ref flags, SaveFlag.EngravedText, !String.IsNullOrEmpty(m_EngravedText));

            #region SA // Absorption
            SetSaveFlag(ref flags, SaveFlag.xAbsorptionAttributes, !m_SAAbsorptionAttributes.IsEmpty);
            #endregion

            writer.Write((int)flags);

            if (GetSaveFlag(flags, SaveFlag.DamageLevel))
                writer.Write((int)m_DamageLevel);

            if (GetSaveFlag(flags, SaveFlag.AccuracyLevel))
                writer.Write((int)m_AccuracyLevel);

            if (GetSaveFlag(flags, SaveFlag.DurabilityLevel))
                writer.Write((int)m_DurabilityLevel);

            if (GetSaveFlag(flags, SaveFlag.Quality))
                writer.Write((int)m_Quality);

            if (GetSaveFlag(flags, SaveFlag.Hits))
                writer.Write((int)m_Hits);

            if (GetSaveFlag(flags, SaveFlag.MaxHits))
                writer.Write((int)m_MaxHits);

            if (GetSaveFlag(flags, SaveFlag.Slayer))
                writer.Write((int)m_Slayer);

            if (GetSaveFlag(flags, SaveFlag.Poison))
                Poison.Serialize(m_Poison, writer);

            if (GetSaveFlag(flags, SaveFlag.PoisonCharges))
                writer.Write((int)m_PoisonCharges);

            if (GetSaveFlag(flags, SaveFlag.Crafter))
                writer.Write((Mobile)m_Crafter);

            if (GetSaveFlag(flags, SaveFlag.StrReq))
                writer.Write((int)m_StrReq);

            if (GetSaveFlag(flags, SaveFlag.DexReq))
                writer.Write((int)m_DexReq);

            if (GetSaveFlag(flags, SaveFlag.IntReq))
                writer.Write((int)m_IntReq);

            if (GetSaveFlag(flags, SaveFlag.MinDamage))
                writer.Write((int)m_MinDamage);

            if (GetSaveFlag(flags, SaveFlag.MaxDamage))
                writer.Write((int)m_MaxDamage);

            if (GetSaveFlag(flags, SaveFlag.HitSound))
                writer.Write((int)m_HitSound);

            if (GetSaveFlag(flags, SaveFlag.MissSound))
                writer.Write((int)m_MissSound);

            if (GetSaveFlag(flags, SaveFlag.Speed))
                writer.Write((float)m_Speed);

            if (GetSaveFlag(flags, SaveFlag.MaxRange))
                writer.Write((int)m_MaxRange);

            if (GetSaveFlag(flags, SaveFlag.Skill))
                writer.Write((int)m_Skill);

            if (GetSaveFlag(flags, SaveFlag.Type))
                writer.Write((int)m_Type);

            if (GetSaveFlag(flags, SaveFlag.Animation))
                writer.Write((int)m_Animation);

            if (GetSaveFlag(flags, SaveFlag.Resource))
                writer.Write((int)m_Resource);

            if (GetSaveFlag(flags, SaveFlag.xAttributes))
                m_AosAttributes.Serialize(writer);

            if (GetSaveFlag(flags, SaveFlag.xWeaponAttributes))
                m_AosWeaponAttributes.Serialize(writer);

            if (GetSaveFlag(flags, SaveFlag.SkillBonuses))
                m_AosSkillBonuses.Serialize(writer);

            if (GetSaveFlag(flags, SaveFlag.Slayer2))
                writer.Write((int)m_Slayer2);

            if (GetSaveFlag(flags, SaveFlag.ElementalDamages))
                m_AosElementDamages.Serialize(writer);

            if (GetSaveFlag(flags, SaveFlag.EngravedText))
                writer.Write((string)m_EngravedText);

            #region SA
            if (GetSaveFlag(flags, SaveFlag.xAbsorptionAttributes))
                m_SAAbsorptionAttributes.Serialize(writer);
            #endregion

        }

        [Flags]
        private enum SaveFlag : uint
        {
            None = 0x00000000,
            DamageLevel = 0x00000001,
            AccuracyLevel = 0x00000002,
            DurabilityLevel = 0x00000004,
            Quality = 0x00000008,
            Hits = 0x00000010,
            MaxHits = 0x00000020,
            Slayer = 0x00000040,
            Poison = 0x00000080,
            PoisonCharges = 0x00000100,
            Crafter = 0x00000200,
            Identified = 0x00000400,
            StrReq = 0x00000800,
            DexReq = 0x00001000,
            IntReq = 0x00002000,
            MinDamage = 0x00004000,
            MaxDamage = 0x00008000,
            HitSound = 0x00010000,
            MissSound = 0x00020000,
            Speed = 0x00040000,
            MaxRange = 0x00080000,
            Skill = 0x00100000,
            Type = 0x00200000,
            Animation = 0x00400000,
            Resource = 0x00800000,
            xAttributes = 0x01000000,
            xWeaponAttributes = 0x02000000,
            PlayerConstructed = 0x04000000,
            SkillBonuses = 0x08000000,
            Slayer2 = 0x10000000,
            ElementalDamages = 0x20000000,
            EngravedText = 0x40000000,

            #region SA
            xAbsorptionAttributes = 0x80000000
            #endregion

        }

        #region Mondain's Legacy Sets
        private static void SetSaveFlag(ref SetFlag flags, SetFlag toSet, bool setIf)
        {
            if (setIf)
                flags |= toSet;
        }

        private static bool GetSaveFlag(SetFlag flags, SetFlag toGet)
        {
            return ((flags & toGet) != 0);
        }

        [Flags]
        private enum SetFlag
        {
            None = 0x00000000,
            Attributes = 0x00000001,
            WeaponAttributes = 0x00000002,
            SkillBonuses = 0x00000004,
            Hue = 0x00000008,
            LastEquipped = 0x00000010,
            SetEquipped = 0x00000020,
            SetSelfRepair = 0x00000040,
        }
        #endregion

        public override void Deserialize(GenericReader reader)
        {
            base.Deserialize(reader);

            int version = reader.ReadInt();

            switch (version)
            {
                case 13:
                //personal bless deed
                case 12:
                    {
                        m_BlessedBy = reader.ReadMobile();
                        goto case 11;
                    }
                case 11:
                    #region Veteran Rewards
                    m_EngravedText = reader.ReadString();

                    goto case 10;
                    #endregion
                #region Mondain's Legacy
                case 10:
                    {
                        m_Slayer3 = (TalismanSlayerName)reader.ReadInt();
                        goto case 9;
                    }
                case 9:
                    {
                        SetFlag flags = (SetFlag)reader.ReadEncodedInt();

                        if (GetSaveFlag(flags, SetFlag.Attributes))
                            m_SetAttributes = new AosAttributes(this, reader);
                        else
                            m_SetAttributes = new AosAttributes(this);

                        if (GetSaveFlag(flags, SetFlag.WeaponAttributes))
                            m_SetSelfRepair = (new AosWeaponAttributes(this, reader)).SelfRepair;

                        if (GetSaveFlag(flags, SetFlag.SkillBonuses))
                            m_SetSkillBonuses = new AosSkillBonuses(this, reader);
                        else
                            m_SetSkillBonuses = new AosSkillBonuses(this);

                        if (GetSaveFlag(flags, SetFlag.Hue))
                            m_SetHue = reader.ReadInt();

                        if (GetSaveFlag(flags, SetFlag.LastEquipped))
                            m_LastEquipped = reader.ReadBool();

                        if (GetSaveFlag(flags, SetFlag.SetEquipped))
                            m_SetEquipped = reader.ReadBool();

                        if (GetSaveFlag(flags, SetFlag.SetSelfRepair))
                            m_SetSelfRepair = reader.ReadEncodedInt();

                        goto case 8;
                    }
                #endregion
                case 8:
                case 7:
                case 6:
                case 5:
                    {
                        SaveFlag flags = (SaveFlag)reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.DamageLevel))
                        {
                            m_DamageLevel = (WeaponDamageLevel)reader.ReadInt();

                            if (m_DamageLevel > WeaponDamageLevel.Vanq)
                                m_DamageLevel = WeaponDamageLevel.Ruin;
                        }

                        if (GetSaveFlag(flags, SaveFlag.AccuracyLevel))
                        {
                            m_AccuracyLevel = (WeaponAccuracyLevel)reader.ReadInt();

                            if (m_AccuracyLevel > WeaponAccuracyLevel.Supremely)
                                m_AccuracyLevel = WeaponAccuracyLevel.Accurate;
                        }

                        if (GetSaveFlag(flags, SaveFlag.DurabilityLevel))
                        {
                            m_DurabilityLevel = (WeaponDurabilityLevel)reader.ReadInt();

                            if (m_DurabilityLevel > WeaponDurabilityLevel.Indestructible)
                                m_DurabilityLevel = WeaponDurabilityLevel.Durable;
                        }

                        if (GetSaveFlag(flags, SaveFlag.Quality))
                            m_Quality = (WeaponQuality)reader.ReadInt();
                        else
                            m_Quality = WeaponQuality.Regular;

                        if (GetSaveFlag(flags, SaveFlag.Hits))
                            m_Hits = reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.MaxHits))
                            m_MaxHits = reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.Slayer))
                            m_Slayer = (SlayerName)reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.Poison))
                            m_Poison = Poison.Deserialize(reader);

                        if (GetSaveFlag(flags, SaveFlag.PoisonCharges))
                            m_PoisonCharges = reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.Crafter))
                            m_Crafter = reader.ReadMobile();

                        if (GetSaveFlag(flags, SaveFlag.Identified))
                            m_Identified = (version >= 6 || reader.ReadBool());

                        if (GetSaveFlag(flags, SaveFlag.StrReq))
                            m_StrReq = reader.ReadInt();
                        else
                            m_StrReq = -1;

                        if (GetSaveFlag(flags, SaveFlag.DexReq))
                            m_DexReq = reader.ReadInt();
                        else
                            m_DexReq = -1;

                        if (GetSaveFlag(flags, SaveFlag.IntReq))
                            m_IntReq = reader.ReadInt();
                        else
                            m_IntReq = -1;

                        if (GetSaveFlag(flags, SaveFlag.MinDamage))
                            m_MinDamage = reader.ReadInt();
                        else
                            m_MinDamage = -1;

                        if (GetSaveFlag(flags, SaveFlag.MaxDamage))
                            m_MaxDamage = reader.ReadInt();
                        else
                            m_MaxDamage = -1;

                        if (GetSaveFlag(flags, SaveFlag.HitSound))
                            m_HitSound = reader.ReadInt();
                        else
                            m_HitSound = -1;

                        if (GetSaveFlag(flags, SaveFlag.MissSound))
                            m_MissSound = reader.ReadInt();
                        else
                            m_MissSound = -1;

                        if (GetSaveFlag(flags, SaveFlag.Speed))
                        {
                            if (version < 13)
                                m_Speed = reader.ReadInt();
                            else
                                m_Speed = reader.ReadFloat();
                        }
                        else
                            m_Speed = -1;

                        if (GetSaveFlag(flags, SaveFlag.MaxRange))
                            m_MaxRange = reader.ReadInt();
                        else
                            m_MaxRange = -1;

                        if (GetSaveFlag(flags, SaveFlag.Skill))
                            m_Skill = (SkillName)reader.ReadInt();
                        else
                            m_Skill = (SkillName)(-1);

                        if (GetSaveFlag(flags, SaveFlag.Type))
                            m_Type = (WeaponType)reader.ReadInt();
                        else
                            m_Type = (WeaponType)(-1);

                        if (GetSaveFlag(flags, SaveFlag.Animation))
                            m_Animation = (WeaponAnimation)reader.ReadInt();
                        else
                            m_Animation = (WeaponAnimation)(-1);

                        if (GetSaveFlag(flags, SaveFlag.Resource))
                            m_Resource = (CraftResource)reader.ReadInt();
                        else
                            m_Resource = CraftResource.Iron;

                        if (GetSaveFlag(flags, SaveFlag.xAttributes))
                            m_AosAttributes = new AosAttributes(this, reader);
                        else
                            m_AosAttributes = new AosAttributes(this);

                        if (GetSaveFlag(flags, SaveFlag.xWeaponAttributes))
                            m_AosWeaponAttributes = new AosWeaponAttributes(this, reader);
                        else
                            m_AosWeaponAttributes = new AosWeaponAttributes(this);

                        if (UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile)
                        {
                            m_SkillMod = new DefaultSkillMod(AccuracySkill, true, (int)m_AccuracyLevel * 5);
                            ((Mobile)Parent).AddSkillMod(m_SkillMod);
                        }

                        if (version < 7 && m_AosWeaponAttributes.MageWeapon != 0)
                            m_AosWeaponAttributes.MageWeapon = 30 - m_AosWeaponAttributes.MageWeapon;

                        if (Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 && Parent is Mobile)
                        {
                            m_MageMod = new DefaultSkillMod(SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon);
                            ((Mobile)Parent).AddSkillMod(m_MageMod);
                        }

                        if (GetSaveFlag(flags, SaveFlag.PlayerConstructed))
                            m_PlayerConstructed = true;

                        if (GetSaveFlag(flags, SaveFlag.SkillBonuses))
                            m_AosSkillBonuses = new AosSkillBonuses(this, reader);
                        else
                            m_AosSkillBonuses = new AosSkillBonuses(this);

                        if (GetSaveFlag(flags, SaveFlag.Slayer2))
                            m_Slayer2 = (SlayerName)reader.ReadInt();

                        if (GetSaveFlag(flags, SaveFlag.ElementalDamages))
                            m_AosElementDamages = new AosElementAttributes(this, reader);
                        else
                            m_AosElementDamages = new AosElementAttributes(this);

                        if (GetSaveFlag(flags, SaveFlag.EngravedText))
                            m_EngravedText = reader.ReadString();

                        #region SA
                        if ( version > 12 && GetSaveFlag( flags, SaveFlag.xAbsorptionAttributes ) )
                            m_SAAbsorptionAttributes = new SAAbsorptionAttributes( this, reader );
                        else
                            m_SAAbsorptionAttributes = new SAAbsorptionAttributes( this );
                        #endregion

                        break;
                    }
                case 4:
                    {
                        m_Slayer = (SlayerName)reader.ReadInt();

                        goto case 3;
                    }
                case 3:
                    {
                        m_StrReq = reader.ReadInt();
                        m_DexReq = reader.ReadInt();
                        m_IntReq = reader.ReadInt();

                        goto case 2;
                    }
                case 2:
                    {
                        m_Identified = reader.ReadBool();

                        goto case 1;
                    }
                case 1:
                    {
                        m_MaxRange = reader.ReadInt();

                        goto case 0;
                    }
                case 0:
                    {
                        if (version == 0)
                            m_MaxRange = 1; // default

                        if (version < 5)
                        {
                            m_Resource = CraftResource.Iron;
                            m_AosAttributes = new AosAttributes(this);
                            m_AosWeaponAttributes = new AosWeaponAttributes(this);
                            m_AosElementDamages = new AosElementAttributes(this);
                            m_AosSkillBonuses = new AosSkillBonuses(this);
                        }

                        m_MinDamage = reader.ReadInt();
                        m_MaxDamage = reader.ReadInt();

                        m_Speed = reader.ReadInt();

                        m_HitSound = reader.ReadInt();
                        m_MissSound = reader.ReadInt();

                        m_Skill = (SkillName)reader.ReadInt();
                        m_Type = (WeaponType)reader.ReadInt();
                        m_Animation = (WeaponAnimation)reader.ReadInt();
                        m_DamageLevel = (WeaponDamageLevel)reader.ReadInt();
                        m_AccuracyLevel = (WeaponAccuracyLevel)reader.ReadInt();
                        m_DurabilityLevel = (WeaponDurabilityLevel)reader.ReadInt();
                        m_Quality = (WeaponQuality)reader.ReadInt();

                        m_Crafter = reader.ReadMobile();

                        m_Poison = Poison.Deserialize(reader);
                        m_PoisonCharges = reader.ReadInt();

                        if (m_StrReq == OldStrengthReq)
                            m_StrReq = -1;

                        if (m_DexReq == OldDexterityReq)
                            m_DexReq = -1;

                        if (m_IntReq == OldIntelligenceReq)
                            m_IntReq = -1;

                        if (m_MinDamage == OldMinDamage)
                            m_MinDamage = -1;

                        if (m_MaxDamage == OldMaxDamage)
                            m_MaxDamage = -1;

                        if (m_HitSound == OldHitSound)
                            m_HitSound = -1;

                        if (m_MissSound == OldMissSound)
                            m_MissSound = -1;

                        if (m_Speed == OldSpeed)
                            m_Speed = -1;

                        if (m_MaxRange == OldMaxRange)
                            m_MaxRange = -1;

                        if (m_Skill == OldSkill)
                            m_Skill = (SkillName)(-1);

                        if (m_Type == OldType)
                            m_Type = (WeaponType)(-1);

                        if (m_Animation == OldAnimation)
                            m_Animation = (WeaponAnimation)(-1);

                        if (UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile)
                        {
                            m_SkillMod = new DefaultSkillMod(AccuracySkill, true, (int)m_AccuracyLevel * 5);
                            ((Mobile)Parent).AddSkillMod(m_SkillMod);
                        }

                        break;
                    }
            }

            #region Mondain's Legacy Sets
            if (m_SetAttributes == null)
                m_SetAttributes = new AosAttributes(this);

            if (m_SetSkillBonuses == null)
                m_SetSkillBonuses = new AosSkillBonuses(this);
            #endregion

            if (Core.AOS && Parent is Mobile)
                m_AosSkillBonuses.AddTo((Mobile)Parent);

            int strBonus = m_AosAttributes.BonusStr;
            int dexBonus = m_AosAttributes.BonusDex;
            int intBonus = m_AosAttributes.BonusInt;

            if (this.Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0))
            {
                Mobile m = (Mobile)this.Parent;

                string modName = this.Serial.ToString();

                if (strBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Str, modName + "Str", strBonus, TimeSpan.Zero));

                if (dexBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero));

                if (intBonus != 0)
                    m.AddStatMod(new StatMod(StatType.Int, modName + "Int", intBonus, TimeSpan.Zero));
            }

            if (Parent is Mobile)
                ((Mobile)Parent).CheckStatTimers();

            if (m_Hits <= 0 && m_MaxHits <= 0)
            {
                m_Hits = m_MaxHits = Utility.RandomMinMax(InitMinHits, InitMaxHits);
            }

            if (version < 6)
                m_PlayerConstructed = true; // we don't know, so, assume it's crafted
        }
        #endregion

        public BaseWeapon(int itemID)
            : base(itemID)
        {
            Layer = (Layer)ItemData.Quality;

            m_Quality = WeaponQuality.Regular;
            m_StrReq = -1;
            m_DexReq = -1;
            m_IntReq = -1;
            m_MinDamage = -1;
            m_MaxDamage = -1;
            m_HitSound = -1;
            m_MissSound = -1;
            m_Speed = -1;
            m_MaxRange = -1;
            m_Skill = (SkillName)(-1);
            m_Type = (WeaponType)(-1);
            m_Animation = (WeaponAnimation)(-1);

            m_Hits = m_MaxHits = Utility.RandomMinMax(InitMinHits, InitMaxHits);

            m_Resource = CraftResource.Iron;

            m_AosAttributes = new AosAttributes(this);
            m_AosWeaponAttributes = new AosWeaponAttributes(this);
            m_AosSkillBonuses = new AosSkillBonuses(this);
            m_AosElementDamages = new AosElementAttributes(this);

            #region SA
            m_SAAbsorptionAttributes = new SAAbsorptionAttributes( this );
            #endregion

            #region Mondain's Legacy Sets
            m_SetAttributes = new AosAttributes(this);
            m_SetSkillBonuses = new AosSkillBonuses(this);
            #endregion
        }

        public BaseWeapon(Serial serial)
            : base(serial)
        {
        }

        private string GetNameString( Item item, Mobile from ) //Item item, Mobile from
        {
            string name = this.Name;

            if (name == null)
                name = String.Format("#{0}", LabelNumber);

[B]//Colored Item Name Mod Start
			BaseArmor arm = item as BaseArmor;
			BaseWeapon wea = item as BaseWeapon;
			BaseClothing clo = item as BaseClothing;
			BaseHat hat = item as BaseHat;
			BaseJewel jew = item as BaseJewel;
			Spellbook spe = item as Spellbook;

			int props = 0;
			foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
			{
				if ( arm != null && arm.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( wea != null && wea.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( clo != null && clo.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( jew != null && jew.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				if ( spe != null && spe.Attributes[ (AosAttribute)i ] > 0 ) ++props;
			}
			if ( arm != null ) foreach( int i in Enum.GetValues(typeof( AosArmorAttribute ) ) ) {if ( arm.ArmorAttributes[ (AosArmorAttribute)i ] > 0 ) ++props;}
			if ( wea != null ){ foreach( int i in Enum.GetValues(typeof( AosWeaponAttribute)) ) if ( wea.WeaponAttributes[ (AosWeaponAttribute)i ] > 0 ) ++props;}
			if ( clo != null ){ foreach( int i in Enum.GetValues(typeof( AosArmorAttribute ) ) ) if ( clo.ClothingAttributes[ (AosArmorAttribute)i ] > 0 ) ++props;}
			if ( jew != null ){ foreach( int i in Enum.GetValues(typeof( AosElementAttribute)) ) if ( jew.Resistances[ (AosElementAttribute)i ] > 0 ) ++props;}
			if ( spe != null ){ if(spe.Slayer != SlayerName.None) ++props; if (spe.Slayer2 != SlayerName.None) ++props; }
			if ( wea != null ){ if(wea.Slayer != SlayerName.None) ++props; if (wea.Slayer2 != SlayerName.None) ++props; }
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Physical > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Physical > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistPhysicalBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Fire > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Fire > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistFireBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Cold > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Cold > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistColdBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Poison > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Poison > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistPoisonBonus > 0) ++props;
			if (item is BaseClothing && ((BaseClothing)item).Resistances.Energy > 0) ++props;
			if (item is BaseJewel && ((BaseJewel)item).Resistances.Energy > 0) ++props;
			if (item is BaseWeapon && ((BaseWeapon)item).WeaponAttributes.ResistEnergyBonus > 0) ++props;
			//if ( props == 0 ) 
			//{
				//base.AddNameProperties( list );
				//list.Add( String.Format("<BASEFONT COLOR=#00FF00>{0}<BASEFONT COLOR=#FFFFFF>", Name ) );
				//return;
			//}
			if( props == 1 ) 
			{
				name = ( String.Format("<BASEFONT COLOR=#08FF00>{0}<BASEFONT COLOR=#FFFFFFF>", Name ) );
			}
			if( props == 2 ) 
			{
				name = ( String.Format("<BASEFONT COLOR=#0670A0>{0}<BASEFONT COLOR=#FFFFFFF>", Name ) );
			}
			if( props == 3 ) 
			{
				name = ( String.Format("<BASEFONT COLOR=#8D35AB>{0}<BASEFONT COLOR=#FFFFFFF>", Name ) );
			}
			if( props == 4 ) 
			{
				name = ( String.Format("<BASEFONT COLOR=#DD8004>{0}<BASEFONT COLOR=#FFFFFFF>", Name ) );
			}
//Colored Item Name Mod End[/B]

            return name;
        }

        [Hue, CommandProperty(AccessLevel.GameMaster)]
        public override int Hue
        {
            get { return base.Hue; }
            set { base.Hue = value; InvalidateProperties(); }
        }

        public int GetElementalDamageHue()
        {
            int phys, fire, cold, pois, nrgy, chaos, direct;
            GetDamageTypes(null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);
            //Order is Cold, Energy, Fire, Poison, Physical left

            int currentMax = 50;
            int hue = 0;

            if (pois >= currentMax)
            {
                hue = 1267 + (pois - 50) / 10;
                currentMax = pois;
            }

            if (fire >= currentMax)
            {
                hue = 1255 + (fire - 50) / 10;
                currentMax = fire;
            }

            if (nrgy >= currentMax)
            {
                hue = 1273 + (nrgy - 50) / 10;
                currentMax = nrgy;
            }

            if (cold >= currentMax)
            {
                hue = 1261 + (cold - 50) / 10;
                currentMax = cold;
            }

            return hue;
        }

        public override void AddNameProperty(ObjectPropertyList list)
        {
[B]//Colored Item Name Mod Start
			string oreType = CraftResources.GetName( m_Resource );
			if ( oreType.ToLower() == "none" || oreType.ToLower() == "normal" ) oreType = "";
			list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
//Colored Item Name Mod End[/B]
            if (!String.IsNullOrEmpty(m_EngravedText))
                list.Add(1062613, m_EngravedText);
        }

        public override bool AllowEquipedCast(Mobile from)
        {
            if (base.AllowEquipedCast(from))
                return true;

            return (m_AosAttributes.SpellChanneling != 0);
        }

        public virtual int ArtifactRarity
        {
            get { return 0; }
        }

        public virtual int GetLuckBonus()
        {
            #region Mondain's Legacy
            if (m_Resource == CraftResource.Heartwood)
                return 0;
            #endregion

            CraftResourceInfo resInfo = CraftResources.GetInfo(m_Resource);

            if (resInfo == null)
                return 0;

            CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

            if (attrInfo == null)
                return 0;

            return attrInfo.WeaponLuck;
        }

        public override void GetProperties(ObjectPropertyList list)
        {
            base.GetProperties(list);

            if (m_Crafter != null)
                list.Add(1050043, m_Crafter.Name); // crafted by ~1_NAME~

            #region Factions
            if (m_FactionState != null)
                list.Add(1041350); // faction item
            #endregion

            #region Mondain's Legacy Sets
            if (IsSetItem)
            {
                list.Add(1073491, Pieces.ToString()); // Part of a Weapon/Armor Set (~1_val~ pieces)

                if (m_SetEquipped)
                {
                    list.Add(1073492); // Full Weapon/Armor Set Present			
                    GetSetProperties(list);
                }
            }
            #endregion

            if (m_AosSkillBonuses != null)
                m_AosSkillBonuses.GetProperties(list);

            if (m_Quality == WeaponQuality.Exceptional)
                list.Add(1060636); // exceptional

            if (RequiredRace == Race.Elf)
                list.Add(1075086); // Elves Only

            #region SA
            else if ( RequiredRace == Race.Gargoyle )
                list.Add( 1111709 ); // Gargoyles Only
            #endregion

            if (ArtifactRarity > 0)
                list.Add(1061078, ArtifactRarity.ToString()); // artifact rarity ~1_val~

            if (this is IUsesRemaining && ((IUsesRemaining)this).ShowUsesRemaining)
                list.Add(1060584, ((IUsesRemaining)this).UsesRemaining.ToString()); // uses remaining: ~1_val~

            if (m_Poison != null && m_PoisonCharges > 0)
            {
                #region Mondain's Legacy mod
                list.Add(m_Poison.LabelNumber, m_PoisonCharges.ToString());
                #endregion
            }

            if (m_Slayer != SlayerName.None)
            {
                SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer);
                if (entry != null)
                    list.Add(entry.Title);
            }

            if (m_Slayer2 != SlayerName.None)
            {
                SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer2);
                if (entry != null)
                    list.Add(entry.Title);
            }

            #region Mondain's Legacy
            if (m_Slayer3 != TalismanSlayerName.None)
                list.Add((int)m_Slayer3);
            #endregion


            base.AddResistanceProperties(list);

            int prop;

            if (Core.ML && this is BaseRanged && ((BaseRanged)this).Balanced)
                list.Add(1072792); // Balanced

            #region SA
            if ( (prop = m_AosWeaponAttributes.BloodDrinker) != 0 )
                list.Add( 1113591, prop.ToString() ); // Blood Drinker
  
            if ( (prop = m_AosWeaponAttributes.BattleLust) != 0 )
                list.Add( 1113710, prop.ToString() ); // Battle Lust
            #endregion

            if ((prop = m_AosWeaponAttributes.UseBestSkill) != 0)
                list.Add(1060400); // use best weapon skill

            if ((prop = (GetDamageBonus() + m_AosAttributes.WeaponDamage)) != 0)
                list.Add(1060401, prop.ToString()); // damage increase ~1_val~%

            if ((prop = m_AosAttributes.DefendChance) != 0)
                list.Add(1060408, prop.ToString()); // defense chance increase ~1_val~%

            if ((prop = m_AosAttributes.EnhancePotions) != 0)
                list.Add(1060411, prop.ToString()); // enhance potions ~1_val~%

            if ((prop = m_AosAttributes.CastRecovery) != 0)
                list.Add(1060412, prop.ToString()); // faster cast recovery ~1_val~

            if ((prop = m_AosAttributes.CastSpeed) != 0)
                list.Add(1060413, prop.ToString()); // faster casting ~1_val~

            if ((prop = (GetHitChanceBonus() + m_AosAttributes.AttackChance)) != 0)
                list.Add(1060415, prop.ToString()); // hit chance increase ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitColdArea) != 0)
                list.Add(1060416, prop.ToString()); // hit cold area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitDispel) != 0)
                list.Add(1060417, prop.ToString()); // hit dispel ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitEnergyArea) != 0)
                list.Add(1060418, prop.ToString()); // hit energy area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitFireArea) != 0)
                list.Add(1060419, prop.ToString()); // hit fire area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitFireball) != 0)
                list.Add(1060420, prop.ToString()); // hit fireball ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitHarm) != 0)
                list.Add(1060421, prop.ToString()); // hit harm ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLeechHits) != 0)
                list.Add(1060422, prop.ToString()); // hit life leech ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLightning) != 0)
                list.Add(1060423, prop.ToString()); // hit lightning ~1_val~%

            #region SA
            if ( (prop = m_AosWeaponAttributes.HitCurse) != 0 )
                list.Add( 1113712, prop.ToString() ); // Hit Curse ~1_val~%
   
            if ( (prop = m_AosWeaponAttributes.HitFatigue) != 0 )
                list.Add( 1113700, prop.ToString() ); // Hit Fatigue ~1_val~%
 
            if ( (prop = m_AosWeaponAttributes.HitManaDrain) != 0 )
                list.Add( 1113699, prop.ToString() ); // Hit Mana Drain ~1_val~%
            #endregion

            if ((prop = m_AosWeaponAttributes.HitLowerAttack) != 0)
                list.Add(1060424, prop.ToString()); // hit lower attack ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLowerDefend) != 0)
                list.Add(1060425, prop.ToString()); // hit lower defense ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitMagicArrow) != 0)
                list.Add(1060426, prop.ToString()); // hit magic arrow ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLeechMana) != 0)
                list.Add(1060427, prop.ToString()); // hit mana leech ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitPhysicalArea) != 0)
                list.Add(1060428, prop.ToString()); // hit physical area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitPoisonArea) != 0)
                list.Add(1060429, prop.ToString()); // hit poison area ~1_val~%

            if ((prop = m_AosWeaponAttributes.HitLeechStam) != 0)
                list.Add(1060430, prop.ToString()); // hit stamina leech ~1_val~%

            if (Core.ML && this is BaseRanged && (prop = ((BaseRanged)this).Velocity) != 0)
                list.Add(1072793, prop.ToString()); // Velocity ~1_val~%

            if ((prop = m_AosAttributes.BonusDex) != 0)
                list.Add(1060409, prop.ToString()); // dexterity bonus ~1_val~

            if ((prop = m_AosAttributes.BonusHits) != 0)
                list.Add(1060431, prop.ToString()); // hit point increase ~1_val~

            if ((prop = m_AosAttributes.BonusInt) != 0)
                list.Add(1060432, prop.ToString()); // intelligence bonus ~1_val~

            if ((prop = m_AosAttributes.LowerManaCost) != 0)
                list.Add(1060433, prop.ToString()); // lower mana cost ~1_val~%

            if ((prop = m_AosAttributes.LowerRegCost) != 0)
                list.Add(1060434, prop.ToString()); // lower reagent cost ~1_val~%

            if ((prop = GetLowerStatReq()) != 0)
                list.Add(1060435, prop.ToString()); // lower requirements ~1_val~%

            if ((prop = (GetLuckBonus() + m_AosAttributes.Luck)) != 0)
                list.Add(1060436, prop.ToString()); // luck ~1_val~

            if ((prop = m_AosWeaponAttributes.MageWeapon) != 0)
                list.Add(1060438, (30 - prop).ToString()); // mage weapon -~1_val~ skill

            if ((prop = m_AosAttributes.BonusMana) != 0)
                list.Add(1060439, prop.ToString()); // mana increase ~1_val~

            if ((prop = m_AosAttributes.RegenMana) != 0)
                list.Add(1060440, prop.ToString()); // mana regeneration ~1_val~

            if ((prop = m_AosAttributes.NightSight) != 0)
                list.Add(1060441); // night sight

            if ((prop = m_AosAttributes.ReflectPhysical) != 0)
                list.Add(1060442, prop.ToString()); // reflect physical damage ~1_val~%

            if ((prop = m_AosAttributes.RegenStam) != 0)
                list.Add(1060443, prop.ToString()); // stamina regeneration ~1_val~

            if ((prop = m_AosAttributes.RegenHits) != 0)
                list.Add(1060444, prop.ToString()); // hit point regeneration ~1_val~

            if ((prop = m_AosWeaponAttributes.SelfRepair) != 0)
                list.Add(1060450, prop.ToString()); // self repair ~1_val~

            if ((prop = m_AosAttributes.SpellChanneling) != 0)
                list.Add(1060482); // spell channeling

            if ((prop = m_AosAttributes.SpellDamage) != 0)
                list.Add(1060483, prop.ToString()); // spell damage increase ~1_val~%

            if ((prop = m_AosAttributes.BonusStam) != 0)
                list.Add(1060484, prop.ToString()); // stamina increase ~1_val~

            if ((prop = m_AosAttributes.BonusStr) != 0)
                list.Add(1060485, prop.ToString()); // strength bonus ~1_val~

            if ((prop = m_AosAttributes.WeaponSpeed) != 0)
                list.Add(1060486, prop.ToString()); // swing speed increase ~1_val~%

            #region SA
            if ( (prop = m_SAAbsorptionAttributes.CastingFocus) != 0 )
                list.Add( 1113696, prop.ToString() ); // Casting Focus ~1_val~%

            if ( (prop = m_SAAbsorptionAttributes.EaterFire) != 0 )
                list.Add( 1113593, prop.ToString() ); // Fire Eater ~1_Val~%
 
            if ( (prop = m_SAAbsorptionAttributes.EaterCold) != 0 )
                list.Add( 1113594, prop.ToString() ); // Cold Eater ~1_Val~%

            if ( (prop = m_SAAbsorptionAttributes.EaterPoison) != 0 )
                list.Add( 1113595, prop.ToString() ); // Poison Eater ~1_Val~%

            if ( (prop = m_SAAbsorptionAttributes.EaterEnergy) != 0 )
                list.Add( 1113596, prop.ToString() ); // Energy Eater ~1_Val~%
  
            if ( (prop = m_SAAbsorptionAttributes.EaterKinetic) != 0 )
                list.Add( 1113597, prop.ToString() ); // Kinetic Eater ~1_Val~%
 
            if ( (prop = m_SAAbsorptionAttributes.EaterDamage) != 0 )
                list.Add( 1113598, prop.ToString() ); // Damage Eater ~1_Val~%
 
            if ( (prop = m_SAAbsorptionAttributes.ResonanceFire) != 0 )
                list.Add( 1113691, prop.ToString() ); // Fire Resonance ~1_val~%
              
            if ( (prop = m_SAAbsorptionAttributes.ResonanceCold) != 0 )
                list.Add( 1113692, prop.ToString() ); // Cold Resonance ~1_val~%
 
            if ( (prop = m_SAAbsorptionAttributes.ResonancePoison) != 0 )
                list.Add( 1113693, prop.ToString() ); // Poison Resonance ~1_val~%
  
            if ( (prop = m_SAAbsorptionAttributes.ResonanceEnergy) != 0 )
                list.Add( 1113694, prop.ToString() ); // Energy Resonance ~1_val~%
    
            if ( (prop = m_SAAbsorptionAttributes.ResonanceKinetic) != 0 )
                list.Add( 1113695, prop.ToString() ); // Kinetic Resonance ~1_val~%
            #endregion

            int phys, fire, cold, pois, nrgy, chaos, direct;

            GetDamageTypes(null, out phys, out fire, out cold, out pois, out nrgy, out chaos, out direct);

            #region Mondain's Legacy
            if (chaos != 0)
                list.Add(1072846, chaos.ToString()); // chaos damage ~1_val~%

            if (direct != 0)
                list.Add(1079978, direct.ToString()); // Direct Damage: ~1_PERCENT~%
            #endregion

            if (phys != 0)
                list.Add(1060403, phys.ToString()); // physical damage ~1_val~%

            if (fire != 0)
                list.Add(1060405, fire.ToString()); // fire damage ~1_val~%

            if (cold != 0)
                list.Add(1060404, cold.ToString()); // cold damage ~1_val~%

            if (pois != 0)
                list.Add(1060406, pois.ToString()); // poison damage ~1_val~%

            if (nrgy != 0)
                list.Add(1060407, nrgy.ToString()); // energy damage ~1_val~%

            if (Core.ML && chaos != 0)
                list.Add(1072846, chaos.ToString()); // chaos damage ~1_val~%

            if (Core.ML && direct != 0)
                list.Add(1079978, direct.ToString()); // Direct Damage: ~1_PERCENT~%

            list.Add(1061168, "{0}\t{1}", MinDamage.ToString(), MaxDamage.ToString()); // weapon damage ~1_val~ - ~2_val~

            if (Core.ML)
                list.Add(1061167, String.Format("{0}s", Speed)); // weapon speed ~1_val~
            else
                list.Add(1061167, Speed.ToString());

            if (MaxRange > 1)
                list.Add(1061169, MaxRange.ToString()); // range ~1_val~

            int strReq = AOS.Scale(StrRequirement, 100 - GetLowerStatReq());

            if (strReq > 0)
                list.Add(1061170, strReq.ToString()); // strength requirement ~1_val~

            if (Layer == Layer.TwoHanded)
                list.Add(1061171); // two-handed weapon
            else
                list.Add(1061824); // one-handed weapon

            if (Core.SE || m_AosWeaponAttributes.UseBestSkill == 0)
            {
                switch (Skill)
                {
                    case SkillName.Swords: list.Add(1061172); break; // skill required: swordsmanship
                    case SkillName.Macing: list.Add(1061173); break; // skill required: mace fighting
                    case SkillName.Fencing: list.Add(1061174); break; // skill required: fencing
                    case SkillName.Archery: list.Add(1061175); break; // skill required: archery
                }
            }

            if (m_Hits >= 0 && m_MaxHits > 0)
                list.Add(1060639, "{0}\t{1}", m_Hits, m_MaxHits); // durability ~1_val~ / ~2_val~

	// mod to display attachment properties
	Server.Engines.XmlSpawner2.XmlAttach.AddAttachmentProperties(this, list);

            #region Mondain's Legacy Sets
            if (IsSetItem && !m_SetEquipped)
            {
                list.Add(1072378); // <br>Only when full set is present:				
                GetSetProperties(list);
            }
            #endregion
        }

        public override void OnSingleClick(Mobile from)
        {
            List<EquipInfoAttribute> attrs = new List<EquipInfoAttribute>();

            if (DisplayLootType)
            {
                if (LootType == LootType.Blessed)
                    attrs.Add(new EquipInfoAttribute(1038021)); // blessed
                else if (LootType == LootType.Cursed)
                    attrs.Add(new EquipInfoAttribute(1049643)); // cursed
            }

            #region Factions
            if (m_FactionState != null)
                attrs.Add(new EquipInfoAttribute(1041350)); // faction item
            #endregion

            if (m_Quality == WeaponQuality.Exceptional)
                attrs.Add(new EquipInfoAttribute(1018305 - (int)m_Quality));

            if (m_Identified || from.AccessLevel >= AccessLevel.GameMaster)
            {
                if (m_Slayer != SlayerName.None)
                {
                    SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer);
                    if (entry != null)
                        attrs.Add(new EquipInfoAttribute(entry.Title));
                }

                if (m_Slayer2 != SlayerName.None)
                {
                    SlayerEntry entry = SlayerGroup.GetEntryByName(m_Slayer2);
                    if (entry != null)
                        attrs.Add(new EquipInfoAttribute(entry.Title));
                }

                if (m_DurabilityLevel != WeaponDurabilityLevel.Regular)
                    attrs.Add(new EquipInfoAttribute(1038000 + (int)m_DurabilityLevel));

                if (m_DamageLevel != WeaponDamageLevel.Regular)
                    attrs.Add(new EquipInfoAttribute(1038015 + (int)m_DamageLevel));

                if (m_AccuracyLevel != WeaponAccuracyLevel.Regular)
                    attrs.Add(new EquipInfoAttribute(1038010 + (int)m_AccuracyLevel));
            }
            else if (m_Slayer != SlayerName.None || m_Slayer2 != SlayerName.None || m_DurabilityLevel != WeaponDurabilityLevel.Regular || m_DamageLevel != WeaponDamageLevel.Regular || m_AccuracyLevel != WeaponAccuracyLevel.Regular)
                attrs.Add(new EquipInfoAttribute(1038000)); // Unidentified

            if (m_Poison != null && m_PoisonCharges > 0)
                attrs.Add(new EquipInfoAttribute(1017383, m_PoisonCharges));

            int number;

            if (Name == null)
            {
                number = LabelNumber;
            }
            else
            {
                this.LabelTo(from, Name);
                number = 1041000;
            }

            if (attrs.Count == 0 && Crafter == null && Name != null)
                return;

            EquipmentInfo eqInfo = new EquipmentInfo(number, m_Crafter, false, attrs.ToArray());

            from.Send(new DisplayEquipmentInfo(this, eqInfo));
        }

        private static BaseWeapon m_Fists; // This value holds the default--fist--weapon

        public static BaseWeapon Fists
        {
            get { return m_Fists; }
            set { m_Fists = value; }
        }

        #region ICraftable Members

        public virtual int OnCraft(int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CraftItem craftItem, int resHue)
        {
            Quality = (WeaponQuality)quality;

            if (makersMark)
                Crafter = from;

            PlayerConstructed = true;

            Type resourceType = typeRes;

            if (resourceType == null)
                resourceType = craftItem.Resources.GetAt(0).ItemType;

            if (Core.AOS)
            {
                #region Mondain's Legacy
                if (!craftItem.ForceNonExceptional)
                    Resource = CraftResources.GetFromType(resourceType);
                #endregion

                CraftContext context = craftSystem.GetContext(from);

                if (context != null && context.DoNotColor)
                    Hue = 0;

                // Mondain's Legacy Mod
                if (craftItem != null && !craftItem.ForceNonExceptional)
                {
                    if (tool is BaseRunicTool)
                        ((BaseRunicTool)tool).ApplyAttributesTo(this);
                }

                if (Quality == WeaponQuality.Exceptional)
                {
                    if (Attributes.WeaponDamage > 35)
                        Attributes.WeaponDamage -= 20;
                    else
                        Attributes.WeaponDamage = 15;

                    if (Core.ML)
                    {
                        Attributes.WeaponDamage += (int)(from.Skills.ArmsLore.Value / 20);

                        if (Attributes.WeaponDamage > 50)
                            Attributes.WeaponDamage = 50;

                        from.CheckSkill(SkillName.ArmsLore, 0, 100);
                    }
                }
            }
            else if (tool is BaseRunicTool)
            {
                // Mondain's Legacy Mod
                if (craftItem != null && !craftItem.ForceNonExceptional)
                {
                    CraftResource thisResource = CraftResources.GetFromType(resourceType);

                    if (thisResource == ((BaseRunicTool)tool).Resource)
                    {
                        Resource = thisResource;

                        CraftContext context = craftSystem.GetContext(from);

                        if (context != null && context.DoNotColor)
                            Hue = 0;

                        switch (thisResource)
                        {
                            case CraftResource.DullCopper:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Durable;
                                    AccuracyLevel = WeaponAccuracyLevel.Accurate;
                                    break;
                                }
                            case CraftResource.ShadowIron:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Durable;
                                    DamageLevel = WeaponDamageLevel.Ruin;
                                    break;
                                }
                            case CraftResource.Copper:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Fortified;
                                    DamageLevel = WeaponDamageLevel.Ruin;
                                    AccuracyLevel = WeaponAccuracyLevel.Surpassingly;
                                    break;
                                }
                            case CraftResource.Bronze:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Fortified;
                                    DamageLevel = WeaponDamageLevel.Might;
                                    AccuracyLevel = WeaponAccuracyLevel.Surpassingly;
                                    break;
                                }
                            case CraftResource.Gold:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                                    DamageLevel = WeaponDamageLevel.Force;
                                    AccuracyLevel = WeaponAccuracyLevel.Eminently;
                                    break;
                                }
                            case CraftResource.Agapite:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                                    DamageLevel = WeaponDamageLevel.Power;
                                    AccuracyLevel = WeaponAccuracyLevel.Eminently;
                                    break;
                                }
                            case CraftResource.Verite:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                                    DamageLevel = WeaponDamageLevel.Power;
                                    AccuracyLevel = WeaponAccuracyLevel.Exceedingly;
                                    break;
                                }
                            case CraftResource.Valorite:
                                {
                                    Identified = true;
                                    DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                                    DamageLevel = WeaponDamageLevel.Vanq;
                                    AccuracyLevel = WeaponAccuracyLevel.Supremely;
                                    break;
                                }
                        }
                    }
                }
            }

            #region Mondain's Legacy
            if (craftItem != null && !craftItem.ForceNonExceptional)
            {
                CraftResourceInfo resInfo = CraftResources.GetInfo(m_Resource);

                if (resInfo == null)
                    return quality;

                CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

                if (attrInfo == null)
                    return quality;

                if (m_Resource != CraftResource.Heartwood)
                {
                    m_AosAttributes.WeaponDamage += attrInfo.WeaponDamage;
                    m_AosAttributes.WeaponSpeed += attrInfo.WeaponSwingSpeed;
                    m_AosAttributes.AttackChance += attrInfo.WeaponHitChance;
                    m_AosAttributes.RegenHits += attrInfo.WeaponRegenHits;
                    m_AosWeaponAttributes.HitLeechHits += attrInfo.WeaponHitLifeLeech;
                }
                else
                {
                    switch (Utility.Random(6))
                    {
                        case 0: m_AosAttributes.WeaponDamage += attrInfo.WeaponDamage; break;
                        case 1: m_AosAttributes.WeaponSpeed += attrInfo.WeaponSwingSpeed; break;
                        case 2: m_AosAttributes.AttackChance += attrInfo.WeaponHitChance; break;
                        case 3: m_AosAttributes.Luck += attrInfo.WeaponLuck; break;
                        case 4: m_AosWeaponAttributes.LowerStatReq += attrInfo.WeaponLowerRequirements; break;
                        case 5: m_AosWeaponAttributes.HitLeechHits += attrInfo.WeaponHitLifeLeech; break;
                    }
                }
            }
            #endregion

            return quality;
        }

        #endregion

        #region Mondain's Legacy Sets
        public override bool OnDragLift(Mobile from)
        {
            if (Parent is Mobile && from == Parent)
            {
                if (IsSetItem && m_SetEquipped)
                    SetHelper.RemoveSetBonus(from, SetID, this);
            }

            return base.OnDragLift(from);
        }

        public virtual SetItem SetID { get { return SetItem.None; } }
        public virtual int Pieces { get { return 0; } }

        public bool IsSetItem { get { return SetID != SetItem.None; } }

        private int m_SetHue;
        private bool m_SetEquipped;
        private bool m_LastEquipped;

        [CommandProperty(AccessLevel.GameMaster)]
        public int SetHue
        {
            get { return m_SetHue; }
            set { m_SetHue = value; InvalidateProperties(); }
        }

        public bool SetEquipped
        {
            get { return m_SetEquipped; }
            set { m_SetEquipped = value; }
        }

        public bool LastEquipped
        {
            get { return m_LastEquipped; }
            set { m_LastEquipped = value; }
        }

        private AosAttributes m_SetAttributes;
        private AosSkillBonuses m_SetSkillBonuses;
        private int m_SetSelfRepair;

        [CommandProperty(AccessLevel.GameMaster)]
        public AosAttributes SetAttributes
        {
            get { return m_SetAttributes; }
            set { }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public AosSkillBonuses SetSkillBonuses
        {
            get { return m_SetSkillBonuses; }
            set { }
        }

        [CommandProperty(AccessLevel.GameMaster)]
        public int SetSelfRepair
        {
            get { return m_SetSelfRepair; }
            set { m_SetSelfRepair = value; InvalidateProperties(); }
        }

        public virtual void GetSetProperties(ObjectPropertyList list)
        {
            int prop;

            if ((prop = m_SetSelfRepair) != 0 && WeaponAttributes.SelfRepair == 0)
                list.Add(1060450, prop.ToString()); // self repair ~1_val~	

            SetHelper.GetSetProperties(list, this);
        }
        #endregion
    }

    public enum CheckSlayerResult
    {
        None,
        Slayer,
        Opposition
    }
}
 

Vorspire

Knight
Code:
Line 3591:       list.Add(1053099, "{0}\t{1}", oreType, GetNameString());

Are you sure that you added the GetNameString method? Or did I forget to put it in the destructions? :p
 

Nockar

Sorceror
Vorspire;841488 said:
Code:
Line 3591:       list.Add(1053099, "{0}\t{1}", oreType, GetNameString());

Are you sure that you added the GetNameString method? Or did I forget to put it in the destructions? :p

I am not sure. The only other place it has GetNameString is just up from that line a bit.

private string GetNameString( Item item, Mobile from )

Am I missing something else that needs to be in about GetNameString? All of the code that I have added is bolded in my last post with the error. There are only 2 spots with added code and they are very close to each other.
 
i posted this way up there before to work with what i put in - it needs to be in there also:
Code:
		private string GetNameString()
		{
			string name = this.Name;

			if ( name == null )
				name = String.Format( "#{0}", LabelNumber );

			return name;
		}
 

Nockar

Sorceror
Vorspire;841493 said:
Code:
GetNameString( [B]Item item[/B], [B]Mobile from[/B] )

You need to pass the correct arguments :)

How would I go about determining what the correct arguments would be?
return something about the name part of it?
 

Nockar

Sorceror
Lord_Greywolf;841504 said:
i posted this way up there before to work with what i put in - it needs to be in there also:
Code:
		private string GetNameString()
		{
			string name = this.Name;

			if ( name == null )
				name = String.Format( "#{0}", LabelNumber );

			return name;
		}


Pretty sure I have all that in there already.

I am not sure what arguments I need to pass to it. Or if the main body of code is even done right.
 
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