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Help with race stone errors plz

KillerBeeZ

Knight
ok well it looks great, unfortunatly I cannot compile it as I dont have the race weapons (such as the dwarven axe and orcish blade)

I would love to use this script if you wouldnt mind, I've been looking for a good race stone for a while now

[edit] about the locations, perhaps a quick fix could be to place a few tiles there in the black with a teleporter? [/edit]
 
Race Items for Race Stone

Can't remember who made the bow, but i made the Axe and Blade.

ElvishBow.cs
[code:1]
using System;
using Server;
using Server.Network;
using Server.Items;

namespace Server.Items
{
[FlipableAttribute( 0x26C2, 0x26CC )]
public class ElvishBow : BaseRanged
{
public SkillMod m_SkillMod0;
public SkillMod m_SkillMod1;

public override int EffectID{ get{ return 0xF42; } }
public override Type AmmoType{ get{ return typeof( Arrow ); } }
public override Item Ammo{ get{ return new Arrow(); } }

public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ParalyzingBlow; } }
public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.MortalStrike; } }

public override int AosStrengthReq{ get{ return 30; } }
public override int AosMinDamage{ get{ return 16; } }
public override int AosMaxDamage{ get{ return 18; } }
public override int AosSpeed{ get{ return 25; } }
public override int OldStrengthReq{ get{ return 20; } }
public override int OldMinDamage{ get{ return 9; } }
public override int OldMaxDamage{ get{ return 41; } }
public override int OldSpeed{ get{ return 20; } }

public override int DefMaxRange{ get{ return 15; } }

public override WeaponAnimation DefAnimation{ get{ return WeaponAnimation.ShootBow; } }

[Constructable]
public ElvishBow() : base( 0x26C2 )
{
Weight = 4.0;
Hue = 0x460;
Name = "Elvish Bow";
Layer = Layer.TwoHanded;
DurabilityLevel = WeaponDurabilityLevel.Indestructible;
AccuracyLevel = WeaponAccuracyLevel.Supremely;
Attributes.BonusDex = 10;
Attributes.WeaponSpeed = 10;
Attributes.WeaponDamage = 60;
DefineMods();
}

private void DefineMods()
{
m_SkillMod0 = new DefaultSkillMod( SkillName.Tactics, true, 10 );
m_SkillMod1 = new DefaultSkillMod( SkillName.Archery, true, 10 );
}

private void SetMods( Mobile m )
{
m.AddSkillMod( m_SkillMod0 );
m.AddSkillMod( m_SkillMod1 );
}

public override bool OnEquip( Mobile from )
{
SetMods( from );
return true;
}

public override void OnRemoved( object parent )
{
if ( parent is Mobile )
{
if ( m_SkillMod0 != null )
m_SkillMod0.Remove();
if ( m_SkillMod1 != null )
m_SkillMod1.Remove();
}
}

public ElvishBow( Serial serial ) : base( serial )
{
DefineMods();

if ( Parent != null && this.Parent is Mobile )
SetMods( (Mobile)Parent );
}

public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 ); // version
}

public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
[/code:1]


DwarvenAxe.cs

[code:1]
using System;
using Server.Items;
using Server.Network;

namespace Server.Items
{
[FlipableAttribute( 0x13FB, 0x13FA )]
public class DwarvenAxe : BaseAxe
{
public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.WhirlwindAttack; } }
public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.BleedAttack; } }

public override int AosStrengthReq{ get{ return 80; } }
public override int AosMinDamage{ get{ return 17; } }
public override int AosMaxDamage{ get{ return 20; } }
public override int AosSpeed{ get{ return 35; } }

public override int OldStrengthReq{ get{ return 40; } }
public override int OldMinDamage{ get{ return 6; } }
public override int OldMaxDamage{ get{ return 38; } }
public override int OldSpeed{ get{ return 30; } }

[Constructable]
public DwarvenAxe() : base( 0x13FB )
{
Weight = 6.0;
Hue = 1900;
Name = "Dwarven Axe";
Layer = Layer.TwoHanded;
DurabilityLevel = WeaponDurabilityLevel.Indestructible;
AccuracyLevel = WeaponAccuracyLevel.Supremely;
Attributes.BonusStr = 10;
Attributes.WeaponSpeed = 10;
Attributes.WeaponDamage = 60;

}

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

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

writer.Write( (int) 0 ); // version
}

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

int version = reader.ReadInt();
}
}
}
[/code:1]


OrcishBlade.cs
[code:1]
using System;
using Server.Network;
using Server.Items;

namespace Server.Items
{
[FlipableAttribute( 0x13B6, 0x13B5 )]
public class OrcishBlade : BaseSword
{
public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.DoubleStrike; } }
public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ParalyzingBlow; } }

public override int AosStrengthReq{ get{ return 25; } }
public override int AosMinDamage{ get{ return 17; } }
public override int AosMaxDamage{ get{ return 20; } }
public override int AosSpeed{ get{ return 35; } }

public override int OldStrengthReq{ get{ return 10; } }
public override int OldMinDamage{ get{ return 4; } }
public override int OldMaxDamage{ get{ return 30; } }
public override int OldSpeed{ get{ return 43; } }

public override int DefHitSound{ get{ return 0x23B; } }
public override int DefMissSound{ get{ return 0x23A; } }

[Constructable]
public OrcishBlade() : base( 0x13B6 )
{
Weight = 5.0;
Hue = 1741;
Name = "Orcish Blade";
Layer = Layer.OneHanded;
DurabilityLevel = WeaponDurabilityLevel.Indestructible;
AccuracyLevel = WeaponAccuracyLevel.Supremely;
Attributes.BonusStr = 5;
Attributes.BonusDex = 5;
Attributes.WeaponSpeed = 10;
Attributes.WeaponDamage = 60;

}

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

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

writer.Write( (int) 0 ); // version
}

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

int version = reader.ReadInt();
}
}
}
[/code:1]
 

Tru

Knight
grasshopper73 said:
Ilshenar, they go to ilshenar locations fine, but a fel, tram, or malas, and they end up in black
thats your problem
the coordinates you are sending them to are all on the map they are on
so if you start them in illshenar then they choose a race the coordinates from the race stone doesnt alter thier map just thier location
(ie if you want them to start in fel put a lil room in greenacres fel with your racestone)
 
Each race is suppose to be sent to a differant location like racial starter towns, but they can't seem to be sent to the proper towns if there not on the start map
 

Tru

Knight
i think i just basically said the same thing
add code to change maps before changing locations
 

KillerBeeZ

Knight
ok well, I think maybe this is beyond my ability :(

Server Crash Report
===================

Operating System: Microsoft Windows NT 5.1.2600.0
.NET Framework: 1.1.4322.573
Time: 10/17/2003 3:09:15 PM
Mobiles: 3173
Items: 76989
Clients:
- Count: 1
+ 127.0.0.1: (account = ******) (mobile = 0x88F '*****')

Exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at Server.Misc.LoginStats.EventSink_Login(LoginEventArgs args)
at Server.LoginEventHandler.Invoke(LoginEventArgs e)
at Server.Network.PacketHandlers.DoLogin(NetState state, Mobile m)
at Server.Network.PacketHandlers.PlayCharacter(NetState state, PacketReader pvSrc)
at Server.Network.MessagePump.HandleReceive(NetState ns)
at Server.Network.MessagePump.Slice()
at Server.Core.Main(String[] args)
 

Tru

Knight
KillerBeeZ said:
ok well, I think maybe this is beyond my ability :(

Server Crash Report
===================

Operating System: Microsoft Windows NT 5.1.2600.0
.NET Framework: 1.1.4322.573
Time: 10/17/2003 3:09:15 PM
Mobiles: 3173
Items: 76989
Clients:
- Count: 1
+ 127.0.0.1: (account = ******) (mobile = 0x88F '*****')

Exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at Server.Misc.LoginStats.EventSink_Login(LoginEventArgs args)
at Server.LoginEventHandler.Invoke(LoginEventArgs e)
at Server.Network.PacketHandlers.DoLogin(NetState state, Mobile m)
at Server.Network.PacketHandlers.PlayCharacter(NetState state, PacketReader pvSrc)
at Server.Network.MessagePump.HandleReceive(NetState ns)
at Server.Network.MessagePump.Slice()
at Server.Core.Main(String[] args)
details:
what were you doing?
 

KillerBeeZ

Knight
I was attempting to log on after compiling this racestone script

{edit} actually I would be happy with a race stone that changed the name (the human, the elf or whatever) and the image of the character (make dwarves shorter or whatnot)

I dont need it to change stats and skill or give items or teleport the player to a set location.... so I guess I'll either learn more scripting or keep searching{/edit}
 

KillerBeeZ

Knight
I tried it with both a new char and old...

I saw that script you linked to, I couldnt get it to work, but I have learned a great deal over the past few days, perhaps I'll try again
 

Tru

Knight
ok sounds like you need to be more specific..
are you getting into the game or does it crash?
does it crash when you choose a new race?
 

KillerBeeZ

Knight
[quote="Tru]Did you alter your OnLogin method in your PlayerMobile?
or maybe even loginstats.cs?[/quote]

I have changed a good deal of stuff in playermobile, I'm not sure about the onlogin method tho, I dont think so

as for loginstats it was a clean copy before I used this new one.

this is my playermobile:

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

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

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

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

public CountAndTimeStamp()
{
}

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

private DesignContext m_DesignContext;

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

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 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 ); }
}

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

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

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

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

return max;
}

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

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

if ( min > MaxPlayerResistance )
min = MaxPlayerResistance;

int baseMin = base.GetMinResistance( type );

if ( min < baseMin )
min = baseMin;

return min;
}

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

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

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

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

if ( (flag & MobileDelta.Stat) != 0 )
{
if ( Map == null || Map == Map.Internal )
return;

bool moved = false;
ArrayList items = this.Items;

if ( items == null )
return;

Mobile from = this;

for ( int i = items.Count - 1; i >= 0; --i )
{
Item item = (Item)items;

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

bool drop = false;

if ( from.Dex < weapon.DexRequirement )
drop = true;
else if ( from.Str < AOS.Scale( weapon.StrRequirement, 100 - weapon.GetLowerStatReq() ) )
drop = true;
else if ( from.Int < 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 ( from.Dex < dexReq || (from.Dex + dexBonus) < 1 )
drop = true;
else if ( from.Str < strReq || (from.Str + strBonus) < 1 )
drop = true;
else if ( from.Int < intReq || (from.Int + intBonus) < 1 )
drop = true;
}

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

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

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

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

if ( moved )
from.SendLocalizedMessage( 500647 ); // Some equipment has been moved to your backpack.
}
}

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

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

private static void OnLogout( LogoutEventArgs e )
{
PlayerMobile pm = e.Mobile as PlayerMobile;

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

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

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

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

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

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;
}
}

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

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

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

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

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

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

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

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

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

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

return base.Move( d );
}

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

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

HouseFoundation foundation = context.Foundation;

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

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

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

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

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

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

private bool m_LastProtectedMessage;
private int m_NextProtectionCheck = 10;

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

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

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

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

m_LastProtectedMessage = isProtected;
}
}
}

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

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

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

// TODO: Toggle champ titles

if ( Core.AOS )
{
BaseHouse house = BaseHouse.FindHouseAt( this );

if ( house != null )
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;

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

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

m_JusticeProtectors.Clear();
}

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

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

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

if ( item.Stackable )
return false;

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

return true;
}

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

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

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

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

item.Insured = true;

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

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

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

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

// TODO: Champ titles, toggle

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

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

private delegate void ContextCallback();

private class CallbackEntry : ContextMenuEntry
{
private ContextCallback m_Callback;

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

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

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

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

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

base.OnDoubleClick( from );
}

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

private static bool m_NoRecursion;

protected override void OnLocationChange( Point3D oldLocation )
{
DesignContext context = m_DesignContext;

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

m_NoRecursion = true;

HouseFoundation foundation = context.Foundation;

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

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

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

m_NoRecursion = false;
return;
}

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

m_NoRecursion = false;
}

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

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

m_NoRecursion = true;

HouseFoundation foundation = context.Foundation;

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

m_NoRecursion = false;
}

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

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

WeightOverloading.FatigueOnDamage( this, amount );

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

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

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

return ( total / 10 );
}

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

base.Resurrect();

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

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

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

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

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

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

return base.OnBeforeDeath();
}

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

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

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

return true;
}

return false;
}

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

return base.GetParentMoveResultFor( item );
}

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

return base.GetInventoryMoveResultFor( item );
}

public override void OnDeath( Container c )
{
base.OnDeath( c );
//**********Added for DEATH to appear on Death
{
Mobile m = new WanderingDEATH();
m.Location = c.Location;
m.Map = c.Map;
}
//**********End Added for DEATH to appear on Death

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

SetHairMods( -1, -1 );

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

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

MeerMage.StopEffect( this, false );

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

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

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

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

if ( m != null )
{
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_NextSacrificeGain = DateTime.Now + TimeSpan.FromMinutes( pointsToGain * 2 );
}
}
}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

m_BOBFilter = new Engines.BulkOrders.BOBFilter();

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

m_JusticeProtectors = new ArrayList();
}

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

for ( int i = 0; i < hears.Count; ++i )
{
object o = hears;

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

return base.ApplyPoison( from, poison );
}

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

public ArrayList VisibilityList
{
get{ return m_VisList; }
}

public ArrayList PermaFlags
{
get{ return m_PermaFlags; }
}

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

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

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

return false;
}

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

return base.IsHarmfulCriminal( target );
}

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

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

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

return true;
}
}

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

private Engines.BulkOrders.BOBFilter m_BOBFilter;

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

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

switch ( version )
{
case 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).PayedInsurance = true;
}

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

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

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

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

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

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

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

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

ArrayList list = this.Stabled;

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

//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) 13 ); // version

m_BOBFilter.Serialize( writer );

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

writer.Write( useMods );

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

writer.Write( SavagePaintExpiration );

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

writer.WriteMobileList( m_PermaFlags, true );

writer.Write( NextTailorBulkOrder );

writer.Write( NextSmithBulkOrder );

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

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

writer.Write( (int) m_Flags );

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

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

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

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

return base.CanSee( m );
}

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

return base.CanSee( item );
}

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

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

if ( oldType == newType )
return;

m_EnemyOfOneType = value;

DeltaEnemies( oldType, newType );
}
}

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

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

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

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

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

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

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

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

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

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

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

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

id = -1;
hue = 0;
}

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

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

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

if ( id == 0 )
return;

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

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

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

private DateTime m_NextSacrificeGain;
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; } }
#endregion
}
}



sorry for such a long post, but its a huge script, quite scary for one such as me
 

Tru

Knight
Tru said:
ok sounds like you need to be more specific..
are you getting into the game or does it crash?
does it crash when you choose a new race?
specifics what exactly were you doing when you crashed
 

KillerBeeZ

Knight
lol you guys post too fast, I'm 2 posts behind :p

no I dont get logged in before is crashes

ok when logging in with old char it crashed right before I enter

on new char it crashed the same time, just after creating the character but before getting into the world
 

KillerBeeZ

Knight
are you sure? I really don't want to wipe the characters unless this is a sure thing.

[edit] also how would I do that? [/edit]
 

KillerBeeZ

Knight
ok wiped all characters......

Server Crash Report
===================

Operating System: Microsoft Windows NT 5.1.2600.0
.NET Framework: 1.1.4322.573
Time: 10/17/2003 11:32:33 PM
Mobiles: 3148
Items: 76686
Clients:
- Count: 1
+ 127.0.0.1: (account = KillerBeeZ) (mobile = 0x3C 'Yeshua')

Exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at Server.Misc.LoginStats.EventSink_Login(LoginEventArgs args)
at Server.LoginEventHandler.Invoke(LoginEventArgs e)
at Server.Network.PacketHandlers.DoLogin(NetState state, Mobile m)
at Server.Network.PacketHandlers.CreateCharacter(NetState state, PacketReader pvSrc)
at Server.Network.MessagePump.HandleReceive(NetState ns)
at Server.Network.MessagePump.Slice()
at Server.Core.Main(String[] args)


Good thing for me I made a backup 8)
 

KillerBeeZ

Knight
I wish to thank you all for your help, I still couldnt get it to work, but I was able to use this one

http://www.runuo.com/forum/viewtopic.php?t=15383

I still had to wipe the characters but thats no biggie at the moment.
 
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