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FS Pvp Point System

RoninGT

Sorceror
FS Pvp Point System

FS Pvp Point System v2.1 FINAL

UPDATED 6/19/2005
FIXED: Load issues, Sorry i left a lil thing out.

UPDATED 6/19/2005
This is the final update for the FS Pvp Point System (Other than bug fixes :) )

ADDED: Pvp Reward System ( See Below )
ADDED: Disable Staff Ranks

FIXED: Minor bugs

CHANGED: Titles and Ranks.

Pvp Reward System
You can now add items into the settings script and have a (DOOM LIKE) artfiact system with pvping, Players get a chance to get an item every time they kill another player, Chances can be tweaked in the settings script. On our pvp server we made it so players get the Tokuno Items for pvping, Its great for if you want to make your pvpers work for the artis so they dont all start out artif-fied... god i hate that. LOL

UPDATED 4/30/2005
Fixed Docs, Removed the unused lines not needed.

UPDATE 4/24/2005
FIXED: Bug where (Total Points Lost) were not updating correctly

ADDED: Pvp Score Board.
ADDED: Global Death Message Feature

Pvp Scoreboard Info
The pvp score board does many features. It will show all the players pvp record on the server, Show the top 3 players with the most wins, Loses, Res kills, Times res killed, and Pure wins.. I didnt add points into the board cause frankly points are spent and lost. Its all based on who has the most wins. Also score board has the a help menu to help players get the hang of the features...

Global Death Message Feature
This feature can be enabled/disabled via the settings script but with this feature when i player dies i will send a global message letting all users online know who just died and who killed them. I know there is a script floating around for this but i just thought i would add it into the system. This will only happen with a player kills another player.

UPDATE 4/21/2005
Fixed Playermobile.cs again. Removed unused lines.

UPDATE 4/21/2005
Updated Distro PlayerMobile That comes with Package. The older one seemed to be a stock PM without the needed edits. (No changes are needed if you hand edited your pm)

UPDATE 4/21/2005
Sorry i forgot to add the runic kits, and support to the runic gump all fixed now

Discription
This system will add pvp points to your server. Pvp points are gained via player vs player conflicts. Also includes a few other features listed below.

Wins / Loses Tracking
This feature will show total wins and loses of the player this is viewable by anyone who uses the [pvpstats command on another player or them selfs. Also will track all battles fought total, (Battles that ended in death)

Res Kill Tracking
This feature shows how many times the player has res killed someone and how many times the player themselfs has been res killed. The system has a built in res kill timer which you can enable / disable and set the amount of time the player has. If the player is killed again before the time limit is up by the same player it is counted as a res kill and no pvp points are awarded. This also counts agaisnt the killers "Pure Wins" in matters of the ranking system.

Ranking System
This feature gives the players ranks based on their "Pure Wins"

Total Wins - Total Loses - Total Res Kills = Pure Wins.

That is the method of finding a players total pure wins. The ranking system depends on this number to give ranks. Ranks are displayed in the players Context Menu, By holding your cursor over the player it will show thier rank. There are 9 total ranks and this can be changed to support many ranks if wanted. A players Pure wins, and Number of Pure Wins till Next rank are displayed in there pvpstat menu.

Pvp Reward System
The package comes with a stone so players can buy items off the stone. The stone however comes empty you as the admin will have to edit the stone to support items. I have made easy for admins to do so see the docs for details on add items to the system. I have done this because i dont wish to create items that some would save "Unbalance Pvp" i know the need to keep pvp in check and one wrong item can throw off the whole server. This is why i leave it up to you However the runics feature of the reward system is already set up for you the gumps are scripted for easy edits so if you wanted to change an entire catogory you can.

Settings
System comes stock with setting script so you can enable / disable features as you see fit. See PvpPointSystem.cs to edit your settings. if you have trouble be sure to read your docs on howto.

Help Menu
Via the pvpstat menu players can view help feature to better understand the system. Saves staff members for tons of pages reguarding the system. Just need to inform your players on the command [pvpstats

If you find any bugs, or need any help in any way please reply back here and ill do my best to help you with your needs.

Enjoy :)

Ronin

Install

ALWAYS BACK UP YOUR FILES BEFORE EDITING!!!

This system requires edits to your PlayerMobile.cs
There is a stock PlayerMobile.cs with the required edits included in the system
Be sure to see docs on how to hand edit your playermobile.cs


I bet you didnt read the above...

The rest just drop in your custom folder and go.
 

Attachments

  • FS Pvp Point System v2.1.zip
    45.9 KB · Views: 2,275

RoninGT

Sorceror
Darkness_PR
FS - Stands for a few things but mainly i use it to Identify my scripts. Kinda my tag of sorts :)

UOsFiNeStPvPeR
Post where your having the problem or you can post your playermobile.cs and ill see what i can do to help.

Ronin
 

RoninGT

Sorceror
UOsFiNeStPvPeR, It seems i had a Stock PlayerMobile.cs in the package, I have updated it now. Sorry for that.

Ronin
 
S

Sephy

Guest
Please im having some problems.. (sorry my inglish) i tried to remove this scripts ... after this i had restarted my server... but now when i trie to login in this... in runuo say if i want to delete pvprewardrobe.. i put Y the shard start but without the CHARACTERS on the account... but in saves i have all the accounts.. plz anyboy here can help me?
 

RoninGT

Sorceror
Ok i am guessing its asking you to Delete your PlayerMobiel.cs, You will need to keep the Deserialize + Serialize entries to your playermobile and remove the rest cause if you remove that after already loading your playermobile.cs you will get the prompt to delete your PlayerMobile.cs Make sure you keep the Veriables as well. The rest like (OnBeforeDeath) & (AddNameProperties) edits can be removed safly. And the rest of the scripts in the system

Ronin
 

RoninGT

Sorceror
Just wanted to say i have updated the system. Fixed a bug i found. and added 2 new features. Pvp Score Boards, and Global Death Message Feature... See the main post for details..

Ronin
 

Rob24

Sorceror
Hello

ummm I dont know this one I cant fined it

#-----[ FIND ]----------------------------------
#
//NOTE: LASTCASE will be the last case from your Deserialize

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

#
#-----[ CHANGE TO ]----------------------------
#
//NOTE: NEXTCASE will be the case number you just added in your Deserialze

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

#
 

Rob24

Sorceror
khiluo said:
killer system.

I am following the readme file to put in the system but this is not in the file to fined this

#-----[ FIND ]----------------------------------
#
//NOTE: LASTCASE will be the last case from your Deserialize

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

#
#-----[ CHANGE TO ]----------------------------
#
//NOTE: NEXTCASE will be the case number you just added in your Deserialze

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

#
 

RoninGT

Sorceror
Rob24
It means your goning to have to use the case number you used in Deserialize
for your Serialize, See the Deserialize Verison has to match your Serialize verison (i.e Case) So if the last case number you used in your Deserialize was say 20 then your Serialize number should be 20 as well. I hope this helps Please see the PlayerMobile.cs i have added with this system for referance.

Twlizer
The last update i did to playermobile was on 4/21/2005
The lastest verison has no changes to the PlayerMobile.cs

Ronin
 

Darkness_PR

Wanderer
I installed the FS PvP System, followed the Player Mobile Edit.txt and got a few errors =/. Please help me here. Thanks †Darkness_PR†

Here are my errors:
Code:
 - Error: Scripts\Mobiles\PlayerMobile.cs: CS0103: (line 148, column 16) The nam
 e 'm_SendNullMessage' does not exist in the class or namespace 'Server.Mobiles.P
 layerMobile'
  - Error: Scripts\Mobiles\PlayerMobile.cs: CS0103: (line 149, column 9) The name
  'm_SendNullMessage' does not exist in the class or namespace 'Server.Mobiles.Pl
 ayerMobile'
  - Error: Scripts\Mobiles\PlayerMobile.cs: CS0103: (line 155, column 16) The nam
 e 'm_SendLoseMessage' does not exist in the class or namespace 'Server.Mobiles.P
 layerMobile'
  - Error: Scripts\Mobiles\PlayerMobile.cs: CS0103: (line 156, column 9) The name
  'm_SendLoseMessage' does not exist in the class or namespace 'Server.Mobiles.Pl
 ayerMobile'
  - Error: Scripts\Mobiles\PlayerMobile.cs: CS0103: (line 195, column 16) The nam
 e 'm_SendRankLoseMessage' does not exist in the class or namespace 'Server.Mobil
 es.PlayerMobile'
  - Error: Scripts\Mobiles\PlayerMobile.cs: CS0103: (line 196, column 9) The name
  'm_SendRankLoseMessage' does not exist in the class or namespace 'Server.Mobile
 s.PlayerMobile'

Here is my PlayerMobile:
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;
 using Server.Factions;
 using Server.Regions;
 using Server.Accounting;
 
 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,
 		Young    			= 0x00000400
 	}
 
 	public enum NpcGuild
 	{
 		None,
 		MagesGuild,
 		WarriorsGuild,
 		ThievesGuild,
 		RangersGuild,
 		HealersGuild,
 		MinersGuild,
 		MerchantsGuild,
 		TinkersGuild,
 		TailorsGuild,
 		FishermensGuild,
 		BardsGuild,
 		BlacksmithsGuild
 	}
 
 	public enum SolenFriendship
 	{
 		None,
 		Red,
 		Black
 	}
 
 	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;
 		//Start Pvp Point System
 		private int m_TotalPoints;
 		private int m_TotalWins;
 		private int m_TotalLoses;
 		private int m_TotalResKills;
 		private int m_TotalResKilled;
 		private Mobile m_LastPwner;
 		private Mobile m_LastPwned;
 		private DateTime m_ResKillTime;
 		private int m_TotalPointsLost;
 		private int m_TotalPointsSpent;
 		private string m_PvpRank = "Newbie";
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public string PvpRank
 		{
 			get{ return m_PvpRank; }
 			set{ m_PvpRank = value; InvalidateProperties(); }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public int TotalPoints
 		{
 			get{ return m_TotalPoints; }
 			set{ m_TotalPoints = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public int TotalWins
 		{
 			get{ return m_TotalWins; }
 			set{ m_TotalWins = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public int TotalLoses
 		{
 			get{ return m_TotalLoses; }
 			set{ m_TotalLoses = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public int TotalResKills
 		{
 			get{ return m_TotalResKills; }
 			set{ m_TotalResKills = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public int TotalResKilled
 		{
 			get{ return m_TotalResKilled; }
 			set{ m_TotalResKilled = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public bool SendNullMessage
 		{
 			get{ return m_SendNullMessage; }
 			set{ m_SendNullMessage = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public bool SendLoseMessage
 		{
 			get{ return m_SendLoseMessage; }
 			set{ m_SendLoseMessage = value; }
 		}
 		
 		[CommandProperty( AccessLevel.GameMaster )]
 		public Mobile LastPwner
 		{
 			get{ return m_LastPwner; }
 			set{ m_LastPwner = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public Mobile LastPwned
 		{
 			get{ return m_LastPwned; }
 			set{ m_LastPwned = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public TimeSpan ResKillTime
 		{
 			get
 			{
 				TimeSpan ts = m_ResKillTime - DateTime.Now;
 
 				if ( ts < TimeSpan.Zero )
 					ts = TimeSpan.Zero;
 
 				return ts;
 			}
 			set
 			{
 				try{ m_ResKillTime = DateTime.Now + value; }
 				catch{}
 			}
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public bool SendRankLoseMessage
 		{
 			get{ return m_SendRankLoseMessage; }
 			set{ m_SendRankLoseMessage = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public int TotalPointsLost
 		{
 			get{ return m_TotalPointsLost; }
 			set{ m_TotalPointsLost = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public int TotalPointsSpent
 		{
 			get{ return m_TotalPointsSpent; }
 			set{ m_TotalPointsSpent = value; }
 		}
 
 		//End Pvp Point System
 
 		[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 );
 
 			if ( this.LightLevel < 21 && AosAttributes.GetValue( this, AosAttribute.NightSight ) > 0 )
 				personal = 21;
 			else
 				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;
 
 			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;
 
 				#region Factions
 				int factionItemCount = 0;
 				#endregion
 
 				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;
 						}
 					}
 
 		    		FactionItem factionItem = FactionItem.Find( item );
 
 					if ( factionItem != null )
 					{
 		    			bool drop = false;
 
 		    			Faction ourFaction = Faction.Find( this );
 
 		    			if ( ourFaction == null || ourFaction != factionItem.Faction )
 		    		    	drop = true;
 		    			else if ( ++factionItemCount > FactionItem.GetMaxWearables( this ) )
 		    		    	drop = true;
 
 						if ( drop )
 						{
 		    		    	from.AddToBackpack( item );
 		    		    	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();
 
 				pm.BedrollLogout = false;
 			}
 		}
 
 		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 all from house
 				 *  - Restore relocated entities
 				 */
 
 				// Remove design context
 				DesignContext.Remove( from );
 
 				// Eject all from house
 				from.RevealingAction();
 
 		    	foreach ( Item item in context.Foundation.GetItems() )
 		    		item.Location = context.Foundation.BanLocation;
 
 		    	foreach ( Mobile mobile in context.Foundation.GetMobiles() )
 		    		mobile.Location = context.Foundation.BanLocation;
 
 				// Restore relocated entities
 				context.Foundation.RestoreRelocatedEntities();
 			}
 
 			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();
 
 				pm.m_SpeechLog = null;
 			}
 		}
 
 		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;
 			}
 
 			if ( this.NetState != null )
 				CheckLightLevels( false );
 
 			InvalidateMyRunUO();
 		}
 
 		public override void OnItemRemoved( Item item )
 		{
 			base.OnItemRemoved( item );
 
 			if ( item is BaseArmor || item is BaseWeapon )
 			{
 				Hits=Hits; Stam=Stam; Mana=Mana;
 			}
 
 			if ( this.NetState != null )
 				CheckLightLevels( false );
 
 			InvalidateMyRunUO();
 		}
 
 		public override double ArmorRating
 		{
 			get
 			{
 				BaseArmor ar;
 				double rating = 0.0;
 
 				ar = NeckArmor as BaseArmor;
 				if ( ar != null )
 					rating += ar.ArmorRatingScaled;
 
 				ar = HandArmor as BaseArmor;
 				if ( ar != null )
 					rating += ar.ArmorRatingScaled;
 
 				ar = HeadArmor as BaseArmor;
 				if ( ar != null )
 					rating += ar.ArmorRatingScaled;
 
 				ar = ArmsArmor as BaseArmor;
 				if ( ar != null )
 					rating += ar.ArmorRatingScaled;
 
 				ar = LegsArmor as BaseArmor;
 				if ( ar != null )
 					rating += ar.ArmorRatingScaled;
 
 				ar = ChestArmor as BaseArmor;
 				if ( ar != null )
 					rating += ar.ArmorRatingScaled;
 
 				ar = ShieldArmor as BaseArmor;
 				if ( ar != null )
 					rating += ar.ArmorRatingScaled;
 
 				return VirtualArmor + VirtualArmorMod + rating;
 			}
 		}
 
 		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 )
 			{
 				GumpCollection gumps = ns.Gumps;
 
 				for ( int i = 0; i < gumps.Count; ++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 )
 		{
 			if ( !isTeleport && AccessLevel == AccessLevel.Player )
 			{
 				// moving, not teleporting
 				int zDrop = ( this.Location.Z - loc.Z );
 
 				if ( zDrop > 20 ) // we fell more than one story
 		    		Hits -= ((zDrop / 20) * 10) - 5; // deal some damage; does not kill, disrupt, etc
 			}
 
 			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 )
 				{
 		    		if ( Alive && house.InternalizedVendors.Count > 0 && house.IsOwner( this ) )
 		    			list.Add( new CallbackEntry( 6204, new ContextCallback( GetVendor ) ) );
 
 					if ( 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 || item is BagOfSending )
 				return false;
 
 			if ( item is Spellbook || item is Runebook || item is PotionKeg || item is Sigil )
 				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 GetVendor()
 		{
 			BaseHouse house = BaseHouse.FindHouseAt( this );
 
 			if ( CheckAlive() && house != null && house.IsOwner( this ) && house.InternalizedVendors.Count > 0 )
 			{
 				CloseGump( typeof( ReclaimVendorGump ) );
 				SendGump( new ReclaimVendorGump( house ) );
 			}
 		}
 
 		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;
 
 		public override bool CheckEquip( Item item )
 		{
 			if ( !base.CheckEquip( item ) )
 				return false;
 
 			#region Factions
 			FactionItem factionItem = FactionItem.Find( item );
 
 			if ( factionItem != null )
 			{
 				Faction faction = Faction.Find( this );
 
 				if ( faction == null )
 				{
 		    		SendLocalizedMessage( 1010371 ); // You cannot equip a faction item!
 					return false;
 				}
 				else if ( faction != factionItem.Faction )
 				{
 		    		SendLocalizedMessage( 1010372 ); // You cannot equip an opposing faction's item!
 					return false;
 				}
 				else
 				{
 		    		int maxWearables = FactionItem.GetMaxWearables( this );
 
 		    		for ( int i = 0; i < Items.Count; ++i )
 					{
 		    			Item equiped = (Item)Items[i];
 
 		    			if ( item != equiped && FactionItem.Find( equiped ) != null )
 						{
 		    		    	if ( --maxWearables == 0 )
 		    		    	{
 		    		    		SendLocalizedMessage( 1010373 ); // You do not have enough rank to equip more faction items!
 		    		    		return false;
 		    		    	}
 						}
 					}
 				}
 			}
 			#endregion
 
 			if ( this.AccessLevel < AccessLevel.GameMaster && item.Layer != Layer.Mount && this.HasTrade )
 			{
 				BounceInfo bounce = item.GetBounce();
 
 				if ( bounce != null )
 				{
 					if ( bounce.m_Parent is Item )
 					{
 		    			Item parent = (Item) bounce.m_Parent;
 
 		    			if ( parent == this.Backpack || parent.IsChildOf( this.Backpack ) )
 		    		    	return true;
 					}
 		    		else if ( bounce.m_Parent == this )
 					{
 						return true;
 					}
 				}
 
 		    	SendLocalizedMessage( 1004042 ); // You can only equip what you are already carrying while you have a trade pending.
 				return false;
 			}
 
 			return true;
 		}
 
 		public override bool CheckTrade( Mobile to, Item item, SecureTradeContainer cont, bool message, bool checkItems, int plusItems, int plusWeight )
 		{
 			int msgNum = 0;
 
 			if ( cont == null )
 			{
 				if ( to.Holding != null )
 		    		msgNum = 1062727; // You cannot trade with someone who is dragging something.
 				else if ( this.HasTrade )
 		    		msgNum = 1062781; // You are already trading with someone else!
 				else if ( to.HasTrade )
 		    		msgNum = 1062779; // That person is already involved in a trade
 			}
 
 			if ( msgNum == 0 )
 			{
 				if ( cont != null )
 				{
 					plusItems += cont.TotalItems;
 					plusWeight += cont.TotalWeight;
 				}
 
 		    	if ( this.Backpack == null || !this.Backpack.CheckHold( this, item, false, checkItems, plusItems, plusWeight ) )
 		    		msgNum = 1004040; // You would not be able to hold this if the trade failed.
 		    	else if ( to.Backpack == null || !to.Backpack.CheckHold( to, item, false, checkItems, plusItems, plusWeight ) )
 		    		msgNum = 1004039; // The recipient of this trade would not be able to carry this.
 				else
 		    		msgNum = CheckContentForTrade( item );
 			}
 
 			if ( msgNum != 0 )
 			{
 				if ( message )
 		    		this.SendLocalizedMessage( msgNum );
 
 				return false;
 			}
 
 			return true;
 		}
 
 		private static int CheckContentForTrade( Item item )
 		{
 			if ( item is TrapableContainer && ((TrapableContainer)item).TrapType != TrapType.None )
 				return 1004044; // You may not trade trapped items.
 
 			if ( SkillHandlers.StolenItem.IsStolen( item ) )
 		    	return 1004043; // You may not trade recently stolen items.
 
 			if ( item is Container )
 			{
 				foreach ( Item subItem in item.Items )
 				{
 		    		int msg = CheckContentForTrade( subItem );
 
 					if ( msg != 0 )
 						return msg;
 				}
 			}
 
 			return 0;
 		}
 
 		public override bool CheckNonlocalDrop( Mobile from, Item item, Item target )
 		{
 			if ( !base.CheckNonlocalDrop( from, item, target ) )
 				return false;
 
 			if ( from.AccessLevel >= AccessLevel.GameMaster )
 				return true;
 
 			Container pack = this.Backpack;
 			if ( from == this && this.HasTrade && ( target == pack || target.IsChildOf( pack ) ) )
 			{
 				BounceInfo bounce = item.GetBounce();
 
 		    	if ( bounce != null && bounce.m_Parent is Item )
 				{
 		    		Item parent = (Item) bounce.m_Parent;
 
 		    		if ( parent == pack || parent.IsChildOf( pack ) )
 						return true;
 				}
 
 		    	SendLocalizedMessage( 1004041 ); // You can't do that while you have a trade pending.
 				return false;
 			}
 
 			return true;
 		}
 
 		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;
 		}
 
 		public override bool OnMoveOver( Mobile m )
 		{
 			if ( m is BaseCreature && !((BaseCreature)m).Controled )
 				return false;
 
 			return base.OnMoveOver( m );
 		}
 
 		protected override void OnMapChange( Map oldMap )
 		{
 			if ( (Map != Faction.Facet && oldMap == Faction.Facet) || (Map == Faction.Facet && oldMap != Faction.Facet) )
 				InvalidateProperties();
 
 			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 )
 		{
 			int disruptThreshold;
 
 			if ( !Core.AOS )
 				disruptThreshold = 0;
 			else if ( from != null && from.Player )
 				disruptThreshold = 18;
 			else
 				disruptThreshold = 25;
 
 			if ( amount > disruptThreshold )
 			{
 		    	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 is BaseCreature )
 			{
 		    	Mobile master = ((BaseCreature)m_InsuranceAward).GetMaster();
 
 				if ( master != null )
 					m_InsuranceAward = master;
 			}
 
 			if ( m_InsuranceAward != null && (!m_InsuranceAward.Player || m_InsuranceAward == this) )
 				m_InsuranceAward = null;
 
 			if ( m_InsuranceAward is PlayerMobile )
 		    	((PlayerMobile)m_InsuranceAward).m_InsuranceBonus = 0;
 			
 			Mobile kill = FindMostRecentDamager( false );
 			if ( kill is PlayerMobile )
 			{
 				PlayerMobile killer = (PlayerMobile)kill;
 				
 				if ( PvpPointSystem.EnablePointSystem == true )
 		    		PvpPointSystem.GivePoints( this, killer );
 
 				if ( PvpPointSystem.EnableRankSystem == true )
 		    		PvpPointSystem.CheckTitle( this, killer );
 			}
 
 
 			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;
 
 			DeathMoveResult res = base.GetParentMoveResultFor( item );
 
 			if ( res == DeathMoveResult.MoveToCorpse && item.Movable && this.Young )
 				res = DeathMoveResult.MoveToBackpack;
 
 			return res;
 		}
 
 		public override DeathMoveResult GetInventoryMoveResultFor( Item item )
 		{
 			if ( CheckInsuranceOnDeath( item ) )
 				return DeathMoveResult.MoveToBackpack;
 
 			DeathMoveResult res = base.GetInventoryMoveResultFor( item );
 
 			if ( res == DeathMoveResult.MoveToCorpse && item.Movable && this.Young )
 				res = DeathMoveResult.MoveToBackpack;
 
 			return res;
 		}
 
 		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 );
 
 			SkillHandlers.StolenItem.ReturnOnDeath( this, c );
 
 			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 is BaseCreature )
 		    		m = ((BaseCreature)m).GetMaster();
 
 		    	if ( m != null && m.Player && m != this )
 				{
 					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.
 			}
 
 			Mobile killer = this.FindMostRecentDamager( true );
 
 			if ( killer is BaseCreature )
 			{
 				BaseCreature bc = (BaseCreature)killer;
 
 				Mobile master = bc.GetMaster();
 				if( master != null )
 					killer = master;
 			}
 
 			if ( this.Young )
 			{
 				Point3D dest = GetYoungDeathDestination();
 
 				if ( dest != Point3D.Zero )
 				{
 					this.Location = dest;
 		    		Timer.DelayCall( TimeSpan.FromSeconds( 2.5 ), new TimerCallback( SendYoungDeathNotice ) );
 				}
 			}
 
 			Faction.HandleDeath( this, killer );
 		}
 
 		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);
 
 		//Start Bio / Taming BOD
 
 		private DateTime m_NextTamingBulkOrder;
 		private bool m_Bioenginer;
 
 		//End
 
 		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{}
 			}
 		}
 
 		//Start Bio / Taming BODS
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public TimeSpan NextTamingBulkOrder
 		{
 			get
 			{
 				TimeSpan ts = m_NextTamingBulkOrder - DateTime.Now;
 
 				if ( ts < TimeSpan.Zero )
 					ts = TimeSpan.Zero;
 
 				return ts;
 			}
 			set
 			{
 				try{ m_NextTamingBulkOrder = DateTime.Now + value; }
 				catch{}
 			}
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public bool Bioenginer
 		{
 			get{ return m_Bioenginer; }
 			set{ m_Bioenginer = value; }
 		}
 
 		//End
 
 		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_TamingBOBFilter = new Engines.BulkOrders.TamingBOBFilter();
 
 
 			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 override bool CheckPoisonImmunity( Mobile from, Poison poison )
 		{
 			if ( this.Young )
 				return true;
 
 			return base.CheckPoisonImmunity( from, poison );
 		}
 
 		public override void OnPoisonImmunity( Mobile from, Poison poison )
 		{
 			if ( this.Young )
 		    	SendLocalizedMessage( 502808 ); // You would have been poisoned, were you not new to the land of Britannia. Be careful in the future.
 			else
 				base.OnPoisonImmunity( from, poison );
 		}
 
 		public PlayerMobile( Serial s ) : base( s )
 		{
 			m_VisList = new ArrayList();
 			m_AntiMacroTable = new Hashtable();
 			InvalidateMyRunUO();
 		}
 
 		public ArrayList VisibilityList
 		{
 			get{ return m_VisList; }
 		}
 
 		public ArrayList PermaFlags
 		{
 			get{ return m_PermaFlags; }
 		}
 
 		public override int Luck{ get{ return AosAttributes.GetValue( this, AosAttribute.Luck ); } }
 
 		public override bool IsHarmfulCriminal( Mobile target )
 		{
 			if ( SkillHandlers.Stealing.ClassicMode && target is PlayerMobile && ((PlayerMobile)target).m_PermaFlags.Count > 0 )
 			{
 				int noto = Notoriety.Compute( this, target );
 
 				if ( noto == Notoriety.Innocent )
 					target.Delta( MobileDelta.Noto );
 
 				return false;
 			}
 
 			if ( target is BaseCreature && ((BaseCreature)target).InitialInnocent && !((BaseCreature)target).Controled )
 				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;
 		private Engines.BulkOrders.TamingBOBFilter m_TamingBOBFilter;
 
 		public Engines.BulkOrders.BOBFilter BOBFilter
 		{
 			get{ return m_BOBFilter; }
 		}
 		
 		public Engines.BulkOrders.TamingBOBFilter TamingBOBFilter
 		{
 			get{ return m_TamingBOBFilter; }
 		}
 
 
 		public override void Deserialize( GenericReader reader )
 		{
 			base.Deserialize( reader );
 			int version = reader.ReadInt();
 
 			switch ( version )
 			{
 				case 21:
 				{
 		    		m_TotalPointsLost = reader.ReadInt();
 		    		m_TotalPointsSpent = reader.ReadInt();
 		    		ResKillTime = reader.ReadTimeSpan();
 		    		m_LastPwned = reader.ReadMobile();
 		    		m_TotalResKills = reader.ReadInt();
 		    		m_TotalResKilled = reader.ReadInt();
 		    		m_LastPwner = reader.ReadMobile();
 					m_TotalPoints = reader.ReadInt();
 					m_TotalWins = reader.ReadInt();
 					m_TotalLoses = reader.ReadInt();
 					m_PvpRank = reader.ReadString();
 					goto case 21;
 				}
 				
 				case 20:
 				{
 		    		m_TamingBOBFilter = new Engines.BulkOrders.TamingBOBFilter( reader );
 					goto case 19;
 				}
 				
 				case 19:
 				{
 					m_Bioenginer = reader.ReadBool();
 		    		NextTamingBulkOrder = reader.ReadTimeSpan();
 					
 					goto case 18;
 				}
 				case 18:
 				{
 					
 		    		m_SolenFriendship = (SolenFriendship) reader.ReadEncodedInt();
 					
 					goto case 17;
 				}
 				case 17: // changed how DoneQuests is serialized
 				case 16:
 				{
 		    		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 15;
 				}
 				case 15:
 				{
 		    		m_LastCompassionLoss = reader.ReadDeltaTime();
 					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;
 				}
 			}
 
 			// Professions weren't verified on 1.0 RC0
 			if ( !CharacterCreation.VerifyProfession( m_Profession ) )
 				m_Profession = 0;
 
 			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();
 			
 			if ( m_TamingBOBFilter == null )
 		    	m_TamingBOBFilter = new Engines.BulkOrders.TamingBOBFilter();
 
 			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) 21 ); // version
 			//writer.Write( (int) 20 ); // version
 			//writer.Write( (int) 19 ); // version
 			
 			//FSPVPSTYSTEMSTART//
 			writer.Write( m_TotalPointsLost );
 
 			writer.Write( m_TotalPointsSpent );
 
 			writer.Write( ResKillTime );
 
 			writer.Write( m_LastPwned );
 
 			writer.Write( m_TotalResKills );
 
 			writer.Write( m_TotalResKilled );
 
 			writer.Write( m_LastPwner );
 
 			writer.Write( m_TotalPoints );
 
 			writer.Write( m_TotalWins );
 
 			writer.Write( m_TotalLoses );
 
 			writer.Write( m_PvpRank );
 			//FSPVPSYSTEMEND//
 			
 			m_TamingBOBFilter.Serialize( writer );
 
 			writer.WriteEncodedInt( (int) m_SolenFriendship );
 
 			writer.Write( m_Bioenginer );
 
 			writer.Write( NextTamingBulkOrder );
 
 			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.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 DateTime SessionStart
 		{
 			get{ return m_SessionStart; }
 		}
 
 		[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 );
 		}
 
 		public override void OnAfterDelete()
 		{
 			base.OnAfterDelete();
 
 			Faction faction = Faction.Find( this );
 
 			if ( faction != null )
 				faction.RemoveMember( this );
 		}
 		//FSPVPSYSTEMSTART//
 		public override void AddNameProperties( ObjectPropertyList list )
 		{
 			base.AddNameProperties( list );
 
 			if ( PvpPointSystem.EnablePointSystem == true && PvpPointSystem.EnableRankSystem == true )
 			{
 				if ( m_PvpRank != null )
 		    		list.Add( 1060660, "Pvp Rank\t{0}", m_PvpRank );
 				else
 		    		list.Add( 1060660, "Pvp Rank\tNewbie" );
 			}
 		}
 		//FSPVPSYSTEMEND//
 		public override void GetProperties( ObjectPropertyList list )
 		{
 			base.GetProperties( list );
 
 			if ( Map == Faction.Facet )
 			{
 				PlayerState pl = PlayerState.Find( this );
 
 				if ( pl != null )
 				{
 					Faction faction = pl.Faction;
 
 					if ( faction.Commander == this )
 		    			list.Add( 1042733, faction.Definition.PropName ); // Commanding Lord of the ~1_FACTION_NAME~
 					else if ( pl.Sheriff != null )
 		    			list.Add( 1042734, "{0}\t{1}", pl.Sheriff.Definition.FriendlyName, faction.Definition.PropName ); // The Sheriff of  ~1_CITY~, ~2_FACTION_NAME~
 					else if ( pl.Finance != null )
 		    			list.Add( 1042735, "{0}\t{1}", pl.Finance.Definition.FriendlyName, faction.Definition.PropName ); // The Finance Minister of ~1_CITY~, ~2_FACTION_NAME~
 		    		else if ( pl.MerchantTitle != MerchantTitle.None )
 		    			list.Add( 1060776, "{0}\t{1}", MerchantTitles.GetInfo( pl.MerchantTitle ).Title, faction.Definition.PropName ); // ~1_val~, ~2_val~
 					else
 		    			list.Add( 1060776, "{0}\t{1}", pl.Rank.Title, faction.Definition.PropName ); // ~1_val~, ~2_val~
 				}
 			}
 		}
 
 		public override void OnSingleClick( Mobile from )
 		{
 			if ( Map == Faction.Facet )
 			{
 				PlayerState pl = PlayerState.Find( this );
 
 				if ( pl != null )
 				{
 					string text;
 					bool ascii = false;
 
 					Faction faction = pl.Faction;
 
 					if ( faction.Commander == this )
 		    			text = String.Concat( this.Female ? "(Commanding Lady of the " : "(Commanding Lord of the ", faction.Definition.FriendlyName, ")" );
 					else if ( pl.Sheriff != null )
 		    			text = String.Concat( "(The Sheriff of ", pl.Sheriff.Definition.FriendlyName, ", ", faction.Definition.FriendlyName, ")" );
 					else if ( pl.Finance != null )
 		    			text = String.Concat( "(The Finance Minister of ", pl.Finance.Definition.FriendlyName, ", ", faction.Definition.FriendlyName, ")" );
 					else
 					{
 						ascii = true;
 
 		    			if ( pl.MerchantTitle != MerchantTitle.None )
 		    		    	text = String.Concat( "(", MerchantTitles.GetInfo( pl.MerchantTitle ).Title.String, ", ", faction.Definition.FriendlyName, ")" );
 						else
 		    		    	text = String.Concat( "(", pl.Rank.Title.String, ", ", faction.Definition.FriendlyName, ")" );
 					}
 
 		    		int hue = ( Faction.Find( from ) == faction ? 98 : 38 );
 
 		    		PrivateOverheadMessage( MessageType.Label, hue, ascii, text, from.NetState );
 				}
 			}
 
 			base.OnSingleClick( from );
 		}
 
 
 		protected override bool OnMove( Direction d )
 		{
 			if( !Core.SE )
 				return base.OnMove( d );
 
 			if( AccessLevel != AccessLevel.Player )
 				return true;
 
 			if( Hidden )
 			{
 		    	if( !Mounted && Skills.Stealth.Value >= 25.0 )
 				{
 		    		bool running = (d & Direction.Running) != 0;
 
 					if( running )
 					{
 		    			if( (AllowedStealthSteps -= 2) <= 0 )
 		    		    	RevealingAction();
 					}
 		    		else if( AllowedStealthSteps-- <= 0 )
 					{
 		    		    Server.SkillHandlers.Stealth.OnUse( this );
 		    		}    		
 				}
 				else
 				{
 					RevealingAction();
 				}
 			}
 
 			return true;
 		}
 
 
 		private bool m_BedrollLogout;
 
 		public bool BedrollLogout
 		{
 			get{ return m_BedrollLogout; }
 			set{ m_BedrollLogout = value; }
 		}
 
 		#region Factions
 		private PlayerState m_FactionPlayerState;
 
 		public PlayerState FactionPlayerState
 		{
 			get{ return m_FactionPlayerState; }
 			set{ m_FactionPlayerState = value; }
 		}
 		#endregion
 
 		#region Quest stuff
 		private QuestSystem m_Quest;
 		private ArrayList m_DoneQuests;
 		private SolenFriendship m_SolenFriendship;
 
 		public QuestSystem Quest
 		{
 			get{ return m_Quest; }
 			set{ m_Quest = value; }
 		}
 
 		public ArrayList DoneQuests
 		{
 			get{ return m_DoneQuests; }
 			set{ m_DoneQuests = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public SolenFriendship SolenFriendship
 		{
 			get{ return m_SolenFriendship; }
 			set{ m_SolenFriendship = 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 )
 		{
 			if ( this.Young && this.Kills > oldValue )
 			{
 				Account acc = this.Account as Account;
 
 				if ( acc != null )
 					acc.RemoveYoungStatus( 0 );
 			}
 
 			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 )
 		{
 			if ( this.Young && this.SkillsTotal >= 4500 )
 			{
 				Account acc = this.Account as Account;
 
 				if ( acc != null )
 		    		acc.RemoveYoungStatus( 1019036 ); // You have successfully obtained a respectable skill level, and have outgrown your status as a young player!
 			}
 
 			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.FromSeconds( 0.1 );
 
 			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
 
 		#region Young system
 		[CommandProperty( AccessLevel.GameMaster )]
 		public bool Young
 		{
 			get{ return GetFlag( PlayerFlag.Young ); }
 			set{ SetFlag( PlayerFlag.Young, value ); InvalidateProperties(); }
 		}
 
 		public override string ApplyNameSuffix( string suffix )
 		{
 			if ( Young )
 			{
 				if ( suffix.Length == 0 )
 					suffix = "(Young)";
 				else
 		    		suffix = String.Concat( suffix, " (Young)" );
 			}
 
 			return base.ApplyNameSuffix( suffix );
 		}
 
 
 		public override TimeSpan GetLogoutDelay()
 		{
 			if ( Young || BedrollLogout )
 				return TimeSpan.Zero;
 
 			return base.GetLogoutDelay();
 		}
 
 		private DateTime m_LastYoungMessage = DateTime.MinValue;
 
 		public bool CheckYoungProtection( Mobile from )
 		{
 			if ( !this.Young )
 				return false;
 
 			if ( Region is DungeonRegion )
 				return false;
 
 			if ( this.Quest != null && this.Quest.IgnoreYoungProtection( from ) )
 				return false;
 
 			if ( DateTime.Now - m_LastYoungMessage > TimeSpan.FromMinutes( 1.0 ) )
 			{
 				m_LastYoungMessage = DateTime.Now;
 		    	SendLocalizedMessage( 1019067 ); // A monster looks at you menacingly but does not attack.  You would be under attack now if not for your status as a new citizen of Britannia.
 			}
 
 			return true;
 		}
 
 		private DateTime m_LastYoungHeal = DateTime.MinValue;
 
 		public bool CheckYoungHealTime()
 		{
 			if ( DateTime.Now - m_LastYoungHeal > TimeSpan.FromMinutes( 5.0 ) )
 			{
 				m_LastYoungHeal = DateTime.Now;
 				return true;
 			}
 
 			return false;
 		}
 
 		private static Point3D[] m_TrammelDeathDestinations = new Point3D[]
 			{
 				new Point3D( 1481, 1612, 20 ),
 				new Point3D( 2708, 2153,  0 ),
 				new Point3D( 2249, 1230,  0 ),
 				new Point3D( 5197, 3994, 37 ),
 				new Point3D( 1412, 3793,  0 ),
 				new Point3D( 3688, 2232, 20 ),
 				new Point3D( 2578,  604,  0 ),
 				new Point3D( 4397, 1089,  0 ),
 				new Point3D( 5741, 3218, -2 ),
 				new Point3D( 2996, 3441, 15 ),
 				new Point3D(  624, 2225,  0 ),
 				new Point3D( 1916, 2814,  0 ),
 				new Point3D( 2929,  854,  0 ),
 				new Point3D(  545,  967,  0 ),
 				new Point3D( 3665, 2587,  0 )
 			};
 
 		private static Point3D[] m_IlshenarDeathDestinations = new Point3D[]
 			{
 				new Point3D( 1216,  468, -13 ),
 				new Point3D(  723, 1367, -60 ),
 				new Point3D(  745,  725, -28 ),
 				new Point3D(  281, 1017,   0 ),
 				new Point3D(  986, 1011, -32 ),
 				new Point3D( 1175, 1287, -30 ),
 				new Point3D( 1533, 1341,  -3 ),
 				new Point3D(  529,  217, -44 ),
 				new Point3D( 1722,  219,  96 )
 			};
 
 		private static Point3D[] m_MalasDeathDestinations = new Point3D[]
 			{
 				new Point3D( 2079, 1376, -70 ),
 				new Point3D(  944,  519, -71 )
 			};
 
 		private static Point3D[] m_TokunoDeathDestinations = new Point3D[]
 			{
 				new Point3D( 1166,  801, 27 ),
 				new Point3D(  782, 1228, 25 ),
 				new Point3D(  268,  624, 15 )
 			};
 
 		public Point3D GetYoungDeathDestination()
 		{
 			if ( this.Region is Jail )
 				return Point3D.Zero;
 
 			Point3D[] list;
 
 			if ( this.Map == Map.Trammel )
 				list = m_TrammelDeathDestinations;
 			else if ( this.Map == Map.Ilshenar )
 				list = m_IlshenarDeathDestinations;
 			else if ( this.Map == Map.Malas )
 				list = m_MalasDeathDestinations;
 			else if ( this.Map == Map.Tokuno )
 				list = m_TokunoDeathDestinations;
 			else
 				return Point3D.Zero;
 
 			IPoint2D loc;
 
 			if ( this.Region == null )
 			{
 				loc = this.Location;
 			}
 			else
 			{
 				string regName = this.Region.Name;
 
 		    	// If the character is in a dungeon, get the entrance location
 				switch ( regName )
 				{
 					case "Covetous":
 		    			loc = new Point2D( 2499, 916 );
 						break;
 					case "Deceit":
 		    			loc = new Point2D( 4111, 429 );
 						break;
 					case "Despise":
 		    			loc = new Point2D( 1296, 1082 );
 						break;
 					case "Destard":
 		    			loc = new Point2D( 1176, 2635 );
 						break;
 					case "Hythloth":
 		    			loc = new Point2D( 4722, 3814 );
 						break;
 					case "Shame":
 		    			loc = new Point2D( 512, 1559 );
 						break;
 					case "Wrong":
 		    			loc = new Point2D( 2042, 226 );
 						break;
 					case "Terathan Keep":
 		    			loc = new Point2D( 5426, 3120 );
 						break;
 					case "Fire":
 		    			loc = new Point2D( 2922, 3402 );
 						break;
 					case "Ice":
 		    			loc = new Point2D( 1996, 80 );
 						break;
 					case "Orc Cave":
 		    			loc = new Point2D( 1014, 1434 );
 						break;
 					case "Misc Dungeons":
 		    			loc = new Point2D( 1492, 1641 );
 						break;
 					case "Rock Dungeon":
 		    			loc = new Point2D( 1788, 571 );
 						break;
 					case "Spider Cave":
 		    			loc = new Point2D( 1420, 910 );
 						break;
 					case "Spectre Dungeon":
 		    			loc = new Point2D( 1362, 1031 );
 						break;
 					case "Blood Dungeon":
 		    			loc = new Point2D( 1745, 1236 );
 						break;
 					case "Wisp Dungeon":
 		    			loc = new Point2D( 652, 1301 );
 						break;
 					case "Ankh Dungeon":
 		    			loc = new Point2D( 668, 928 );
 						break;
 					case "Exodus Dungeon":
 		    			loc = new Point2D( 827, 777 );
 						break;
 					case "Sorcerer's Dungeon":
 		    			loc = new Point2D( 546, 455 );
 						break;
 					case "Ancient Lair":
 		    			loc = new Point2D( 938, 494 );
 						break;
 					case "Doom":
 					case "Doom Gauntlet":
 		    			loc = new Point2D( 2357, 1268 );
 						break;
 					default:
 		    			loc = this.Location;
 						break;
 				}
 			}
 
 			Point3D dest = Point3D.Zero;
 			int sqDistance = int.MaxValue;
 
 			for ( int i = 0; i < list.Length; i++ )
 			{
 				Point3D curDest = list[i];
 
 				int width = loc.X - curDest.X;
 				int height = loc.Y - curDest.Y;
 				int curSqDistance = width * width + height * height;
 
 				if ( curSqDistance < sqDistance )
 				{
 					dest = curDest;
 					sqDistance = curSqDistance;
 				}
 			}
 
 			return dest;
 		}
 
 		private void SendYoungDeathNotice()
 		{
 			this.SendGump( new YoungDeathNotice() );
 		}
 		#endregion
 
 		#region Speech log
 		private SpeechLog m_SpeechLog;
 
 		public SpeechLog SpeechLog{ get{ return m_SpeechLog; } }
 
 		public override void OnSpeech( SpeechEventArgs e )
 		{
 			if ( SpeechLog.Enabled && this.NetState != null )
 			{
 				if ( m_SpeechLog == null )
 					m_SpeechLog = new SpeechLog();
 
 				m_SpeechLog.Add( e.Mobile, e.Speech );
 			}
 		}
 		#endregion
 	}
 }

And here is my txt file just in case for some reason you need it =/:
Code:
READ FIRST!!! ALWAYS BACK UP YOUR FILES BEFORE EDITING!!!!!!!!!!!!!
 
 #
 #-----[ OPEN ]----------------------------------
 #
 PlayerMobile.cs
 
 #
 #-----[ FIND ]----------------------------------
 #
 		private int m_Profession;
 
 #
 #-----[ ADD, AFTER ]----------------------------
 #
 		//Start Pvp Point System
 
 		private int m_TotalPoints;
 		private int m_TotalWins;
 		private int m_TotalLoses;
 		private int m_TotalResKills;
 		private int m_TotalResKilled;
 		private Mobile m_LastPwner;
 		private Mobile m_LastPwned;
 		private DateTime m_ResKillTime;
 		private int m_TotalPointsLost;
 		private int m_TotalPointsSpent;
 		private string m_PvpRank = "Newbie";
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public string PvpRank
 		{
 			get{ return m_PvpRank; }
 			set{ m_PvpRank = value; InvalidateProperties(); }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public int TotalPoints
 		{
 			get{ return m_TotalPoints; }
 			set{ m_TotalPoints = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public int TotalWins
 		{
 			get{ return m_TotalWins; }
 			set{ m_TotalWins = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public int TotalLoses
 		{
 			get{ return m_TotalLoses; }
 			set{ m_TotalLoses = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public int TotalResKills
 		{
 			get{ return m_TotalResKills; }
 			set{ m_TotalResKills = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public int TotalResKilled
 		{
 			get{ return m_TotalResKilled; }
 			set{ m_TotalResKilled = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public bool SendNullMessage
 		{
 			get{ return m_SendNullMessage; }
 			set{ m_SendNullMessage = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public bool SendLoseMessage
 		{
 			get{ return m_SendLoseMessage; }
 			set{ m_SendLoseMessage = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public Mobile LastPwner
 		{
 			get{ return m_LastPwner; }
 			set{ m_LastPwner = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public Mobile LastPwned
 		{
 			get{ return m_LastPwned; }
 			set{ m_LastPwned = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public TimeSpan ResKillTime
 		{
 			get
 			{
 				TimeSpan ts = m_ResKillTime - DateTime.Now;
 
 				if ( ts < TimeSpan.Zero )
 					ts = TimeSpan.Zero;
 
 				return ts;
 			}
 			set
 			{
 				try{ m_ResKillTime = DateTime.Now + value; }
 				catch{}
 			}
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public bool SendRankLoseMessage
 		{
 			get{ return m_SendRankLoseMessage; }
 			set{ m_SendRankLoseMessage = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public int TotalPointsLost
 		{
 			get{ return m_TotalPointsLost; }
 			set{ m_TotalPointsLost = value; }
 		}
 
 		[CommandProperty( AccessLevel.GameMaster )]
 		public int TotalPointsSpent
 		{
 			get{ return m_TotalPointsSpent; }
 			set{ m_TotalPointsSpent = value; }
 		}
 
 		//End Pvp Point System
 
 #
 #-----[ FIND ]----------------------------------
 #
 		public override void GetProperties( ObjectPropertyList list )
 		{
 
 #
 #-----[ ADD, BEFORE ]----------------------------
 #
 		public override void AddNameProperties( ObjectPropertyList list )
 		{
 			base.AddNameProperties( list );
 
 			if ( PvpPointSystem.EnablePointSystem == true && PvpPointSystem.EnableRankSystem == true )
 			{
 				if ( m_PvpRank != null )
 		    		list.Add( 1060660, "Pvp Rank\t{0}", m_PvpRank );
 				else
 		    		list.Add( 1060660, "Pvp Rank\tNewbie" );
 			}
 		}
 
 #
 #-----[ FIND ]----------------------------------
 #
 			if ( m_InsuranceAward is PlayerMobile )
 		    	((PlayerMobile)m_InsuranceAward).m_InsuranceBonus = 0;
 
 #
 #-----[ ADD, AFTER ]----------------------------
 #
 			Mobile kill = FindMostRecentDamager( false );
 			if ( kill is PlayerMobile )
 			{
 				PlayerMobile killer = (PlayerMobile)kill;
 				
 				if ( PvpPointSystem.EnablePointSystem == true )
 		    		PvpPointSystem.GivePoints( this, killer );
 
 				if ( PvpPointSystem.EnableRankSystem == true )
 		    		PvpPointSystem.CheckTitle( this, killer );
 			}
 
 #
 #-----[ FIND ]----------------------------------
 #
 			switch ( version )
 			{
 
 #
 #-----[ ADD, AFTER ]----------------------------
 #
 	//NOTE: NEXTCASE is the next case in your Deserialize meaning if the last case was 20 make the new one 21
 
 				case NEXTCASE:
 				{
 		    		m_TotalPointsLost = reader.ReadInt();
 		    		m_TotalPointsSpent = reader.ReadInt();
 		    		ResKillTime = reader.ReadTimeSpan();
 		    		m_LastPwned = reader.ReadMobile();
 		    		m_TotalResKills = reader.ReadInt();
 		    		m_TotalResKilled = reader.ReadInt();
 		    		m_LastPwner = reader.ReadMobile();
 					m_TotalPoints = reader.ReadInt();
 					m_TotalWins = reader.ReadInt();
 					m_TotalLoses = reader.ReadInt();
 					m_PvpRank = reader.ReadString();
 					goto case LASTCASE;
 				}
 
 #
 #-----[ FIND ]----------------------------------
 #
 	//NOTE: LASTCASE will be the last case from your Deserialize
 
 			writer.Write( (int) LASTCASE ); // version
 
 #
 #-----[ CHANGE TO ]----------------------------
 #
 	//NOTE: NEXTCASE will be the case number you just added in your Deserialze
 
 			writer.Write( (int) NEXTCASE ); // version
 
 #
 #-----[ FIND ]----------------------------------
 #
 			writer.Write( (int) ## ); // version
 
 #
 #-----[ ADD, AFTER ]----------------------------
 #
 			writer.Write( m_TotalPointsLost );
 
 			writer.Write( m_TotalPointsSpent );
 
 			writer.Write( ResKillTime );
 
 			writer.Write( m_LastPwned );
 
 			writer.Write( m_TotalResKills );
 
 			writer.Write( m_TotalResKilled );
 
 			writer.Write( m_LastPwner );
 
 			writer.Write( m_TotalPoints );
 
 			writer.Write( m_TotalWins );
 
 			writer.Write( m_TotalLoses );
 
 			writer.Write( m_PvpRank );
 
 //NOTE: Your all done. Enjoy :P

Thanks for any help i may get
†Darkness_PR†
 
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