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Crash Problem With My New Ore HELP!!!

kevenb666

Wanderer
for the craft 1 10 bla bla its fixed... for the other,he crash ...

i can craft WEAPOND but thats dont say the name of ore...
i cant craft ARMOR thats crash

just for help:

Code:
using System;
using System.Collections;
using Server.Network;
using Server.Engines.Craft;
using Server.Factions;
using AMA = Server.Items.ArmorMeditationAllowance;
using AMT = Server.Items.ArmorMaterialType;
using ABT = Server.Items.ArmorBodyType;

namespace Server.Items
{
	public abstract class BaseArmor : Item, IScissorable, IFactionItem, ICraftable
	{
		#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



		/* Armor internals work differently now (Jun 19 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:
		 *  - ArmorBase
		 *  - StrBonus
		 *  - DexBonus
		 *  - IntBonus
		 *  - StrReq
		 *  - DexReq
		 *  - IntReq
		 *  - MeditationAllowance
		 */

		// Instance values. These values must are unique to each armor piece.
		private int m_MaxHitPoints;
		private int m_HitPoints;
		private Mobile m_Crafter;
		private ArmorQuality m_Quality;
		private ArmorDurabilityLevel m_Durability;
		private ArmorProtectionLevel m_Protection;
		private CraftResource m_Resource;
		private bool m_Identified, m_PlayerConstructed;
		private int m_PhysicalBonus, m_FireBonus, m_ColdBonus, m_PoisonBonus, m_EnergyBonus;

		private AosAttributes m_AosAttributes;
		private AosArmorAttributes m_AosArmorAttributes;
		private AosSkillBonuses m_AosSkillBonuses;

		// Overridable values. These values are provided to override the defaults which get defined in the individual armor scripts.
		private int m_ArmorBase = -1;
		private int m_StrBonus = -1, m_DexBonus = -1, m_IntBonus = -1;
		private int m_StrReq = -1, m_DexReq = -1, m_IntReq = -1;
		private AMA m_Meditate = (AMA)(-1);


		public virtual bool AllowMaleWearer{ get{ return true; } }
		public virtual bool AllowFemaleWearer{ get{ return true; } }

		public abstract AMT MaterialType{ get; }

		public virtual int RevertArmorBase{ get{ return ArmorBase; } }
		public virtual int ArmorBase{ get{ return 0; } }

		public virtual AMA DefMedAllowance{ get{ return AMA.None; } }
		public virtual AMA AosMedAllowance{ get{ return DefMedAllowance; } }
		public virtual AMA OldMedAllowance{ get{ return DefMedAllowance; } }


		public virtual int AosStrBonus{ get{ return 0; } }
		public virtual int AosDexBonus{ get{ return 0; } }
		public virtual int AosIntBonus{ get{ return 0; } }
		public virtual int AosStrReq{ get{ return 0; } }
		public virtual int AosDexReq{ get{ return 0; } }
		public virtual int AosIntReq{ get{ return 0; } }


		public virtual int OldStrBonus{ get{ return 0; } }
		public virtual int OldDexBonus{ get{ return 0; } }
		public virtual int OldIntBonus{ get{ return 0; } }
		public virtual int OldStrReq{ get{ return 0; } }
		public virtual int OldDexReq{ get{ return 0; } }
		public virtual int OldIntReq{ get{ return 0; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public AMA MeditationAllowance
		{
			get{ return ( m_Meditate == (AMA)(-1) ? Core.AOS ? AosMedAllowance : OldMedAllowance : m_Meditate ); }
			set{ m_Meditate = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int BaseArmorRating
		{
			get
			{
				if ( m_ArmorBase == -1 )
					return ArmorBase;
				else
					return m_ArmorBase;
			}
			set
			{ 
				m_ArmorBase = value; Invalidate(); 
			}
		}

		public double BaseArmorRatingScaled
		{
			get
			{
				return ( BaseArmorRating * ArmorScalar );
			}
		}

		public virtual double ArmorRating
		{
			get
			{
				int ar = BaseArmorRating;

				if ( m_Protection != ArmorProtectionLevel.Regular )
					ar += 10 + (5 * (int)m_Protection);

				switch ( m_Resource )
				{
					case CraftResource.DullCopper:		ar += 2; break;
					case CraftResource.ShadowIron:		ar += 4; break;
					case CraftResource.Copper:		ar += 6; break;
					case CraftResource.Bronze:		ar += 8; break;
					case CraftResource.Gold:		ar += 10; break;
					case CraftResource.Agapite:		ar += 12; break;
					case CraftResource.Verite:		ar += 14; break;
					case CraftResource.Valorite:		ar += 16; break;
					case CraftResource.Darkness:		ar += 18; break;
                              		case CraftResource.Swamp:		ar += 20; break;
                              		case CraftResource.Luna:	        ar += 22; break;
                              		case CraftResource.Crystal:		ar += 24; break;
                              		case CraftResource.DarkElven:		ar += 26; break;
                              		case CraftResource.SpinedLeather:	ar += 10; break;
					case CraftResource.HornedLeather:	ar += 13; break;
					case CraftResource.BarbedLeather:	ar += 16; break;
				}

				ar += -8 + (8 * (int)m_Quality);
				return ScaleArmorByDurability( ar );
			}
		}

		public double ArmorRatingScaled
		{
			get
			{
				return ( ArmorRating * ArmorScalar );
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int StrBonus
		{
			get{ return ( m_StrBonus == -1 ? Core.AOS ? AosStrBonus : OldStrBonus : m_StrBonus ); }
			set{ m_StrBonus = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int DexBonus
		{
			get{ return ( m_DexBonus == -1 ? Core.AOS ? AosDexBonus : OldDexBonus : m_DexBonus ); }
			set{ m_DexBonus = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int IntBonus
		{
			get{ return ( m_IntBonus == -1 ? Core.AOS ? AosIntBonus : OldIntBonus : m_IntBonus ); }
			set{ m_IntBonus = value; InvalidateProperties(); }
		}

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

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

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

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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public CraftResource Resource
		{
			get
			{
				return m_Resource;
			}
			set
			{
				if ( m_Resource != value )
				{
					UnscaleDurability();

					m_Resource = value;
					Hue = CraftResources.GetHue( m_Resource );

					Invalidate();
					InvalidateProperties();

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

					ScaleDurability();
				}
			}
		}

		public virtual double ArmorScalar
		{
			get
			{
				int pos = (int)BodyPosition;

				if ( pos >= 0 && pos < m_ArmorScalars.Length )
					return m_ArmorScalars[pos];

				return 1.0;
			}
		}

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

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitPoints
		{
			get 
			{
				return m_HitPoints;
			}
			set 
			{
				if ( value != m_HitPoints && MaxHitPoints > 0 )
				{
					m_HitPoints = value;

					if ( m_HitPoints < 0 )
						Delete();
					else if ( m_HitPoints > MaxHitPoints )
						m_HitPoints = MaxHitPoints;

					InvalidateProperties();
				}
			}
		}


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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public ArmorDurabilityLevel Durability
		{
			get{ return m_Durability; }
			set{ UnscaleDurability(); m_Durability = value; ScaleDurability(); InvalidateProperties(); }
		}

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

		[CommandProperty( AccessLevel.GameMaster )]
		public ArmorProtectionLevel ProtectionLevel
		{
			get
			{
				return m_Protection;
			}
			set
			{
				if ( m_Protection != value )
				{
					m_Protection = value;

					Invalidate();
					InvalidateProperties();

					if ( Parent is Mobile )
						((Mobile)Parent).UpdateResistances();
				}
			}
		}

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

		[CommandProperty( AccessLevel.GameMaster )]
		public AosArmorAttributes ArmorAttributes
		{
			get{ return m_AosArmorAttributes; }
			set{}
		}

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

		public int ComputeStatReq( StatType type )
		{
			int v;

			if ( type == StatType.Str )
				v = StrRequirement;
			else if ( type == StatType.Dex )
				v = DexRequirement;
			else
				v = IntRequirement;

			return AOS.Scale( v, 100 - GetLowerStatReq() );
		}

		public int ComputeStatBonus( StatType type )
		{
			if ( type == StatType.Str )
				return StrBonus + Attributes.BonusStr;
			else if ( type == StatType.Dex )
				return DexBonus + Attributes.BonusDex;
			else
				return IntBonus + Attributes.BonusInt;
		}

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

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

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

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

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

		public virtual int BasePhysicalResistance{ get{ return 0; } }
		public virtual int BaseFireResistance{ get{ return 0; } }
		public virtual int BaseColdResistance{ get{ return 0; } }
		public virtual int BasePoisonResistance{ get{ return 0; } }
		public virtual int BaseEnergyResistance{ get{ return 0; } }

		public override int PhysicalResistance{ get{ return BasePhysicalResistance + GetProtOffset() + GetResourceAttrs().ArmorPhysicalResist + m_PhysicalBonus; } }
		public override int FireResistance{ get{ return BaseFireResistance + GetProtOffset() + GetResourceAttrs().ArmorFireResist + m_FireBonus; } }
		public override int ColdResistance{ get{ return BaseColdResistance + GetProtOffset() + GetResourceAttrs().ArmorColdResist + m_ColdBonus; } }
		public override int PoisonResistance{ get{ return BasePoisonResistance + GetProtOffset() + GetResourceAttrs().ArmorPoisonResist + m_PoisonBonus; } }
		public override int EnergyResistance{ get{ return BaseEnergyResistance + GetProtOffset() + GetResourceAttrs().ArmorEnergyResist + m_EnergyBonus; } }

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

		[CommandProperty( AccessLevel.GameMaster )]
		public ArmorBodyType BodyPosition
		{
			get
			{
				switch ( this.Layer )
				{
					default:
					case Layer.Neck:		return ArmorBodyType.Gorget;
					case Layer.TwoHanded:	return ArmorBodyType.Shield;
					case Layer.Gloves:		return ArmorBodyType.Gloves;
					case Layer.Helm:		return ArmorBodyType.Helmet;
					case Layer.Arms:		return ArmorBodyType.Arms;

					case Layer.InnerLegs:
					case Layer.OuterLegs:
					case Layer.Pants:		return ArmorBodyType.Legs;

					case Layer.InnerTorso:
					case Layer.OuterTorso:
					case Layer.Shirt:		return ArmorBodyType.Chest;
				}
			}
		}

		public void DistributeBonuses( int amount )
		{
			for ( int i = 0; i < amount; ++i )
			{
				switch ( Utility.Random( 5 ) )
				{
					case 0: ++m_PhysicalBonus; break;
					case 1: ++m_FireBonus; break;
					case 2: ++m_ColdBonus; break;
					case 3: ++m_PoisonBonus; break;
					case 4: ++m_EnergyBonus; break;
				}
			}

			InvalidateProperties();
		}

		public CraftAttributeInfo GetResourceAttrs()
		{
			CraftResourceInfo info = CraftResources.GetInfo( m_Resource );

			if ( info == null )
				return CraftAttributeInfo.Blank;

			return info.AttributeInfo;
		}

		public int GetProtOffset()
		{
			switch ( m_Protection )
			{
				case ArmorProtectionLevel.Guarding: return 1;
				case ArmorProtectionLevel.Hardening: return 2;
				case ArmorProtectionLevel.Fortification: return 3;
				case ArmorProtectionLevel.Invulnerability: return 4;
			}

			return 0;
		}

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

			m_HitPoints = ((m_HitPoints * 100) + (scale - 1)) / scale;
			m_MaxHitPoints = ((m_MaxHitPoints * 100) + (scale - 1)) / scale;
			InvalidateProperties();
		}

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

			m_HitPoints = ((m_HitPoints * scale) + 99) / 100;
			m_MaxHitPoints = ((m_MaxHitPoints * scale) + 99) / 100;
			InvalidateProperties();
		}

		public int GetDurabilityBonus()
		{
			int bonus = 0;

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

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

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

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

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

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

			return bonus;
		}

		public bool Scissor( Mobile from, Scissors scissors )
		{
			if ( !IsChildOf( from.Backpack ) )
			{
				from.SendLocalizedMessage( 502437 ); // Items you wish to cut must be in your backpack.
				return false;
			}

			CraftSystem system = DefTailoring.CraftSystem;

			CraftItem item = system.CraftItems.SearchFor( GetType() );

			if ( item != null && item.Ressources.Count == 1 && item.Ressources.GetAt( 0 ).Amount >= 2 )
			{
				try
				{
					Item res = (Item)Activator.CreateInstance( CraftResources.GetInfo( m_Resource ).ResourceTypes[0] );

					ScissorHelper( from, res, m_PlayerConstructed ? (item.Ressources.GetAt( 0 ).Amount / 2) : 1 );
					return true;
				}
				catch
				{
				}
			}

			from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything.
			return false;
		}

		private static double[] m_ArmorScalars = { 0.07, 0.07, 0.14, 0.15, 0.22, 0.35 };

		public static double[] ArmorScalars
		{
			get
			{
				return m_ArmorScalars;
			}
			set
			{
				m_ArmorScalars = value;
			}
		}

		public static void ValidateMobile( Mobile m )
		{
			for ( int i = m.Items.Count - 1; i >= 0; --i )
			{
				if ( i >= m.Items.Count )
					continue;

				Item item = (Item)m.Items[i];

				if ( item is BaseArmor )
				{
					BaseArmor armor = (BaseArmor)item;

					if ( !armor.AllowMaleWearer && m.Body.IsMale && m.AccessLevel < AccessLevel.GameMaster )
					{
						if ( armor.AllowFemaleWearer )
							m.SendLocalizedMessage( 1010388 ); // Only females can wear this.
						else
							m.SendMessage( "You may not wear this." );

						m.AddToBackpack( armor );
					}
					else if ( !armor.AllowFemaleWearer && m.Body.IsFemale && m.AccessLevel < AccessLevel.GameMaster )
					{
						if ( armor.AllowMaleWearer )
							m.SendMessage( "Only males can wear this." );
						else
							m.SendMessage( "You may not wear this." );

						m.AddToBackpack( armor );
					}
				}
			}
		}

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

			int v = m_AosArmorAttributes.LowerStatReq;

			CraftResourceInfo info = CraftResources.GetInfo( m_Resource );

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

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

			if ( v > 100 )
				v = 100;

			return v;
		}

		public override void OnAdded( object parent )
		{
			if ( parent is Mobile )
			{
				Mobile from = (Mobile)parent;

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

				from.Delta( MobileDelta.Armor ); // Tell them armor rating has changed
			}
		}

		public virtual double ScaleArmorByDurability( double armor )
		{
			int scale = 100;

			if ( m_MaxHitPoints > 0 && m_HitPoints < m_MaxHitPoints )
				scale = 50 + ((50 * m_HitPoints) / m_MaxHitPoints);

			return ( armor * scale ) / 100;
		}

		protected void Invalidate()
		{
			if ( Parent is Mobile )
				((Mobile)Parent).Delta( MobileDelta.Armor ); // Tell them armor rating has changed
		}

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

		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 );
		}

		[Flags]
		private enum SaveFlag
		{
			None				= 0x00000000,
			Attributes			= 0x00000001,
			ArmorAttributes		= 0x00000002,
			PhysicalBonus		= 0x00000004,
			FireBonus			= 0x00000008,
			ColdBonus			= 0x00000010,
			PoisonBonus			= 0x00000020,
			EnergyBonus			= 0x00000040,
			Identified			= 0x00000080,
			MaxHitPoints		= 0x00000100,
			HitPoints			= 0x00000200,
			Crafter				= 0x00000400,
			Quality				= 0x00000800,
			Durability			= 0x00001000,
			Protection			= 0x00002000,
			Resource			= 0x00004000,
			BaseArmor			= 0x00008000,
			StrBonus			= 0x00010000,
			DexBonus			= 0x00020000,
			IntBonus			= 0x00040000,
			StrReq				= 0x00080000,
			DexReq				= 0x00100000,
			IntReq				= 0x00200000,
			MedAllowance		= 0x00400000,
			SkillBonuses		= 0x00800000,
			PlayerConstructed	= 0x01000000
		}

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

			writer.Write( (int) 7 ); // version

			SaveFlag flags = SaveFlag.None;

			SetSaveFlag( ref flags, SaveFlag.Attributes,		!m_AosAttributes.IsEmpty );
			SetSaveFlag( ref flags, SaveFlag.ArmorAttributes,	!m_AosArmorAttributes.IsEmpty );
			SetSaveFlag( ref flags, SaveFlag.PhysicalBonus,		m_PhysicalBonus != 0 );
			SetSaveFlag( ref flags, SaveFlag.FireBonus,			m_FireBonus != 0 );
			SetSaveFlag( ref flags, SaveFlag.ColdBonus,			m_ColdBonus != 0 );
			SetSaveFlag( ref flags, SaveFlag.PoisonBonus,		m_PoisonBonus != 0 );
			SetSaveFlag( ref flags, SaveFlag.EnergyBonus,		m_EnergyBonus != 0 );
			SetSaveFlag( ref flags, SaveFlag.Identified,		m_Identified != false );
			SetSaveFlag( ref flags, SaveFlag.MaxHitPoints,		m_MaxHitPoints != 0 );
			SetSaveFlag( ref flags, SaveFlag.HitPoints,			m_HitPoints != 0 );
			SetSaveFlag( ref flags, SaveFlag.Crafter,			m_Crafter != null );
			SetSaveFlag( ref flags, SaveFlag.Quality,			m_Quality != ArmorQuality.Regular );
			SetSaveFlag( ref flags, SaveFlag.Durability,		m_Durability != ArmorDurabilityLevel.Regular );
			SetSaveFlag( ref flags, SaveFlag.Protection,		m_Protection != ArmorProtectionLevel.Regular );
			SetSaveFlag( ref flags, SaveFlag.Resource,			m_Resource != DefaultResource );
			SetSaveFlag( ref flags, SaveFlag.BaseArmor,			m_ArmorBase != -1 );
			SetSaveFlag( ref flags, SaveFlag.StrBonus,			m_StrBonus != -1 );
			SetSaveFlag( ref flags, SaveFlag.DexBonus,			m_DexBonus != -1 );
			SetSaveFlag( ref flags, SaveFlag.IntBonus,			m_IntBonus != -1 );
			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.MedAllowance,		m_Meditate != (AMA)(-1) );
			SetSaveFlag( ref flags, SaveFlag.SkillBonuses,		!m_AosSkillBonuses.IsEmpty );
			SetSaveFlag( ref flags, SaveFlag.PlayerConstructed,	m_PlayerConstructed != false );

			writer.WriteEncodedInt( (int) flags );

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

			if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) )
				m_AosArmorAttributes.Serialize( writer );

			if ( GetSaveFlag( flags, SaveFlag.PhysicalBonus ) )
				writer.WriteEncodedInt( (int) m_PhysicalBonus );

			if ( GetSaveFlag( flags, SaveFlag.FireBonus ) )
				writer.WriteEncodedInt( (int) m_FireBonus );

			if ( GetSaveFlag( flags, SaveFlag.ColdBonus ) )
				writer.WriteEncodedInt( (int) m_ColdBonus );

			if ( GetSaveFlag( flags, SaveFlag.PoisonBonus ) )
				writer.WriteEncodedInt( (int) m_PoisonBonus );

			if ( GetSaveFlag( flags, SaveFlag.EnergyBonus ) )
				writer.WriteEncodedInt( (int) m_EnergyBonus );

			if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
				writer.WriteEncodedInt( (int) m_MaxHitPoints );

			if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
				writer.WriteEncodedInt( (int) m_HitPoints );

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

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

			if ( GetSaveFlag( flags, SaveFlag.Durability ) )
				writer.WriteEncodedInt( (int) m_Durability );

			if ( GetSaveFlag( flags, SaveFlag.Protection ) )
				writer.WriteEncodedInt( (int) m_Protection );

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

			if ( GetSaveFlag( flags, SaveFlag.BaseArmor ) )
				writer.WriteEncodedInt( (int) m_ArmorBase );

			if ( GetSaveFlag( flags, SaveFlag.StrBonus ) )
				writer.WriteEncodedInt( (int) m_StrBonus );

			if ( GetSaveFlag( flags, SaveFlag.DexBonus ) )
				writer.WriteEncodedInt( (int) m_DexBonus );

			if ( GetSaveFlag( flags, SaveFlag.IntBonus ) )
				writer.WriteEncodedInt( (int) m_IntBonus );

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

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

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

			if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) )
				writer.WriteEncodedInt( (int) m_Meditate );

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

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

			int version = reader.ReadInt();

			switch ( version )
			{
				case 7:
				case 6:
				case 5:
				{
					SaveFlag flags = (SaveFlag)reader.ReadEncodedInt();

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

					if ( GetSaveFlag( flags, SaveFlag.ArmorAttributes ) )
						m_AosArmorAttributes = new AosArmorAttributes( this, reader );
					else
						m_AosArmorAttributes = new AosArmorAttributes( this );

					if ( GetSaveFlag( flags, SaveFlag.PhysicalBonus ) )
						m_PhysicalBonus = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.FireBonus ) )
						m_FireBonus = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.ColdBonus ) )
						m_ColdBonus = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.PoisonBonus ) )
						m_PoisonBonus = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.EnergyBonus ) )
						m_EnergyBonus = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.Identified ) )
						m_Identified = ( version >= 7 || reader.ReadBool() );

					if ( GetSaveFlag( flags, SaveFlag.MaxHitPoints ) )
						m_MaxHitPoints = reader.ReadEncodedInt();

					if ( GetSaveFlag( flags, SaveFlag.HitPoints ) )
						m_HitPoints = reader.ReadEncodedInt();

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

					if ( GetSaveFlag( flags, SaveFlag.Quality ) )
						m_Quality = (ArmorQuality)reader.ReadEncodedInt();
					else
						m_Quality = ArmorQuality.Regular;

					if ( version == 5 && m_Quality == ArmorQuality.Low )
						m_Quality = ArmorQuality.Regular;

					if ( GetSaveFlag( flags, SaveFlag.Durability ) )
					{
						m_Durability = (ArmorDurabilityLevel)reader.ReadEncodedInt();

						if ( m_Durability > ArmorDurabilityLevel.Indestructible )
							m_Durability = ArmorDurabilityLevel.Durable;
					}

					if ( GetSaveFlag( flags, SaveFlag.Protection ) )
					{
						m_Protection = (ArmorProtectionLevel)reader.ReadEncodedInt();

						if ( m_Protection > ArmorProtectionLevel.Invulnerability )
							m_Protection = ArmorProtectionLevel.Defense;
					}

					if ( GetSaveFlag( flags, SaveFlag.Resource ) )
						m_Resource = (CraftResource)reader.ReadEncodedInt();
					else
						m_Resource = DefaultResource;

					if ( m_Resource == CraftResource.None )
						m_Resource = DefaultResource;

					if ( GetSaveFlag( flags, SaveFlag.BaseArmor ) )
						m_ArmorBase = reader.ReadEncodedInt();
					else
						m_ArmorBase = -1;

					if ( GetSaveFlag( flags, SaveFlag.StrBonus ) )
						m_StrBonus = reader.ReadEncodedInt();
					else
						m_StrBonus = -1;

					if ( GetSaveFlag( flags, SaveFlag.DexBonus ) )
						m_DexBonus = reader.ReadEncodedInt();
					else
						m_DexBonus = -1;

					if ( GetSaveFlag( flags, SaveFlag.IntBonus ) )
						m_IntBonus = reader.ReadEncodedInt();
					else
						m_IntBonus = -1;

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

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

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

					if ( GetSaveFlag( flags, SaveFlag.MedAllowance ) )
						m_Meditate = (AMA)reader.ReadEncodedInt();
					else
						m_Meditate = (AMA)(-1);

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

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

					break;
				}
				case 4:
				{
					m_AosAttributes = new AosAttributes( this, reader );
					m_AosArmorAttributes = new AosArmorAttributes( this, reader );
					goto case 3;
				}
				case 3:
				{
					m_PhysicalBonus = reader.ReadInt();
					m_FireBonus = reader.ReadInt();
					m_ColdBonus = reader.ReadInt();
					m_PoisonBonus = reader.ReadInt();
					m_EnergyBonus = reader.ReadInt();
					goto case 2;
				}
				case 2:
				case 1:
				{
					m_Identified = reader.ReadBool();
					goto case 0;
				}
				case 0:
				{
					m_ArmorBase = reader.ReadInt();
					m_MaxHitPoints = reader.ReadInt();
					m_HitPoints = reader.ReadInt();
					m_Crafter = reader.ReadMobile();
					m_Quality = (ArmorQuality)reader.ReadInt();
					m_Durability = (ArmorDurabilityLevel)reader.ReadInt();
					m_Protection = (ArmorProtectionLevel)reader.ReadInt();

					AMT mat = (AMT)reader.ReadInt();

					if ( m_ArmorBase == RevertArmorBase )
						m_ArmorBase = -1;

					/*m_BodyPos = (ArmorBodyType)*/reader.ReadInt();

					if ( version < 4 )
					{
						m_AosAttributes = new AosAttributes( this );
						m_AosArmorAttributes = new AosArmorAttributes( this );
					}

					if ( version < 3 && m_Quality == ArmorQuality.Exceptional )
						DistributeBonuses( 6 );

					if ( version >= 2 )
					{
						m_Resource = (CraftResource)reader.ReadInt();
					}
					else
					{
						OreInfo info;

						switch ( reader.ReadInt() )
						{
							default:
							case 0: info = OreInfo.Iron; break;
							case 1: info = OreInfo.DullCopper; break;
							case 2: info = OreInfo.ShadowIron; break;
							case 3: info = OreInfo.Copper; break;
							case 4: info = OreInfo.Bronze; break;
							case 5: info = OreInfo.Gold; break;
							case 6: info = OreInfo.Agapite; break;
							case 7: info = OreInfo.Verite; break;
							case 8: info = OreInfo.Valorite; break;
						       	case 9: info = OreInfo.Darkness; break;
                                          		case 10: info = OreInfo.Swamp; break;
                                          		case 11: info = OreInfo.Luna; break;
                                          		case 12: info = OreInfo.Crystal; break;
                                          		case 13: info = OreInfo.DarkElven; break;

                                    }

						m_Resource = CraftResources.GetFromOreInfo( info, mat );
					}

					m_StrBonus = reader.ReadInt();
					m_DexBonus = reader.ReadInt();
					m_IntBonus = reader.ReadInt();
					m_StrReq = reader.ReadInt();
					m_DexReq = reader.ReadInt();
					m_IntReq = reader.ReadInt();

					if ( m_StrBonus == OldStrBonus )
						m_StrBonus = -1;

					if ( m_DexBonus == OldDexBonus )
						m_DexBonus = -1;

					if ( m_IntBonus == OldIntBonus )
						m_IntBonus = -1;

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

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

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

					m_Meditate = (AMA)reader.ReadInt();

					if ( m_Meditate == OldMedAllowance )
						m_Meditate = (AMA)(-1);

					if ( m_Resource == CraftResource.None )
					{
						if ( mat == ArmorMaterialType.Studded || mat == ArmorMaterialType.Leather )
							m_Resource = CraftResource.RegularLeather;
						else if ( mat == ArmorMaterialType.Spined )
							m_Resource = CraftResource.SpinedLeather;
						else if ( mat == ArmorMaterialType.Horned )
							m_Resource = CraftResource.HornedLeather;
						else if ( mat == ArmorMaterialType.Barbed )
							m_Resource = CraftResource.BarbedLeather;
						else
							m_Resource = CraftResource.Iron;
					}

					if ( m_MaxHitPoints == 0 && m_HitPoints == 0 )
						m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );

					break;
				}
			}

			if ( m_AosSkillBonuses == null )
				m_AosSkillBonuses = new AosSkillBonuses( this );

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

			int strBonus = ComputeStatBonus( StatType.Str );
			int dexBonus = ComputeStatBonus( StatType.Dex );
			int intBonus = ComputeStatBonus( StatType.Int );

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

				string modName = 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 ( version < 7 )
				m_PlayerConstructed = true; // we don't know, so, assume it's crafted
		}

		public virtual CraftResource DefaultResource{ get{ return CraftResource.Iron; } }

		public BaseArmor( int itemID ) :  base( itemID )
		{
			m_Quality = ArmorQuality.Regular;
			m_Durability = ArmorDurabilityLevel.Regular;
			m_Crafter = null;

			m_Resource = DefaultResource;
			Hue = CraftResources.GetHue( m_Resource );

			m_HitPoints = m_MaxHitPoints = Utility.RandomMinMax( InitMinHits, InitMaxHits );

			this.Layer = (Layer)ItemData.Quality;

			m_AosAttributes = new AosAttributes( this );
			m_AosArmorAttributes = new AosArmorAttributes( this );
			m_AosSkillBonuses = new AosSkillBonuses( this );
		}

		public override bool CanEquip( Mobile from )
		{
			if ( !AllowMaleWearer && from.Body.IsMale && from.AccessLevel < AccessLevel.GameMaster )
			{
				if ( AllowFemaleWearer )
					from.SendLocalizedMessage( 1010388 ); // Only females can wear this.
				else
					from.SendMessage( "You may not wear this." );

				return false;
			}
			else if ( !AllowFemaleWearer && from.Body.IsFemale && from.AccessLevel < AccessLevel.GameMaster )
			{
				if ( AllowMaleWearer )
					from.SendMessage( "Only males can wear this." );
				else
					from.SendMessage( "You may not wear this." );

				return false;
			}
			else
			{
				int strBonus = ComputeStatBonus( StatType.Str ), strReq = ComputeStatReq( StatType.Str );
				int dexBonus = ComputeStatBonus( StatType.Dex ), dexReq = ComputeStatReq( StatType.Dex );
				int intBonus = ComputeStatBonus( StatType.Int ), intReq = ComputeStatReq( StatType.Int );

				if ( from.Dex < dexReq || (from.Dex + dexBonus) < 1 )
				{
					from.SendLocalizedMessage( 502077 ); // You do not have enough dexterity to equip this item.
					return false;
				} 
				else if ( from.Str < strReq || (from.Str + strBonus) < 1 )
				{
					from.SendLocalizedMessage( 500213 ); // You are not strong enough to equip that.
					return false;
				}
				else if ( from.Int < intReq || (from.Int + intBonus) < 1 )
				{
					from.SendMessage( "You are not smart enough to equip that." );
					return false;
				}
			}

			return base.CanEquip( from );
		}

		public override bool CheckPropertyConfliction( Mobile m )
		{
			if ( base.CheckPropertyConfliction( m ) )
				return true;

			if ( Layer == Layer.Pants )
				return ( m.FindItemOnLayer( Layer.InnerLegs ) != null );

			if ( Layer == Layer.Shirt )
				return ( m.FindItemOnLayer( Layer.InnerTorso ) != null );

			return false;
		}

		public override bool OnEquip( Mobile from )
		{
			from.CheckStatTimers();

			int strBonus = ComputeStatBonus( StatType.Str );
			int dexBonus = ComputeStatBonus( StatType.Dex );
			int intBonus = ComputeStatBonus( StatType.Int );

			if ( strBonus != 0 || dexBonus != 0 || intBonus != 0 )
			{
				string modName = this.Serial.ToString();

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

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

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

			return base.OnEquip( from );
		}

		public override void OnRemoved( object parent )
		{
			if ( parent is Mobile )
			{
				Mobile m = (Mobile)parent;
				string modName = this.Serial.ToString();

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

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

				((Mobile)parent).Delta( MobileDelta.Armor ); // Tell them armor rating has changed
				m.CheckStatTimers();
			}

			base.OnRemoved( parent );
		}

		public virtual int OnHit( BaseWeapon weapon, int damageTaken )
		{
			double HalfAr = ArmorRating / 2.0;
			int Absorbed = (int)(HalfAr + HalfAr*Utility.RandomDouble());

			damageTaken -= Absorbed;
			if ( damageTaken < 0 ) 
				damageTaken = 0;

			if ( Absorbed < 2 )
				Absorbed = 2;

			if ( 25 > Utility.Random( 100 ) ) // 25% chance to lower durability
			{
				if ( Core.AOS && m_AosArmorAttributes.SelfRepair > Utility.Random( 10 ) )
				{
					HitPoints += 2;
				}
				else
				{
					int wear;

					if ( weapon.Type == WeaponType.Bashing )
						wear = Absorbed / 2;
					else
						wear = Utility.Random( 2 );

					if ( wear > 0 && m_MaxHitPoints > 0 )
					{
						if ( m_HitPoints >= wear )
						{
							HitPoints -= wear;
							wear = 0;
						}
						else
						{
							wear -= HitPoints;
							HitPoints = 0;
						}

						if ( wear > 0 )
						{
							if ( m_MaxHitPoints > wear )
							{
								MaxHitPoints -= wear;

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

			return damageTaken;
		}

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

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

			return name;
		}

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

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

			if ( Hue == 0 )
			{
				oreType = 0;
			}
			else
			{
				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.Darkness:		oreType = 1053100; break; // Darkness	
					case CraftResource.Swamp:		oreType = 1053909; break; // Swamp
  					case CraftResource.Luna:		oreType = 1053908; break; // Luna       
					case CraftResource.Crystal:		oreType = 1053907; break; // Crystal
					case CraftResource.DarkElven:		oreType = 1053906; break; // DarkElven
                              		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
					default: oreType = 0; break;
				}
			}

			if ( m_Quality == ArmorQuality.Exceptional )
			{
				if ( oreType != 0 )
					list.Add( 1053100, "#{0}\t{1}", oreType, GetNameString() ); // exceptional ~1_oretype~ ~2_armortype~
				else
					list.Add( 1050040, GetNameString() ); // exceptional ~1_ITEMNAME~
			}
			else
			{
				if ( oreType != 0 )
					list.Add( 1053099, "#{0}\t{1}", oreType, GetNameString() ); // ~1_oretype~ ~2_armortype~
				else if ( Name == null )
					list.Add( LabelNumber );
				else
					list.Add( Name );
			}
		}

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

			return ( m_AosAttributes.SpellChanneling != 0 );
		}

		public virtual int GetLuckBonus()
		{
			CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );

			if ( resInfo == null )
				return 0;

			CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

			if ( attrInfo == null )
				return 0;

			return attrInfo.ArmorLuck;
		}

		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

			m_AosSkillBonuses.GetProperties( list );

			int prop;

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

			if ( (prop = 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.BonusDex) != 0 )
				list.Add( 1060409, prop.ToString() ); // dexterity bonus ~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 = m_AosAttributes.AttackChance) != 0 )
				list.Add( 1060415, prop.ToString() ); // hit chance increase ~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_AosArmorAttributes.MageArmor) != 0 )
				list.Add( 1060437 ); // mage armor

			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_AosArmorAttributes.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~%

			base.AddResistanceProperties( list );

			if ( (prop = GetDurabilityBonus()) > 0 )
				list.Add( 1060410, prop.ToString() ); // durability ~1_val~%

			if ( (prop = ComputeStatReq( StatType.Str )) > 0 )
				list.Add( 1061170, prop.ToString() ); // strength requirement ~1_val~

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

		public override void OnSingleClick( Mobile from )
		{
			ArrayList attrs = new ArrayList();

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

			if ( m_Identified )
			{
				if ( m_Durability != ArmorDurabilityLevel.Regular )
					attrs.Add( new EquipInfoAttribute( 1038000 + (int)m_Durability ) );

				if ( m_Protection > ArmorProtectionLevel.Regular && m_Protection <= ArmorProtectionLevel.Invulnerability )
					attrs.Add( new EquipInfoAttribute( 1038005 + (int)m_Protection ) );
			}
			else if ( m_Durability != ArmorDurabilityLevel.Regular || (m_Protection > ArmorProtectionLevel.Regular && m_Protection <= ArmorProtectionLevel.Invulnerability) )
			{
				attrs.Add( new EquipInfoAttribute( 1038000 ) ); // Unidentified
			}

			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, (EquipInfoAttribute[])attrs.ToArray( typeof( EquipInfoAttribute ) ) );

			from.Send( new DisplayEquipmentInfo( this, eqInfo ) );
		}
		#region ICraftable Members

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

			if ( makersMark )
				Crafter = from;

			Type resourceType = typeRes;

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

			Resource = CraftResources.GetFromType( resourceType );
			PlayerConstructed = true;

			CraftContext context = craftSystem.GetContext( from );

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

			if ( quality == 2 )
				DistributeBonuses( (tool is BaseRunicTool ? 6 : 14) );

			if ( Core.AOS && tool is BaseRunicTool )
				((BaseRunicTool)tool).ApplyAttributesTo( this );

			return quality;
		}

		#endregion
	}
}
 

TMSTKSBK

Lord
at Server.Items.BaseArmor.get_PhysicalResistance()

that blew up. therefore, you have buggered the properties in here somewhere.
 
kevenb666 said:
That's a rude posting in my opinion. If you want help you should consider to ask questions properly, so you have a higher chance in geting the desired answer - a helping answer.
 

TMSTKSBK

Lord
somewhere in getPhysicalResistance

write in some Console.WriteLines to find out where it's exploding.

And since you're not following my instructions (ref debug mode), I dunno if I should help you anymore. If the error is in debug mode, it will show line numbers and file names.
 

kevenb666

Wanderer
1:i can craft ALL armor but no my costum::
2:
Code:
And since you're not following my instructions (ref debug mode), I dunno if I should help you anymore. If the error is in debug mode, it will show line numbers and file names.

yea but debug dont work

3:: Another bug of crash with the Houseplacementtool

::report
Code:
Exception:
System.TypeInitializationException: Une exception a été levée par l'initialiseur de type pour "Server.MultiData". ---> System.UnauthorizedAccessException: L'accès au chemin d'accès "C:\Program Files\ea games\Ultima Online\Verdata.mul" est refusé.
   at System.IO.__Error.WinIOError(Int32 errorCode, String str)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share, Int32 bufferSize, Boolean useAsync, String msgPath, Boolean bFromProxy)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
   at Server.MultiData..cctor()
   --- Fin de la trace de la pile d'exception interne ---
   at Server.MultiData.GetComponents(Int32 multiID)
   at Server.Items.BaseMulti.get_Components()
   at Server.Multis.PreviewHouse..ctor(Int32 multiID)
   at Server.Items.HousePlacementEntry.OnPlacement(Mobile from, Point3D p)
   at Server.Items.NewHousePlacementTarget.OnTarget(Mobile from, Object o)
   at Server.Targeting.Target.Invoke(Mobile from, Object targeted)
   at Server.Network.PacketHandlers.TargetResponse(NetState state, PacketReader pvSrc)
   at Server.Network.MessagePump.HandleReceive(NetState ns)
   at Server.Network.MessagePump.Slice()
   at Server.Core.Main(String[] args)

:/
2 big error but i cant restart my shard :S
 

TMSTKSBK

Lord
YES, DEBUG MODE DOES WORK.


GAH! THERE ARE THOUSANDS OF PEOPLE ON THESE FORUMS THAT USE DEBUG MODE. If you want to diagnose your problem, you will run it in debug mode, since you don't know what you're doing. When you run it in debug mode, it will give you the line number of where the crash happened. When you get that, you can back-trace to find the problem.

aaaand...have a nice life. I'm done.
 

Phantom

Knight
I say this thread is just locked.

There is enough flaming, and general idiotic behavior to last an entire year.

Reported several people, in attempt to get this really lame thread locked, nothing personal against anyone.

If you don't like it, bite me
 

kevenb666

Wanderer
sry

sry guy's i tryed debug mode but thats aint worked and i be angry but i am sorry. i tryed to rescript Basearmor.cs but there is 0 change.

for the debug i tryed: C:\RunUO 1.0\Server.exe -debug


the error of windows is : Impossible to find the file C:\RunUO 1.0\Server.exe -debug...look if the road of acces or internet is correct

be cool and restart to 0:rolleyes:

just say me why this debug mode wont work for me:(
 

Kronos99

Wanderer
kevenb666 said:
:confused: my server run and all but WHEN I CRAFT AN COSTUM ORE THE SERVER CRASH...and for the debug thats dont work LoL! but PLEASE say me HOW to make my ore MINABLE --ps i maked Mining.CS... and for CRAFT 1 CRAFT 10 Ect...WHAT IS THE SOLITION!!!!!!!! :mad: :mad: :mad:
_______________________________________________________________________________________

I Need HeLp!!!!

means you missed something in the oreinfo.cs (or one of the other scripts dealing with ore) run through them and see what you missed, use SharpDevelop, it has some nice features to help you fix errors
 
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