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Complete Messaging System

S

Supremeone

Guest
i have the same error as rembrand, and i havent even used this script untill just now... can any one help
 

Renic

Wanderer
I Get Theses Errors In The Msgclientgump.cs Need Help

Scripts: Compiling C# scripts...failed (2 errors, 0 warnings)
- Error: Scripts\Msg Gump\MsgClientGump.cs: CS0246: (line 61, column 32) The ty
pe or namespace name 'MsgReplyGump' could not be found (are you missing a using
directive or an assembly reference?)
- Error: Scripts\Msg Gump\MsgClientGump.cs: CS0246: (line 62, column 30) The ty
pe or namespace name 'MsgReplyGump' could not be found (are you missing a using
directive or an assembly reference?)
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.

Can Some One help me cuz when i try to make any changes to it i end up with a new error in the same file. thanks
 

Xanamros

Sorceror
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
- Error: Scripts\Mobiles\PlayerMobile.cs: CS0115: (line 1674, column 24) 'Serve
r.Mobiles.PlayerMobile.OnGuildChange(Server.Guilds.Guild)': no suitable method f
ound to override
Scripts: One or more scripts failed to compile or no script files were found.


help me plz i would be very greatful
 

Xanamros

Sorceror
thx but now i got a new error


r.Mobiles.PlayerMobile' does not contain a definition for 'Quest'
- Error: Scripts\Engines\AI\Creature\BaseCreature.cs: CS0117: (line 3675, colum
n 25) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Quest'
- Error: Scripts\Engines\Harvest\Core\HarvestTarget.cs: CS0117: (line 38, colum
n 24) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Quest'
- Error: Scripts\Engines\Harvest\Fishing.cs: CS0117: (line 136, column 22) 'Ser
ver.Mobiles.PlayerMobile' does not contain a definition for 'Quest'
- Error: Scripts\Engines\Quests\Collector\Items\EnchantedPaints.cs: CS0117: (li
ne 25, column 24) 'Server.Mobiles.PlayerMobile' does not contain a definition fo
r 'Quest'
- Error: Scripts\Engines\Quests\Collector\Items\EnchantedPaints.cs: CS0117: (li
ne 40, column 22) 'Server.Mobiles.PlayerMobile' does not contain a definition fo
r 'Quest'
- Error: Scripts\Engines\Quests\Collector\Items\EnchantedPaints.cs: CS0117: (li
ne 76, column 23) 'Server.Mobiles.PlayerMobile' does not contain a definition fo
r 'Quest'
- Error: Scripts\Engines\Quests\Collector\Mobiles\AlbertaGiacco.cs: CS0117: (li
ne 44, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition fo
r 'Quest'
- Error: Scripts\Engines\Quests\Collector\Mobiles\AlbertaGiacco.cs: CS0117: (li
ne 56, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition fo
r 'Quest'
- Error: Scripts\Engines\Quests\Collector\Mobiles\ElwoodMcCarrin.cs: CS0117: (l
ine 47, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition f
or 'Quest'
- Error: Scripts\Engines\Quests\Collector\Mobiles\GabrielPiete.cs: CS0117: (lin
e 43, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Quest'
- Error: Scripts\Engines\Quests\Collector\Mobiles\GabrielPiete.cs: CS0117: (lin
e 56, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Quest'
- Error: Scripts\Engines\Quests\Collector\Mobiles\Impresario.cs: CS0117: (line
54, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition for '
Quest'
- Error: Scripts\Engines\Quests\Collector\Mobiles\Impresario.cs: CS0117: (line
64, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition for '
Quest'
- Error: Scripts\Engines\Quests\Collector\Mobiles\Impresario.cs: CS0117: (line
151, column 23) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Quest'
- Error: Scripts\Engines\Quests\Collector\Mobiles\TomasONeerlan.cs: CS0117: (li
ne 43, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition fo
r 'Quest'
- Error: Scripts\Engines\Quests\Collector\Mobiles\TomasONeerlan.cs: CS0117: (li
ne 55, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition fo
r 'Quest'
- Error: Scripts\Engines\Quests\Core\QuestSystem.cs: CS0117: (line 267, column
9) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Quest'
- Error: Scripts\Engines\Quests\Core\QuestSystem.cs: CS0117: (line 295, column
9) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Quest'
- Error: Scripts\Engines\Quests\Core\QuestSystem.cs: CS0117: (line 297, column
5) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Quest'
- Error: Scripts\Engines\Quests\Core\QuestSystem.cs: CS0117: (line 303, column
29) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'DoneQuests'

- Error: Scripts\Engines\Quests\Core\QuestSystem.cs: CS0117: (line 306, column
7) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'DoneQuests'
- Error: Scripts\Engines\Quests\Core\QuestSystem.cs: CS0117: (line 360, column
9) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Quest'
- Error: Scripts\Engines\Quests\Core\QuestSystem.cs: CS0117: (line 363, column
4) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Quest'
- Error: Scripts\Engines\Quests\Core\QuestSystem.cs: CS0117: (line 393, column
56) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Profession'

- Error: Scripts\Engines\Quests\Core\QuestSystem.cs: CS0117: (line 396, column
61) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Profession'

- Error: Scripts\Engines\Quests\Core\QuestSystem.cs: CS0117: (line 399, column
27) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'DoneQuests'

- Error: Scripts\Engines\Quests\Dark Tides\Items\CrystalCaveBarrier.cs: CS0117:
(line 32, column 22) 'Server.Mobiles.PlayerMobile' does not contain a definitio
n for 'Quest'
- Error: Scripts\Engines\Quests\Dark Tides\Items\DarkTidesHorn.cs: CS0117: (lin
e 16, column 27) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Quest'
- Error: Scripts\Engines\Quests\Dark Tides\Items\DarkTidesTeleporter.cs: CS0117
: (line 19, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definiti
on for 'Quest'
- Error: Scripts\Engines\Quests\Dark Tides\Items\KronusScroll.cs: CS0117: (line
26, column 24) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Quest'
- Error: Scripts\Engines\Quests\Dark Tides\Items\KronusScroll.cs: CS0117: (line
49, column 22) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Quest'
- Error: Scripts\Engines\Quests\Dark Tides\Items\KronusScrollBox.cs: CS0117: (l
ine 34, column 22) 'Server.Mobiles.PlayerMobile' does not contain a definition f
or 'Quest'
- Error: Scripts\Engines\Quests\Dark Tides\Items\ScrollOfAbraxus.cs: CS0117: (l
ine 23, column 24) 'Server.Mobiles.PlayerMobile' does not contain a definition f
or 'Quest'
- Error: Scripts\Engines\Quests\Dark Tides\Items\ScrollOfAbraxus.cs: CS0117: (l
ine 39, column 22) 'Server.Mobiles.PlayerMobile' does not contain a definition f
or 'Quest'
- Error: Scripts\Engines\Quests\Dark Tides\Items\ScrollOfAbraxus.cs: CS0117: (l
ine 61, column 23) 'Server.Mobiles.PlayerMobile' does not contain a definition f
or 'Quest'
- Error: Scripts\Engines\Quests\Dark Tides\Items\VaultOfSecretsBarrier.cs: CS01
17: (line 26, column 23) 'Server.Mobiles.PlayerMobile' does not contain a defini
tion for 'Profession'
- Error: Scripts\Engines\Quests\Dark Tides\Mobiles\Horus.cs: CS0117: (line 54,
column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Ques
t'
- Error: Scripts\Engines\Quests\Dark Tides\Mobiles\Horus.cs: CS0117: (line 61,
column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Ques
t'
- Error: Scripts\Engines\Quests\Dark Tides\Mobiles\Horus.cs: CS0117: (line 79,
column 22) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Ques
t'
- Error: Scripts\Engines\Quests\Dark Tides\Mobiles\Horus.cs: CS0117: (line 127,
column 23) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Que
st'
- Error: Scripts\Engines\Quests\Dark Tides\Mobiles\Horus.cs: CS0117: (line 142,
column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Que
st'
- Error: Scripts\Engines\Quests\Dark Tides\Mobiles\Mardoth.cs: CS0117: (line 34
, column 22) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Qu
est'
- Error: Scripts\Engines\Quests\Dark Tides\Mobiles\Mardoth.cs: CS0117: (line 86
, column 24) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Qu
est'
- Error: Scripts\Engines\Quests\Dark Tides\Mobiles\Mardoth.cs: CS0117: (line 89
, column 14) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Qu
est'
- Error: Scripts\Engines\Quests\Dark Tides\Mobiles\Mardoth.cs: CS0117: (line 96
, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Qu
est'
- Error: Scripts\Engines\Quests\Dark Tides\Mobiles\SummonedPaladin.cs: CS0117:
(line 83, column 23) 'Server.Mobiles.PlayerMobile' does not contain a definition
for 'Quest'
- Error: Scripts\Engines\Quests\Dark Tides\Mobiles\SummonedPaladin.cs: CS0117:
(line 115, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definitio
n for 'Quest'
- Error: Scripts\Engines\Quests\Dark Tides\DarkTidesQuest.cs: CS0117: (line 130
, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Qu
est'
- Error: Scripts\Engines\Quests\The Summoning\Mobiles\Victoria.cs: CS0117: (lin
e 86, column 22) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Quest'
- Error: Scripts\Engines\Quests\The Summoning\Mobiles\Victoria.cs: CS0117: (lin
e 135, column 13) 'Server.Mobiles.PlayerMobile' does not contain a definition fo
r 'Quest'
- Error: Scripts\Engines\Quests\The Summoning\Mobiles\Victoria.cs: CS0117: (lin
e 140, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition fo
r 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Items\DaemonBloodChest.cs: CS01
17: (line 27, column 22) 'Server.Mobiles.PlayerMobile' does not contain a defini
tion for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Items\QuestDaemonBlood.cs: CS01
17: (line 22, column 29) 'Server.Mobiles.PlayerMobile' does not contain a defini
tion for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Items\QuestDaemonBone.cs: CS011
7: (line 22, column 29) 'Server.Mobiles.PlayerMobile' does not contain a definit
ion for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Items\QuestFertileDirt.cs: CS01
17: (line 22, column 29) 'Server.Mobiles.PlayerMobile' does not contain a defini
tion for 'Quest'
- Error: Scripts\Items\Misc\Corpses\Corpse.cs: CS0117: (line 808, column 23) 'S
erver.Mobiles.PlayerMobile' does not contain a definition for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Items\SchmendrickApprenticeCorp
se.cs: CS0117: (line 117, column 22) 'Server.Mobiles.PlayerMobile' does not cont
ain a definition for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Items\SchmendrickScrollOfPower.
cs: CS0117: (line 24, column 29) 'Server.Mobiles.PlayerMobile' does not contain
a definition for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Items\UzeraanTurmoilHorn.cs: CS
0117: (line 15, column 27) 'Server.Mobiles.PlayerMobile' does not contain a defi
nition for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Items\UzeraanTurmoilTeleporter.
cs: CS0117: (line 18, column 21) 'Server.Mobiles.PlayerMobile' does not contain
a definition for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Items\UzeraanTurmoilTeleporter.
cs: CS0117: (line 37, column 15) 'Server.Mobiles.PlayerMobile' does not contain
a definition for 'Profession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Mobiles\Dryad.cs: CS0117: (line
69, column 29) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Mobiles\Dryad.cs: CS0117: (line
76, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Mobiles\Dryad.cs: CS0117: (line
120, column 30) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Mobiles\MansionGuard.cs: CS0117
: (line 58, column 13) 'Server.Mobiles.PlayerMobile' does not contain a definiti
on for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Mobiles\MansionGuard.cs: CS0117
: (line 63, column 9) 'Server.Mobiles.PlayerMobile' does not contain a definitio
n for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Mobiles\Schmendrick.cs: CS0117:
(line 51, column 29) 'Server.Mobiles.PlayerMobile' does not contain a definitio
n for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Mobiles\Schmendrick.cs: CS0117:
(line 58, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definitio
n for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Mobiles\Uzeraan.cs: CS0117: (li
ne 49, column 11) 'Server.Mobiles.PlayerMobile' does not contain a definition fo
r 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Mobiles\Uzeraan.cs: CS0117: (li
ne 54, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition fo
r 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Mobiles\Uzeraan.cs: CS0117: (li
ne 76, column 11) 'Server.Mobiles.PlayerMobile' does not contain a definition fo
r 'Profession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Mobiles\Uzeraan.cs: CS0117: (li
ne 116, column 14) 'Server.Mobiles.PlayerMobile' does not contain a definition f
or 'Profession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Mobiles\Uzeraan.cs: CS0117: (li
ne 201, column 22) 'Server.Mobiles.PlayerMobile' does not contain a definition f
or 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Mobiles\Uzeraan.cs: CS0117: (li
ne 257, column 13) 'Server.Mobiles.PlayerMobile' does not contain a definition f
or 'Profession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Mobiles\Uzeraan.cs: CS0117: (li
ne 302, column 13) 'Server.Mobiles.PlayerMobile' does not contain a definition f
or 'Profession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Conversations.cs: CS0117: (line
117, column 10) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Profession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Conversations.cs: CS0117: (line
147, column 15) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Profession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Conversations.cs: CS0117: (line
231, column 10) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Profession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Conversations.cs: CS0117: (line
321, column 10) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Profession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Conversations.cs: CS0117: (line
493, column 10) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Profession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Conversations.cs: CS0117: (line
567, column 10) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Profession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Conversations.cs: CS0117: (line
626, column 10) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Profession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Objectives.cs: CS0117: (line 26
, column 9) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Pro
fession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Objectives.cs: CS0117: (line 14
0, column 10) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'P
rofession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Objectives.cs: CS0117: (line 20
7, column 9) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Pr
ofession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\Objectives.cs: CS0117: (line 50
2, column 10) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'P
rofession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\UzeraanTurmoilQuest.cs: CS0117:
(line 92, column 14) 'Server.Mobiles.PlayerMobile' does not contain a definitio
n for 'Profession'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\UzeraanTurmoilQuest.cs: CS0117:
(line 151, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definiti
on for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\UzeraanTurmoilQuest.cs: CS0117:
(line 173, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definiti
on for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\UzeraanTurmoilQuest.cs: CS0117:
(line 195, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definiti
on for 'Quest'
- Error: Scripts\Engines\Quests\Uzeraan Turmoil\UzeraanTurmoilQuest.cs: CS0117:
(line 217, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definiti
on for 'Quest'
- Error: Scripts\Engines\Quests\Witch Apprentice\Items\HagApprenticeCorpse.cs:
CS0117: (line 68, column 22) 'Server.Mobiles.PlayerMobile' does not contain a de
finition for 'Quest'
- Error: Scripts\Engines\Quests\Witch Apprentice\Items\MagicFlute.cs: CS0117: (
line 32, column 22) 'Server.Mobiles.PlayerMobile' does not contain a definition
for 'Quest'
- Error: Scripts\Engines\Quests\Witch Apprentice\Mobiles\Blackheart.cs: CS0117:
(line 55, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definitio
n for 'Quest'
- Error: Scripts\Engines\Quests\Witch Apprentice\Mobiles\Grizelda.cs: CS0117: (
line 51, column 21) 'Server.Mobiles.PlayerMobile' does not contain a definition
for 'Quest'
- Error: Scripts\Gumps\MsgClientGump.cs: CS0029: (line 88, column 21) Cannot im
plicitly convert type 'Server.Guilds.BaseGuild' to 'Server.Guilds.Guild'
- Error: Scripts\Gumps\MsgClientGump.cs: CS0029: (line 173, column 19) Cannot i
mplicitly convert type 'Server.Guilds.BaseGuild' to 'Server.Guilds.Guild'
- Error: Scripts\Gumps\MsgClientGump.cs: CS0029: (line 210, column 19) Cannot i
mplicitly convert type 'Server.Guilds.BaseGuild' to 'Server.Guilds.Guild'
- Error: Scripts\Items\Food\Beverage.cs: CS0117: (line 769, column 23) 'Server.
Mobiles.PlayerMobile' does not contain a definition for 'Quest'
- Error: Scripts\Items\Misc\BankCheck.cs: CS0117: (line 136, column 23) 'Server
.Mobiles.PlayerMobile' does not contain a definition for 'Quest'
- Error: Scripts\Items\Skill Items\Tinkering\Spyglass.cs: CS0117: (line 33, col
umn 22) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Quest'
- Error: Scripts\Misc\CharacterCreation.cs: CS0117: (line 468, column 5) 'Serve
r.Mobiles.PlayerMobile' does not contain a definition for 'Profession'
- Error: Scripts\Mobiles\Monsters\Humanoid\Melee\RestlessSoul.cs: CS0117: (line
85, column 22) 'Server.Mobiles.PlayerMobile' does not contain a definition for
'Quest'
- Error: Scripts\Spells\Necromancy\AnimateDeadSpell.cs: CS0117: (line 167, colu
mn 24) 'Server.Mobiles.PlayerMobile' does not contain a definition for 'Quest'
- Error: Scripts\Targets\BladedItemTarget.cs: CS0117: (line 57, column 24) 'Ser
ver.Mobiles.PlayerMobile' does not contain a definition for 'Quest'
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
 

Rembrandtlnx

Wanderer
Xanamros said:
i have the new RunUO 1.0

That's the problem.
You can't use the playermobile found in this Messaging system
The Playermobile found in this Messaging system is only for B36.

You must change your playermobile manually (read instructions, and all the posts in this thread).

Sorry for my english (i'm from Switzerland).
 

Dooder

Wanderer
Rembrandtlnx said:
That's the problem.
You can't use the playermobile found in this Messaging system
The Playermobile found in this Messaging system is only for B36.

You must change your playermobile manually (read instructions, and all the posts in this thread).

Sorry for my english (i'm from Switzerland).


Your English is better than most people here that speak English as their native language. =P


Anyways, yeah. Im getting the same serialize/deserialize thing. Everything is in the right place, Im sure of it. I have redone it over 100 times. Could I start up B36 and remove the whole messaging from my server, then save it. Then copy the saves and paste it into RUO 1.0. Then start shard, save it, re-do the messaging and put it into RUO 1.0? I just can't think of ANYTHING.

Peace.
 

Rembrandtlnx

Wanderer
Dooder said:
Your English is better than most people here that speak English as their native language. =P


Thx =P.



But my skill in programming is really bad :p.


That's my problem:

I have modified the playermobile as instructions.

I put the modification in deserialize i think in right place (case 15 in deserialize and i have upped the case numbers above it).

I put the modification in serialize in the same order of deserialize.

But.. don't work.. i'm really noob? yeah! ghhg
 

Renic

Wanderer
well ill be damn it was the reply gump i moved it to scripts folder and into my customs folder now i have know errors see it placed my reply gump in the run uo folder just not in right place and btw im useing B36 but thanks you guys help me out alot.
 

Almassey

Sorceror
Can someone take a look at my playermobile.cs and tell me why it still wants to delete my playermobiles? I have racked my brain since my last post trying to figure this out and I still am missing something.
Code:
using System;
using System.Collections;
using Server;
using Server.Misc;
using Server.Items;
using Server.Gumps;
using Server.Multis;
using Server.Engines.Help;
using Server.ContextMenus;
using Server.Network;
using Server.Spells;
using Server.Spells.Fifth;
using Server.Spells.Seventh;
using Server.Targeting;
using Server.Engines.Quests;

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

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

	public class PlayerMobile : Mobile
	{
		private class CountAndTimeStamp
		{
			private int m_Count;
			private DateTime m_Stamp;

			public CountAndTimeStamp()
			{
			}

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

		private DesignContext m_DesignContext;

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

		[CommandProperty( AccessLevel.GameMaster )]
		public int Profession
		{
			get{ return m_Profession; }
			set{ m_Profession = value; }
		}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		public static Direction GetDirection4( Point3D from, Point3D to )
		{
			int dx = from.X - to.X;
			int dy = from.Y - to.Y;

			int rx = dx - dy;
			int ry = dx + dy;

			Direction ret;

			if ( rx >= 0 && ry >= 0 )
				ret = Direction.West;
			else if ( rx >= 0 && ry < 0 )
				ret = Direction.South;
			else if ( rx < 0 && ry < 0 )
				ret = Direction.East;
			else
				ret = Direction.North;

			return ret;
		}

		public override bool OnDroppedItemToWorld( Item item, Point3D location )
		{
			if ( !base.OnDroppedItemToWorld( item, location ) )
				return false;

			BounceInfo bi = item.GetBounce();

			if ( bi != null )
			{
				Type type = item.GetType();

				if ( type.IsDefined( typeof( FurnitureAttribute ), true ) || type.IsDefined( typeof( DynamicFlipingAttribute ), true ) )
				{
					object[] objs = type.GetCustomAttributes( typeof( FlipableAttribute ), true );

					if ( objs != null && objs.Length > 0 )
					{
						FlipableAttribute fp = objs[0] as FlipableAttribute;

						if ( fp != null )
						{
							int[] itemIDs = fp.ItemIDs;

							Point3D oldWorldLoc = bi.m_WorldLoc;
							Point3D newWorldLoc = location;

							if ( oldWorldLoc.X != newWorldLoc.X || oldWorldLoc.Y != newWorldLoc.Y )
							{
								Direction dir = GetDirection4( oldWorldLoc, newWorldLoc );

								if ( itemIDs.Length == 2 )
								{
									switch ( dir )
									{
										case Direction.North:
										case Direction.South: item.ItemID = itemIDs[0]; break;
										case Direction.East:
										case Direction.West: item.ItemID = itemIDs[1]; break;
									}
								}
								else if ( itemIDs.Length == 4 )
								{
									switch ( dir )
									{
										case Direction.South: item.ItemID = itemIDs[0]; break;
										case Direction.East: item.ItemID = itemIDs[1]; break;
										case Direction.North: item.ItemID = itemIDs[2]; break;
										case Direction.West: item.ItemID = itemIDs[3]; break;
									}
								}
							}
						}
					}
				}
			}

			return true;
		}

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

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

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

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

				ph.ThrottleCallback = new ThrottlePacketCallback( MovementThrottle_Callback );
			}

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

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

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

			if ( type != ResistanceType.Physical && 60 < max && Spells.Fourth.CurseSpell.UnderEffect( this ) )
				max = 60;

			return max;
		}

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

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

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

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

			if ( ns == null )
				return;

			int global, personal;

			ComputeLightLevels( out global, out personal );

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

			if ( !forceResend )
				return;

			m_LastGlobalLight = global;
			m_LastPersonalLight = personal;

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

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

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

			if ( min > MaxPlayerResistance )
				min = MaxPlayerResistance;

			int baseMin = base.GetMinResistance( type );

			if ( min < baseMin )
				min = baseMin;

			return min;
		}

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

			if ( pm.m_IgnoreList == null ) 
				pm.m_IgnoreList = new ArrayList();

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

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

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

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

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

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

		private bool m_NoDeltaRecursion;

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

			if ( this.Items == null )
				return;

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

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

				ArrayList items = this.Items;

				if ( items == null )
					return;

				bool moved = false;

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

				Mobile from = this;

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

					Item item = (Item)items[i];

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

						bool drop = false;

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

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

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

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

						bool drop = false;

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

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

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

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

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

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

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

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

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

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

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

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

		private static void OnLogout( LogoutEventArgs e )
		{
		}

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

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

				if ( pm.m_Quest != null )
					pm.m_Quest.StartTimer();
			}
		}

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

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

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

				// Eject client from house
				from.RevealingAction();

				from.MoveToWorld( context.Foundation.BanLocation, context.Foundation.Map );
			}

			PlayerMobile pm = e.Mobile as PlayerMobile;

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

				if ( pm.m_Quest != null )
					pm.m_Quest.StopTimer();
			}
		}

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

			Spells.Sixth.InvisibilitySpell.RemoveTimer( this );

			base.RevealingAction();
		}

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

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

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

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

				return false;
			}

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

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

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

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

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

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

			InvalidateMyRunUO();
		}

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

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

			InvalidateMyRunUO();
		}

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

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

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

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

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

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

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

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

			TimeSpan speed = ComputeMovementSpeed( d );

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

			m_NextMovementTime += speed;
			return true;
		}

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

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

			HouseFoundation foundation = context.Foundation;

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

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

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

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

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

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

		private bool m_LastProtectedMessage;
		private int m_NextProtectionCheck = 10;

		public virtual void RecheckTownProtection()
		{
			m_NextProtectionCheck = 10;

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

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

				m_LastProtectedMessage = isProtected;
			}
		}

		public override void MoveToWorld( Point3D loc, Map map )
		{
			base.MoveToWorld( loc, map );

			RecheckTownProtection();
		}

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

			if ( isTeleport || --m_NextProtectionCheck == 0 )
				RecheckTownProtection();
		}

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

			if ( from == this )
			{
				if ( m_Quest != null )
					m_Quest.GetContextMenuEntries( list );

				if ( Alive && InsuranceEnabled )
				{
					list.Add( new CallbackEntry( 6201, new ContextCallback( ToggleItemInsurance ) ) );

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

				// TODO: Toggle champ titles

				BaseHouse house = BaseHouse.FindHouseAt( this );

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

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

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

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

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

			m_JusticeProtectors.Clear();
		}

		private void ToggleItemInsurance()
		{
			if ( !CheckAlive() )
				return;

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

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

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

			if ( item.Stackable )
				return false;

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

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

			return true;
		}

		private void ToggleItemInsurance_Callback( Mobile from, object obj )
		{
			if ( !CheckAlive() )
				return;

			Item item = obj as Item;

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

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

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

				item.Insured = true;

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

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

		private void AutoRenewInventoryInsurance()
		{
			if ( !CheckAlive() )
				return;

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

		private void CancelRenewInventoryInsurance()
		{
			if ( !CheckAlive() )
				return;

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

		// TODO: Champ titles, toggle

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

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

		private delegate void ContextCallback();

		private class CallbackEntry : ContextMenuEntry
		{
			private ContextCallback m_Callback;

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

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

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

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

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

			base.OnDoubleClick( from );
		}

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

		private static bool m_NoRecursion;

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

			DesignContext context = m_DesignContext;

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

			m_NoRecursion = true;

			HouseFoundation foundation = context.Foundation;

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

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

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

				m_NoRecursion = false;
				return;
			}

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

			m_NoRecursion = false;
		}

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

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

			m_NoRecursion = true;

			HouseFoundation foundation = context.Foundation;

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

			m_NoRecursion = false;
		}

		public override void OnDamage( int amount, Mobile from, bool willKill )
		{
			if ( amount > (Core.AOS ? 25 : 0) )
			{
				BandageContext c = BandageContext.GetContext( this );

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

			WeightOverloading.FatigueOnDamage( this, amount );

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

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

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

			return ( total / 10 );
		}

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

			base.Resurrect();

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

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

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

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

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

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

			return base.OnBeforeDeath();
		}

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

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

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

				return true;
			}

			return false;
		}

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

			return base.GetParentMoveResultFor( item );
		}

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

			return base.GetInventoryMoveResultFor( item );
		}

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

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

			SetHairMods( -1, -1 );

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

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

			MeerMage.StopEffect( this, false );

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			m_BOBFilter = new Engines.BulkOrders.BOBFilter();

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

			m_JusticeProtectors = new ArrayList();

			InvalidateMyRunUO();
		}

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

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

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

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

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

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

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

			base.Damage( amount, from );
		}

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

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

			return base.ApplyPoison( from, poison );
		}

		public PlayerMobile( Serial s ) : base( s )
		{
			m_IgnoreList = new ArrayList();
			m_VisList = new ArrayList();
			m_AntiMacroTable = new Hashtable();
			InvalidateMyRunUO();
		}
		
		public ArrayList IgnoreList
		{
			get
			{
				return m_IgnoreList;
			}
		}
		
		public ArrayList VisibilityList
		{
			get{ return m_VisList; }
		}

		public ArrayList PermaFlags
		{
			get{ return m_PermaFlags; }
		}

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

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

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

				return false;
			}

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

			return base.IsHarmfulCriminal( target );
		}

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

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

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

				return true;
			}
		}

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

		private Engines.BulkOrders.BOBFilter m_BOBFilter;

		public Engines.BulkOrders.BOBFilter BOBFilter
		{
			get{ return m_BOBFilter; }
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );
			int version = reader.ReadInt();

			switch ( version )
			{
				case 18: // changed how DoneQuests is serialized
				case 17:
				{
					m_Quest = QuestSerializer.DeserializeQuest( reader );

					if ( m_Quest != null )
						m_Quest.From = this;

					int count = reader.ReadEncodedInt();

					if ( count > 0 )
					{
						m_DoneQuests = new ArrayList();

						for ( int i = 0; i < count; ++i )
						{
							Type questType = QuestSerializer.ReadType( QuestSystem.QuestTypes, reader );
							DateTime restartTime;

							if ( version < 17 )
								restartTime = DateTime.MaxValue;
							else
								restartTime = reader.ReadDateTime();

							m_DoneQuests.Add( new QuestRestartInfo( questType, restartTime ) );
						}
					}

					m_Profession = reader.ReadEncodedInt();
					goto case 16;
				}
				case 16:
				{
					m_LastCompassionLoss = reader.ReadDeltaTime();
					goto case 15;
				}
				case 15:
				{
					Onshow = reader.ReadBool();
					goto case 14;
				}
				case 14:
				{
					m_CompassionGains = reader.ReadEncodedInt();

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

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

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

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

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

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

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

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

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

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

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

			ArrayList list = this.Stabled;

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

				if ( bc != null )
					bc.IsStabled = true;
			}
		}
		
		public override void Serialize( GenericWriter writer )
		{
			//cleanup our anti-macro table 
			foreach ( Hashtable t in m_AntiMacroTable.Values )
			{
				ArrayList remove = new ArrayList();
				foreach ( CountAndTimeStamp time in t.Values )
				{
					if ( time.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
						remove.Add( time );
				}

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

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

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

			base.Serialize( writer );
			
			writer.Write( (int) 18 ); // version

			QuestSerializer.Serialize( m_Quest, writer );

			if ( m_DoneQuests == null )
			{
				writer.WriteEncodedInt( (int) 0 );
			}
			else
			{
				writer.WriteEncodedInt( (int) m_DoneQuests.Count );

				for ( int i = 0; i < m_DoneQuests.Count; ++i )
				{
					QuestRestartInfo restartInfo = (QuestRestartInfo)m_DoneQuests[i];

					QuestSerializer.Write( (Type) restartInfo.QuestType, QuestSystem.QuestTypes, writer );
					writer.Write( (DateTime) restartInfo.RestartTime );
				}
			}

			writer.Write( (bool) Onshow );
			
			writer.WriteEncodedInt( (int) m_Profession );

			writer.WriteDeltaTime( m_LastCompassionLoss );

			writer.WriteEncodedInt( m_CompassionGains );

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

			m_BOBFilter.Serialize( writer );

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

			writer.Write( useMods );

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

			writer.Write( SavagePaintExpiration );

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

			writer.WriteMobileList( m_PermaFlags, true );

			writer.Write( NextTailorBulkOrder );

			writer.Write( NextSmithBulkOrder );

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

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

			writer.Write( (int) m_Flags );

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

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

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

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

			return base.CanSee( m );
		}

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

			return base.CanSee( item );
		}

		#region Quest stuff
		private QuestSystem m_Quest;
		private ArrayList m_DoneQuests;

		public QuestSystem Quest
		{
			get{ return m_Quest; }
			set{ m_Quest = value; }
		}

		public ArrayList DoneQuests
		{
			get{ return m_DoneQuests; }
			set{ m_DoneQuests = value; }
		}
		#endregion

		#region MyRunUO Invalidation
		private bool m_ChangedMyRunUO;

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

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

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

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

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

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

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

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

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

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

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

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

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

		private DateTime m_NextMovementTime;

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

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

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

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

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

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

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

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

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

			TimeSpan ts = pm.m_NextMovementTime - DateTime.Now;

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

			return ( ts < FastwalkThreshold );
		}
		#endregion

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

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

				if ( oldType == newType )
					return;

				m_EnemyOfOneType = value;

				DeltaEnemies( oldType, newType );
			}
		}

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

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

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

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

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

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

		private Item CreateHair( bool hair, int id, int hue )
		{
			if ( hair )
				return Server.Items.Hair.CreateByID( id, hue );
			else
				return Server.Items.Beard.CreateByID( id, hue );
		}

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

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

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

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

			id = -1;
			hue = 0;
		}

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

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

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

			if ( id == 0 )
				return;

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

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

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

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

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

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

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

Any help would be greatly appreciated. I really don't want my players to loose their chars.
 

fasternu

Wanderer
ok now we run into the problem, i get the system installed, boots with the 1.0 saves and saves fin, BUT when i run a restart it get this error;

Scripts: Compiling C# scripts...done (0 errors, 0 warnings)
Scripts: Compiling VB.net scripts...no files found.
Scripts: Verifying...done (1807 items, 457 mobiles)
World: Loading...An error was encountered while loading a saved object
- Type: Server.Mobiles.PlayerMobile
- Serial: 0x0000299F
Delete the object? (y/n)

now i get it all to load and the save files so the serializations are correct, been over that, and this only happens when this system is installed
 

Almassey

Sorceror
Dooder said:
Is your serialization in the same order as in B36? And is your deserialization the same case as B36?

Yes everything is in the same place as it was in b36...I compared the old script with the new one to make sure I put it in the same spots.
 

Renic

Wanderer
Ok Im Not Sure if its working on mine I get No errors.But When I Type .msg I Get Nothing .Is This Cuz Im In The Admin account? If Anyone Knows Or can Tell me How to fix It.If ya need More info let me Know and ill post whatever you need.btw beta 36 is version im useing.
 

Thorax

Wanderer
Renic said:
Ok Im Not Sure if its working on mine I get No errors.But When I Type .msg I Get Nothing .Is This Cuz Im In The Admin account? If Anyone Knows Or can Tell me How to fix It.If ya need More info let me Know and ill post whatever you need.btw beta 36 is version im useing.

did you use .msg or [msg? [msg is the correct format.
 

Michael642

Wanderer
I get this error....what do I do?

Scripts: Compiling C# scripts...failed (3 errors, 0 warnings)
- Error: Scripts\PlayerMobile.cs: CS0101: (line 19, column 14) The namespace '
erver.Mobiles' already contains a definition for 'PlayerFlag'
- Error: Scripts\PlayerMobile.cs: CS0101: (line 34, column 14) The namespace '
erver.Mobiles' already contains a definition for 'NpcGuild'
- Error: Scripts\PlayerMobile.cs: CS0101: (line 51, column 15) The namespace '
erver.Mobiles' already contains a definition for 'PlayerMobile'
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
 

Bane

Wanderer
Another player mobile problem.

Hello Fury,

I installed your messaging sys in 36, I got it upgraded and running in rc1 keeping my playermobile intact, all was goin great.

I started the quests up in the new distro and now it is asking if i want to del playermobile.

Any suggestions, I know its a searialize/deserialize I am just not sure at this point how to fix it or if I can.

Once I put the quests in the game and players started doing them I ran into the problem.

Which surprised me because the doom quest had been in for some time and no issue it was only after I added the collector and hag quests that the problem started.


Thanx for any info.
 
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