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Post Office Stone

raisor

Wanderer
Tarkan said:
no double clicking on the part of the senders....but you do need to d-click it to read the letter, and letters always are blank. something is obviously not quite right somewhere. this sucks because people like it so much that i'm pressured to no end.
Ok, thanks for making me take a closer look at this. I figured out what the problem was and I fixed it. Download the new zip file and let me know if you find any more bugs. :D
 

manofwar

Sorceror
Seems nice but cant try?!?

i keep getting these errors;

- Error: Scripts\TestScripts\post office stuff\PostOffice\SendToGump.cs: CS1501
: (line 97, column 20) No overload for method 'PostOfficeGump' takes '3' argumen
ts
- Error: Scripts\TestScripts\post office stuff\PostOffice\SendToGump.cs: CS1501
: (line 104, column 20) No overload for method 'PostOfficeGump' takes '3' argume
nts
- Error: Scripts\TestScripts\post office stuff\PostOffice\SendToGump.cs: CS1501
: (line 111, column 20) No overload for method 'PostOfficeGump' takes '3' argume
nts
- Error: Scripts\TestScripts\post office stuff\PostOffice\SendToGump.cs: CS1501
: (line 118, column 20) No overload for method 'PostOfficeGump' takes '3' argume
nts
- Error: Scripts\TestScripts\post office stuff\PostOffice\SendToGump.cs: CS1501
: (line 125, column 20) No overload for method 'PostOfficeGump' takes '3' argume
nts
- Error: Scripts\TestScripts\post office stuff\PostOffice\SendToGump.cs: CS1501
: (line 131, column 20) No overload for method 'PostOfficeGump' takes '3' argume
nts
- Error: Scripts\TestScripts\post office stuff\PostOffice\SendToGump.cs: CS1501
: (line 139, column 17) No overload for method 'PostOfficeGump' takes '3' argume
nts
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.

seems all the case arguments need three? :( I downloaded your lastest one.
 

raisor

Wanderer
manofwar said:
i keep getting these errors;

- Error: Scripts\TestScripts\post office stuff\PostOffice\SendToGump.cs: CS1501
: (line 97, column 20) No overload for method 'PostOfficeGump' takes '3' argumen
ts
- Error: Scripts\TestScripts\post office stuff\PostOffice\SendToGump.cs: CS1501
: (line 104, column 20) No overload for method 'PostOfficeGump' takes '3' argume
nts
- Error: Scripts\TestScripts\post office stuff\PostOffice\SendToGump.cs: CS1501
: (line 111, column 20) No overload for method 'PostOfficeGump' takes '3' argume
nts
- Error: Scripts\TestScripts\post office stuff\PostOffice\SendToGump.cs: CS1501
: (line 118, column 20) No overload for method 'PostOfficeGump' takes '3' argume
nts
- Error: Scripts\TestScripts\post office stuff\PostOffice\SendToGump.cs: CS1501
: (line 125, column 20) No overload for method 'PostOfficeGump' takes '3' argume
nts
- Error: Scripts\TestScripts\post office stuff\PostOffice\SendToGump.cs: CS1501
: (line 131, column 20) No overload for method 'PostOfficeGump' takes '3' argume
nts
- Error: Scripts\TestScripts\post office stuff\PostOffice\SendToGump.cs: CS1501
: (line 139, column 17) No overload for method 'PostOfficeGump' takes '3' argume
nts
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.

seems all the case arguments need three? :( I downloaded your lastest one.
When you extracted the files did you overwrite them all? several changes have been made to each file. Unzip them and make sure they are all updated and try again.
 

raisor

Wanderer
SphericalSolaris said:
Thanks Raisor for the idea!

Great script too!
You're welcome. Funny that someone should post in this thread to! I have updated my Post Office script to include a Mail Box for items to be delivered to. Please download the new version and overwrite all of the other files. See original post for a list of changes and code to add to get this to work fully. :D

Enjoy!
 
H

hudel

Guest
Hmm,... I tried the Post office stone 1.9 and got the following error:

Code:
 - Error: Scripts\Custom\Modified\Misc\CharacterCreation.cs: CS0246: (line 16, c
olumn 4) Der Typ oder Namespace 'newChar' konnte nicht gefunden werden. Mögliche
rweise fehlt eine Anweisung oder ein Assemblyverweis.
 - Error: Scripts\Custom\Modified\Misc\LoginStats.cs: CS0246: (line 13, column 2
2) Der Typ oder Namespace 'm' konnte nicht gefunden werden. Möglicherweise fehlt
 eine Anweisung oder ein Assemblyverweis.
 - Error: Scripts\Custom\Modified\Misc\LoginStats.cs: CS0246: (line 17, column 2
1) Der Typ oder Namespace 'NewMailGump' konnte nicht gefunden werden. Möglicherweise fehlt eine Anweisung oder ein Assemblyverweis.

Can you help me with that, please?
 

raisor

Wanderer
hudel said:
Hmm,... I tried the Post office stone 1.9 and got the following error:

Code:
 - Error: Scripts\Custom\Modified\Misc\CharacterCreation.cs: CS0246: (line 16, c
olumn 4) Der Typ oder Namespace 'newChar' konnte nicht gefunden werden. Mögliche
rweise fehlt eine Anweisung oder ein Assemblyverweis.
- Error: Scripts\Custom\Modified\Misc\LoginStats.cs: CS0246: (line 13, column 2
2) Der Typ oder Namespace 'm' konnte nicht gefunden werden. Möglicherweise fehlt
eine Anweisung oder ein Assemblyverweis.
- Error: Scripts\Custom\Modified\Misc\LoginStats.cs: CS0246: (line 17, column 2
1) Der Typ oder Namespace 'NewMailGump' konnte nicht gefunden werden. Möglicherweise fehlt eine Anweisung oder ein Assemblyverweis.

Can you help me with that, please?
can you post your charactercreation.cs and loginstats.cs so I can look at them?
 
H

hudel

Guest
Ok. My loginstats.cs is the following:

Code:
using System;
using Server.Network;

namespace Server.Misc
{
	public class LoginStats
	{
		public static void Initialize()
		{
			// Register our event handler
			EventSink.Login += new LoginEventHandler( EventSink_Login );
		}

		private static void EventSink_Login( LoginEventArgs args )
		{
			int userCount = NetState.Instances.Count;
			int itemCount = World.Items.Count;
			int mobileCount = World.Mobiles.Count;
			int spellCount = Spells.SpellRegistry.Count;

			Mobile m = args.Mobile;

			m.SendMessage( "Welcome, {0}! There {1} currently {2} user{3} online, with {4} item{5} and {6} mobile{7} in the world.",
				args.Mobile.Name,
				userCount == 1 ? "is" : "are",
				userCount, userCount == 1 ? "" : "s",
				itemCount, itemCount == 1 ? "" : "s",
				mobileCount, mobileCount == 1 ? "" : "s" );
		}
	}
}

My charactercreation.cs is as follows:

Code:
using System;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Network;
using Server.Accounting;

namespace Server.Misc
{
	public class CharacterCreation
	{
		public static void Initialize()
		{
			// Register our event handler
			EventSink.CharacterCreated += new CharacterCreatedEventHandler( EventSink_CharacterCreated );
		}

		private static void AddBackpack( Mobile m )
		{
			Container pack = m.Backpack;

			if ( pack == null )
			{
				pack = new Backpack();
				pack.Movable = false;

				m.AddItem( pack );
			}

			PackItem( new RedBook( "a book", m.Name, 20, true ) );
			PackItem( new Gold( 1000 ) ); // Starting gold can be customized here
			PackItem( new Dagger() );
			PackItem( new Candle() );
			//////Hunger & Thirst System Start Modification//////
			m.Thirst = 20;
			//////Hunger & Thirst System End Modification//////
		}

		private static Item MakeNewbie( Item item )
		{
			if ( !Core.AOS )
				item.LootType = LootType.Newbied;

			return item;
		}

		private static void PlaceItemIn( Container parent, int x, int y, Item item )
		{
			parent.AddItem( item );
			item.Location = new Point3D( x, y, 0 );
		}

		private static Item MakePotionKeg( PotionEffect type, int hue )
		{
			PotionKeg keg = new PotionKeg();

			keg.Held = 100;
			keg.Type = type;
			keg.Hue = hue;

			return MakeNewbie( keg );
		}

		private static void FillBankAOS( Mobile m )
		{
			BankBox bank = m.BankBox;

			if ( bank == null )
				return;

			// The new AOS bankboxes don't have powerscrolls, they are automatically 'applied':

			for ( int i = 0; i < PowerScroll.Skills.Length; ++i )
				m.Skills[PowerScroll.Skills[i]].Cap = 120.0;

			m.StatCap = 250;


			Container cont;


			// Begin box of money
			cont = new WoodenBox();
			cont.ItemID = 0xE7D;
			cont.Hue = 0x489;

			PlaceItemIn( cont, 16, 51, new BankCheck( 500000 ) );
			PlaceItemIn( cont, 28, 51, new BankCheck( 250000 ) );
			PlaceItemIn( cont, 40, 51, new BankCheck( 100000 ) );
			PlaceItemIn( cont, 52, 51, new BankCheck( 100000 ) );
			PlaceItemIn( cont, 64, 51, new BankCheck(  50000 ) );

			PlaceItemIn( cont, 34, 115, MakeNewbie( new Gold( 60000 ) ) );

			PlaceItemIn( bank, 18, 169, cont );
			// End box of money


			// Begin bag of potion kegs
			cont = new Backpack();
			cont.Name = "Various Potion Kegs";

			PlaceItemIn( cont,  45, 149, MakePotionKeg( PotionEffect.CureGreater, 0x2D ) );
			PlaceItemIn( cont,  69, 149, MakePotionKeg( PotionEffect.HealGreater, 0x499 ) );
			PlaceItemIn( cont,  93, 149, MakePotionKeg( PotionEffect.PoisonDeadly, 0x46 ) );
			PlaceItemIn( cont, 117, 149, MakePotionKeg( PotionEffect.RefreshTotal, 0x21 ) );
			PlaceItemIn( cont, 141, 149, MakePotionKeg( PotionEffect.ExplosionGreater, 0x74 ) );

			PlaceItemIn( cont, 93, 82, MakeNewbie( new Bottle( 1000 ) ) );

			PlaceItemIn( bank, 53, 169, cont );
			// End bag of potion kegs


			// Begin bag of tools
			cont = new Bag();
			cont.Name = "Tool Bag";

			PlaceItemIn( cont, 30,  35, MakeNewbie( new TinkerTools( 1000 ) ) );
			PlaceItemIn( cont, 60,  35, new HousePlacementTool() );
			PlaceItemIn( cont, 90,  35, MakeNewbie( new DovetailSaw( 1000 ) ) );
			PlaceItemIn( cont, 30,  68, MakeNewbie( new Scissors() ) );
			PlaceItemIn( cont, 45,  68, MakeNewbie( new MortarPestle( 1000 ) ) );
			PlaceItemIn( cont, 75,  68, MakeNewbie( new ScribesPen( 1000 ) ) );
			PlaceItemIn( cont, 90,  68, MakeNewbie( new SmithHammer( 1000 ) ) );
			PlaceItemIn( cont, 30, 118, MakeNewbie( new TwoHandedAxe() ) );
			PlaceItemIn( cont, 60, 118, MakeNewbie( new FletcherTools( 1000 ) ) );
			PlaceItemIn( cont, 90, 118, MakeNewbie( new SewingKit( 1000 ) ) );

			PlaceItemIn( bank, 118, 169, cont );
			// End bag of tools


			// Begin bag of archery ammo
			cont = new Bag();
			cont.Name = "Bag Of Archery Ammo";

			PlaceItemIn( cont, 48, 76, MakeNewbie( new Arrow( 5000 ) ) );
			PlaceItemIn( cont, 72, 76, MakeNewbie( new Bolt( 5000 ) ) );

			PlaceItemIn( bank, 118, 124, cont );
			// End bag of archery ammo


			// Begin bag of treasure maps
			cont = new Bag();
			cont.Name = "Bag Of Treasure Maps";

			PlaceItemIn( cont, 30, 35, MakeNewbie( new TreasureMap( 1, Map.Trammel ) ) );
			PlaceItemIn( cont, 45, 35, MakeNewbie( new TreasureMap( 2, Map.Trammel ) ) );
			PlaceItemIn( cont, 60, 35, MakeNewbie( new TreasureMap( 3, Map.Trammel ) ) );
			PlaceItemIn( cont, 75, 35, MakeNewbie( new TreasureMap( 4, Map.Trammel ) ) );
			PlaceItemIn( cont, 90, 35, MakeNewbie( new TreasureMap( 5, Map.Trammel ) ) );

			PlaceItemIn( cont, 30, 50, MakeNewbie( new TreasureMap( 1, Map.Trammel ) ) );
			PlaceItemIn( cont, 45, 50, MakeNewbie( new TreasureMap( 2, Map.Trammel ) ) );
			PlaceItemIn( cont, 60, 50, MakeNewbie( new TreasureMap( 3, Map.Trammel ) ) );
			PlaceItemIn( cont, 75, 50, MakeNewbie( new TreasureMap( 4, Map.Trammel ) ) );
			PlaceItemIn( cont, 90, 50, MakeNewbie( new TreasureMap( 5, Map.Trammel ) ) );

			PlaceItemIn( cont, 55, 100, MakeNewbie( new Lockpick( 30 ) ) );
			PlaceItemIn( cont, 60, 100, MakeNewbie( new Pickaxe() ) );

			PlaceItemIn( bank, 98, 124, cont );
			// End bag of treasure maps


			// Begin bag of raw materials
			cont = new Bag();
			cont.Hue = 0x835;
			cont.Name = "Raw Materials Bag";

			PlaceItemIn( cont, 92, 60, MakeNewbie( new BarbedLeather( 5000 ) ) );
			PlaceItemIn( cont, 92, 68, MakeNewbie( new HornedLeather( 5000 ) ) );
			PlaceItemIn( cont, 92, 76, MakeNewbie( new SpinedLeather( 5000 ) ) );
			PlaceItemIn( cont, 92, 84, MakeNewbie( new Leather( 5000 ) ) );

			PlaceItemIn( cont, 30, 118, MakeNewbie( new Cloth( 5000 ) ) );
			PlaceItemIn( cont, 30,  84, MakeNewbie( new Board( 5000 ) ) );
			PlaceItemIn( cont, 57,  80, MakeNewbie( new BlankScroll( 500 ) ) );

			PlaceItemIn( cont, 30,  35, MakeNewbie( new DullCopperIngot( 5000 ) ) );
			PlaceItemIn( cont, 37,  35, MakeNewbie( new ShadowIronIngot( 5000 ) ) );
			PlaceItemIn( cont, 44,  35, MakeNewbie( new CopperIngot( 5000 ) ) );
			PlaceItemIn( cont, 51,  35, MakeNewbie( new BronzeIngot( 5000 ) ) );
			PlaceItemIn( cont, 58,  35, MakeNewbie( new GoldIngot( 5000 ) ) );
			PlaceItemIn( cont, 65,  35, MakeNewbie( new AgapiteIngot( 5000 ) ) );
			PlaceItemIn( cont, 72,  35, MakeNewbie( new VeriteIngot( 5000 ) ) );
			PlaceItemIn( cont, 79,  35, MakeNewbie( new ValoriteIngot( 5000 ) ) );
			PlaceItemIn( cont, 86,  35, MakeNewbie( new IronIngot( 5000 ) ) );

			PlaceItemIn( cont, 30,  59, MakeNewbie( new RedScales( 5000 ) ) );
			PlaceItemIn( cont, 36,  59, MakeNewbie( new YellowScales( 5000 ) ) );
			PlaceItemIn( cont, 42,  59, MakeNewbie( new BlackScales( 5000 ) ) );
			PlaceItemIn( cont, 48,  59, MakeNewbie( new GreenScales( 5000 ) ) );
			PlaceItemIn( cont, 54,  59, MakeNewbie( new WhiteScales( 5000 ) ) );
			PlaceItemIn( cont, 60,  59, MakeNewbie( new BlueScales( 5000 ) ) );

			PlaceItemIn( bank, 98, 169, cont );
			// End bag of raw materials


			// Begin bag of spell casting stuff
			cont = new Backpack();
			cont.Hue = 0x480;
			cont.Name = "Spell Casting Stuff";

			PlaceItemIn( cont, 45, 105, new Spellbook( UInt64.MaxValue ) );
			PlaceItemIn( cont, 65, 105, new NecromancerSpellbook( (UInt64)0xFFFF ) );
			PlaceItemIn( cont, 85, 105, new BookOfChivalry( (UInt64)0x3FF ) );

			Runebook runebook = new Runebook( 10 );
			runebook.CurCharges = runebook.MaxCharges;
			PlaceItemIn( cont, 105, 105, runebook );

			Item toHue = new BagOfReagents( 150 );
			toHue.Hue = 0x2D;
			PlaceItemIn( cont, 45, 150, toHue );

			toHue = new BagOfNecroReagents( 150 );
			toHue.Hue = 0x488;
			PlaceItemIn( cont, 65, 150, toHue );

			PlaceItemIn( cont, 140, 150, new BagOfAllReagents( 500 ) );

			for ( int i = 0; i < 9; ++i )
				PlaceItemIn( cont, 45 + (i * 10), 75, MakeNewbie( new RecallRune() ) );

			PlaceItemIn( bank, 78, 169, cont );
			// End bag of spell casting stuff
		}

		private static void FillBankbox( Mobile m )
		{
			if ( Core.AOS )
			{
				FillBankAOS( m );
				return;
			}

			BankBox bank = m.BankBox;

			if ( bank != null )
			{
				bank.DropItem( new BankCheck( 1000000 ) );

				// Full spellbook
				Spellbook book = new Spellbook();

				book.Content = ulong.MaxValue;

				bank.DropItem( book );

				Bag bag = new Bag();

				for ( int i = 0; i < 5; ++i )
					bag.DropItem( new Moonstone( MoonstoneType.Felucca ) );

				// Felucca moonstones
				bank.DropItem( bag );

				bag = new Bag();

				for ( int i = 0; i < 5; ++i )
					bag.DropItem( new Moonstone( MoonstoneType.Trammel ) );

				// Trammel moonstones
				bank.DropItem( bag );

				// Treasure maps
				bank.DropItem( new TreasureMap( 1, Map.Trammel ) );
				bank.DropItem( new TreasureMap( 2, Map.Trammel ) );
				bank.DropItem( new TreasureMap( 3, Map.Trammel ) );
				bank.DropItem( new TreasureMap( 4, Map.Trammel ) );
				bank.DropItem( new TreasureMap( 5, Map.Trammel ) );

				// Bag containing 50 of each reagent
				bank.DropItem( new BagOfReagents( 50 ) );

				// Craft tools
				bank.DropItem( MakeNewbie( new Scissors() ) );
				bank.DropItem( MakeNewbie( new SewingKit( 1000 ) ) );
				bank.DropItem( MakeNewbie( new SmithHammer( 1000 ) ) );
				bank.DropItem( MakeNewbie( new FletcherTools( 1000 ) ) );
				bank.DropItem( MakeNewbie( new DovetailSaw( 1000 ) ) );
				bank.DropItem( MakeNewbie( new MortarPestle( 1000 ) ) );
				bank.DropItem( MakeNewbie( new ScribesPen( 1000 ) ) );
				bank.DropItem( MakeNewbie( new TinkerTools( 1000 ) ) );

				// A few dye tubs
				bank.DropItem( new Dyes() );
				bank.DropItem( new DyeTub() );
				bank.DropItem( new DyeTub() );
				bank.DropItem( new BlackDyeTub() );

				DyeTub darkRedTub = new DyeTub();

				darkRedTub.DyedHue = 0x485;
				darkRedTub.Redyable = false;

				bank.DropItem( darkRedTub );

				// Some food
				bank.DropItem( MakeNewbie( new Apple( 1000 ) ) );

				// Resources
				bank.DropItem( MakeNewbie( new Feather( 1000 ) ) );
				bank.DropItem( MakeNewbie( new BoltOfCloth( 1000 ) ) );
				bank.DropItem( MakeNewbie( new BlankScroll( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Hides( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Bandage( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Bottle( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Log( 1000 ) ) );

				bank.DropItem( MakeNewbie( new IronIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new DullCopperIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new ShadowIronIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new CopperIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new BronzeIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new GoldIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new AgapiteIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new VeriteIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new ValoriteIngot( 5000 ) ) );

				// Reagents
				bank.DropItem( MakeNewbie( new BlackPearl( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Bloodmoss( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Garlic( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Ginseng( 1000 ) ) );
				bank.DropItem( MakeNewbie( new MandrakeRoot( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Nightshade( 1000 ) ) );
				bank.DropItem( MakeNewbie( new SulfurousAsh( 1000 ) ) );
				bank.DropItem( MakeNewbie( new SpidersSilk( 1000 ) ) );

				// Some extra starting gold
				bank.DropItem( MakeNewbie( new Gold( 9000 ) ) );

				// 5 blank recall runes
				for ( int i = 0; i < 5; ++i )
					bank.DropItem( MakeNewbie( new RecallRune() ) );

				AddPowerScrolls( bank );
			}
		}

		private static void AddPowerScrolls( BankBox bank )
		{
			Bag bag = new Bag();

			for ( int i = 0; i < PowerScroll.Skills.Length; ++i )
				bag.DropItem( new PowerScroll( PowerScroll.Skills[i], 120.0 ) );

			bag.DropItem( new StatCapScroll( 250 ) );

			bank.DropItem( bag );
		}

		private static void AddShirt( Mobile m, int shirtHue )
		{
			int hue = Utility.ClipDyedHue( shirtHue & 0x3FFF );

			switch ( Utility.Random( 3 ) )
			{
				case 0: EquipItem( new Shirt( hue ), true ); break;
				case 1: EquipItem( new FancyShirt( hue ), true ); break;
				case 2: EquipItem( new Doublet( hue ), true ); break;
			}
		}

		private static void AddPants( Mobile m, int pantsHue )
		{
			int hue = Utility.ClipDyedHue( pantsHue & 0x3FFF );

			if ( m.Female )
			{
				switch ( Utility.Random( 2 ) )
				{
					case 0: EquipItem( new Skirt( hue ), true ); break;
					case 1: EquipItem( new Kilt( hue ), true ); break;
				}
			}
			else
			{
				switch ( Utility.Random( 2 ) )
				{
					case 0: EquipItem( new LongPants( hue ), true ); break;
					case 1: EquipItem( new ShortPants( hue ), true ); break;
				}
			}
		}

		private static void AddShoes( Mobile m )
		{
			EquipItem( new Shoes( Utility.RandomYellowHue() ), true );
		}

		private static void AddHair( Mobile m, int itemID, int hue )
		{
			Item item;

			switch ( itemID & 0x3FFF )
			{
				case 0x2044: item = new Mohawk( hue ); break;
				case 0x2045: item = new PageboyHair( hue ); break;
				case 0x2046: item = new BunsHair( hue ); break;
				case 0x2047: item = new Afro( hue ); break;
				case 0x2048: item = new ReceedingHair( hue ); break;
				case 0x2049: item = new TwoPigTails( hue ); break;
				case 0x204A: item = new KrisnaHair( hue ); break;
				case 0x203B: item = new ShortHair( hue ); break;
				case 0x203C: item = new LongHair( hue ); break;
				case 0x203D: item = new PonyTail( hue ); break;
				default: return;
			}

			m.AddItem( item );
		}

		private static void AddBeard( Mobile m, int itemID, int hue )
		{
			if ( m.Female )
				return;

			Item item;

			switch ( itemID & 0x3FFF )
			{
				case 0x203E: item = new LongBeard( hue ); break;
				case 0x203F: item = new ShortBeard( hue ); break;
				case 0x2040: item = new Goatee( hue ); break;
				case 0x2041: item = new Mustache( hue ); break;
				case 0x204B: item = new MediumShortBeard( hue ); break;
				case 0x204C: item = new MediumLongBeard( hue ); break;
				case 0x204D: item = new Vandyke( hue ); break;
				default: return;
			}

			m.AddItem( item );
		}

		private static Mobile CreateMobile( Account a )
		{
			for ( int i = 0; i < 5; ++i )
				if ( a[i] == null )
					return (a[i] = new PlayerMobile());

			return null;
		}

		private static void EventSink_CharacterCreated( CharacterCreatedEventArgs args )
		{
			Mobile newChar = CreateMobile( args.Account as Account );

			if ( newChar == null )
			{
				Console.WriteLine( "Login: {0}: Character creation failed, account full", args.State );
				return;
			}

			args.Mobile = newChar;
			m_Mobile = newChar;

			newChar.Player = true;
			newChar.AccessLevel = ((Account)args.Account).AccessLevel;
			newChar.Female = args.Female;
			newChar.Body = newChar.Female ? 0x191 : 0x190;
			newChar.Hue = Utility.ClipSkinHue( args.Hue & 0x3FFF ) | 0x8000;
			newChar.Hunger = 20;

			if ( newChar is PlayerMobile )
				((PlayerMobile)newChar).Profession = args.Profession;

			SetName( newChar, args.Name );

			AddBackpack( newChar );

			SetStats( newChar, args.Str, args.Dex, args.Int );
			SetSkills( newChar, args.Skills, args.Profession );

			AddHair( newChar, args.HairID, Utility.ClipHairHue( args.HairHue & 0x3FFF ) );
			AddBeard( newChar, args.BeardID, Utility.ClipHairHue( args.BeardHue & 0x3FFF ) );

			if ( !Core.AOS || (args.Profession != 4 && args.Profession != 5) )
			{
				AddShirt( newChar, args.ShirtHue );
				AddPants( newChar, args.PantsHue );
				AddShoes( newChar );
			}

			//FillBankbox( newChar );

			//CityInfo city = args.City;
			CityInfo city = new CityInfo( "Britain", "Sweet Dreams Inn", 1496, 1628, 10 );

			//newChar.MoveToWorld( city.Location, Map.Felucca );
			newChar.MoveToWorld( city.Location, Map.Trammel );

			Console.WriteLine( "Login: {0}: New character being created (account={1})", args.State, ((Account)args.Account).Username );
			Console.WriteLine( " - Character: {0} (serial={1})", newChar.Name, newChar.Serial );
			Console.WriteLine( " - Started: {0} {1}", city.City, city.Location );

			new WelcomeTimer( newChar ).Start();
		}

		private static void FixStats( ref int str, ref int dex, ref int intel )
		{
			int vStr = str - 10;
			int vDex = dex - 10;
			int vInt = intel - 10;

			if ( vStr < 0 )
				vStr = 0;

			if ( vDex < 0 )
				vDex = 0;

			if ( vInt < 0 )
				vInt = 0;

			int total = vStr + vDex + vInt;

			if ( total == 0 || total == 50 )
				return;

			double scalar = 50 / (double)total;

			vStr = (int)(vStr * scalar);
			vDex = (int)(vDex * scalar);
			vInt = (int)(vInt * scalar);

			FixStat( ref vStr, (vStr + vDex + vInt) - 50 );
			FixStat( ref vDex, (vStr + vDex + vInt) - 50 );
			FixStat( ref vInt, (vStr + vDex + vInt) - 50 );

			str = vStr + 10;
			dex = vDex + 10;
			intel = vInt + 10;
		}

		private static void FixStat( ref int stat, int diff )
		{
			stat += diff;

			if ( stat < 0 )
				stat = 0;
			else if ( stat > 50 )
				stat = 50;
		}

		private static void SetStats( Mobile m, int str, int dex, int intel )
		{
			FixStats( ref str, ref dex, ref intel );

			if ( str < 10 || str > 60 || dex < 10 || dex > 60 || intel < 10 || intel > 60 || (str + dex + intel) != 80 )
			{
				str = 10;
				dex = 10;
				intel = 10;
			}

			m.InitStats( str, dex, intel );
		}

		private static void SetName( Mobile m, string name )
		{
			name = name.Trim();

			if ( !NameVerification.Validate( name, 2, 16, true, true, true, 1, NameVerification.SpaceDashPeriodQuote ) )
				name = "Generic Player";

			m.Name = name;
		}

		private static bool ValidSkills( SkillNameValue[] skills )
		{
			int total = 0;

			for ( int i = 0; i < skills.Length; ++i )
			{
				if ( skills[i].Value < 0 || skills[i].Value > 50 )
					return false;

				total += skills[i].Value;

				for ( int j = i + 1; j < skills.Length; ++j )
				{
					if ( skills[j].Value > 0 && skills[j].Name == skills[i].Name )
						return false;
				}
			}

			return ( total == 100 );
		}

		private static Mobile m_Mobile;

		private static void SetSkills( Mobile m, SkillNameValue[] skills, int prof )
		{
			switch ( prof )
			{
				case 1: // Warrior
				{
					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.Anatomy, 30 ),
							new SkillNameValue( SkillName.Healing, 45 ),
							new SkillNameValue( SkillName.Swords, 35 ),
							new SkillNameValue( SkillName.Tactics, 50 )
						};

					break;
				}
				case 2: // Magician
				{
					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.EvalInt, 30 ),
							new SkillNameValue( SkillName.Wrestling, 30 ),
							new SkillNameValue( SkillName.Magery, 50 ),
							new SkillNameValue( SkillName.Meditation, 50 )
						};

					break;
				}
				case 3: // Blacksmith
				{
					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.Mining, 30 ),
							new SkillNameValue( SkillName.ArmsLore, 30 ),
							new SkillNameValue( SkillName.Blacksmith, 50 ),
							new SkillNameValue( SkillName.Tinkering, 50 )
						};

					break;
				}
				case 4: // Necromancer
				{
					if ( !Core.AOS )
						goto default;

					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.Necromancy, 50 ),
							new SkillNameValue( SkillName.Focus, 30 ),
							new SkillNameValue( SkillName.SpiritSpeak, 30 ),
							new SkillNameValue( SkillName.Swords, 30 ),
							new SkillNameValue( SkillName.Tactics, 20 )
						};

					break;
				}
				case 5: // Paladin
				{
					if ( !Core.AOS )
						goto default;

					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.Chivalry, 51 ),
							new SkillNameValue( SkillName.Swords, 49 ),
							new SkillNameValue( SkillName.Focus, 30 ),
							new SkillNameValue( SkillName.Tactics, 30 )
						};

					break;
				}
				default:
				{
					if ( !ValidSkills( skills ) )
						return;

					break;
				}
			}

			bool addSkillItems = true;

			switch ( prof )
			{
				case 1: // Warrior
				{
					EquipItem( new LeatherChest() );
					break;
				}
				case 4: // Necromancer
				{
					Container regs = new BagOfNecroReagents( 50 );

					if ( !Core.AOS )
					{
						foreach ( Item item in regs.Items )
							item.LootType = LootType.Newbied;
					}

					PackItem( regs );

					regs.LootType = LootType.Regular;

					EquipItem( new BoneHarvester() );
					EquipItem( new BoneHelm() );

					EquipItem( NecroHue( new LeatherChest() ) );
					EquipItem( NecroHue( new LeatherArms() ) );
					EquipItem( NecroHue( new LeatherGloves() ) );
					EquipItem( NecroHue( new LeatherGorget() ) );
					EquipItem( NecroHue( new LeatherLegs() ) );
					EquipItem( NecroHue( new Skirt() ) );
					EquipItem( new Sandals( 0x8FD ) );

					Spellbook book = new NecromancerSpellbook( (ulong)0x8981 ); // animate dead, evil omen, pain spike, summon familiar, wraith form

					PackItem( book );

					book.LootType = LootType.Blessed;

					addSkillItems = false;

					break;
				}
				case 5: // Paladin
				{
					EquipItem( new Broadsword() );
					EquipItem( new Helmet() );
					EquipItem( new PlateGorget() );
					EquipItem( new RingmailArms() );
					EquipItem( new RingmailChest() );
					EquipItem( new RingmailLegs() );
					EquipItem( new ThighBoots( 0x748 ) );
					EquipItem( new Cloak( 0xCF ) );
					EquipItem( new BodySash( 0xCF ) );

					Spellbook book = new BookOfChivalry( (ulong)0x3FF );

					PackItem( book );

					book.LootType = LootType.Blessed;

					break;
				}
			}

			for ( int i = 0; i < skills.Length; ++i )
			{
				SkillNameValue snv = skills[i];

				if ( snv.Value > 0 && snv.Name != SkillName.Stealth && snv.Name != SkillName.RemoveTrap )
				{
					Skill skill = m.Skills[snv.Name];

					if ( skill != null )
					{
						skill.BaseFixedPoint = snv.Value * 10;

						if ( addSkillItems )
							AddSkillItems( snv.Name );
					}
				}
			}
		}

		private static void EquipItem( Item item )
		{
			EquipItem( item, false );
		}

		private static void EquipItem( Item item, bool mustEquip )
		{
			if ( !Core.AOS )
				item.LootType = LootType.Newbied;

			if ( m_Mobile != null && m_Mobile.EquipItem( item ) )
				return;

			Container pack = m_Mobile.Backpack;

			if ( !mustEquip && pack != null )
				pack.DropItem( item );
			else
				item.Delete();
		}

		private static void PackItem( Item item )
		{
			if ( !Core.AOS )
				item.LootType = LootType.Newbied;

			Container pack = m_Mobile.Backpack;

			if ( pack != null )
				pack.DropItem( item );
			else
				item.Delete();
		}

		private static void PackInstrument()
		{
			switch ( Utility.Random( 6 ) )
			{
				case 0: PackItem( new Drums() ); break;
				case 1: PackItem( new Harp() ); break;
				case 2: PackItem( new LapHarp() ); break;
				case 3: PackItem( new Lute() ); break;
				case 4: PackItem( new Tambourine() ); break;
				case 5: PackItem( new TambourineTassel() ); break;
			}
		}

		private static void PackScroll( int circle )
		{
			switch ( Utility.Random( 8 ) * (circle * 8) )
			{
				case  0: PackItem( new ClumsyScroll() ); break;
				case  1: PackItem( new CreateFoodScroll() ); break;
				case  2: PackItem( new FeeblemindScroll() ); break;
				case  3: PackItem( new HealScroll() ); break;
				case  4: PackItem( new MagicArrowScroll() ); break;
				case  5: PackItem( new NightSightScroll() ); break;
				case  6: PackItem( new ReactiveArmorScroll() ); break;
				case  7: PackItem( new WeakenScroll() ); break;
				case  8: PackItem( new AgilityScroll() ); break;
				case  9: PackItem( new CunningScroll() ); break;
				case 10: PackItem( new CureScroll() ); break;
				case 11: PackItem( new HarmScroll() ); break;
				case 12: PackItem( new MagicTrapScroll() ); break;
				case 13: PackItem( new MagicUnTrapScroll() ); break;
				case 14: PackItem( new ProtectionScroll() ); break;
				case 15: PackItem( new StrengthScroll() ); break;
				case 16: PackItem( new BlessScroll() ); break;
				case 17: PackItem( new FireballScroll() ); break;
				case 18: PackItem( new MagicLockScroll() ); break;
				case 19: PackItem( new PoisonScroll() ); break;
				case 20: PackItem( new TelekinisisScroll() ); break;
				case 21: PackItem( new TeleportScroll() ); break;
				case 22: PackItem( new UnlockScroll() ); break;
				case 23: PackItem( new WallOfStoneScroll() ); break;
			}
		}

		private static Item NecroHue( Item item )
		{
			item.Hue = 0x2C3;

			return item;
		}

		private static void AddSkillItems( SkillName skill )
		{
			switch ( skill )
			{
				case SkillName.Alchemy:
				{
					PackItem( new Bottle( 4 ) );
					PackItem( new MortarPestle() );
					EquipItem( new Robe( Utility.RandomPinkHue() ) );
					break;
				}
				case SkillName.Anatomy:
				{
					PackItem( new Bandage( 3 ) );
					EquipItem( new Robe( Utility.RandomYellowHue() ) );
					break;
				}
				case SkillName.AnimalLore:
				{
					EquipItem( new ShepherdsCrook() );
					EquipItem( new Robe( Utility.RandomBlueHue() ) );
					break;
				}
				case SkillName.Archery:
				{
					PackItem( new Arrow( 25 ) );
					EquipItem( new Bow() );
					break;
				}
				case SkillName.ArmsLore:
				{
					switch ( Utility.Random( 3 ) ) 
					{ 
						case 0: EquipItem( new Kryss() ); break; 
						case 1: EquipItem( new Katana() ); break; 
						case 2: EquipItem( new Club() ); break; 
					}

					break;
				}
				case SkillName.Begging:
				{
					EquipItem( new GnarledStaff() );
					break;
				}
				case SkillName.Blacksmith:
				{
					PackItem( new Tongs() );
					PackItem( new Pickaxe() );
					PackItem( new Pickaxe() );
					PackItem( new IronIngot( 50 ) );
					EquipItem( new HalfApron( Utility.RandomYellowHue() ) );
					break;
				}
				case SkillName.Fletching:
				{
					PackItem( new Board( 14 ) );
					PackItem( new Feather( 5 ) );
					PackItem( new Shaft( 5 ) );
					break;
				}
				case SkillName.Camping:
				{
					// TODO: Bedroll
					PackItem( new Kindling( 5 ) );
					break;
				}
				case SkillName.Carpentry:
				{
					PackItem( new Board( 10 ) );
					PackItem( new Saw() );
					EquipItem( new HalfApron( Utility.RandomYellowHue() ) );
					break;
				}
				case SkillName.Cartography:
				{
					PackItem( new BlankMap() );
					PackItem( new BlankMap() );
					PackItem( new BlankMap() );
					PackItem( new BlankMap() );
					PackItem( new Sextant() );
					break;
				}
				case SkillName.Cooking:
				{
					PackItem( new Kindling( 2 ) );
					PackItem( new RawLambLeg() );
					PackItem( new RawChickenLeg() );
					PackItem( new RawFishSteak() );
					PackItem( new SackFlour() );
					PackItem( new Pitcher( BeverageType.Water ) );
					break;
				}
				case SkillName.DetectHidden:
				{
					EquipItem( new Cloak( 0x455 ) );
					break;
				}
				case SkillName.Discordance:
				{
					PackInstrument();
					break;
				}
				case SkillName.Fencing:
				{
					EquipItem( new Kryss() );
					break;
				}
				case SkillName.Fishing:
				{
					EquipItem( new FishingPole() );
					EquipItem( new FloppyHat( Utility.RandomYellowHue() ) );
					break;
				}
				case SkillName.Healing:
				{
					PackItem( new Bandage( 50 ) );
					PackItem( new Scissors() );
					break;
				}
				case SkillName.Herding:
				{
					EquipItem( new ShepherdsCrook() );
					break;
				}
				case SkillName.Hiding:
				{
					EquipItem( new Cloak( 0x455 ) );
					break;
				}
				case SkillName.Inscribe:
				{
					PackItem( new BlankScroll( 2 ) );
					PackItem( new BlueBook() );
					break;
				}
				case SkillName.ItemID:
				{
					EquipItem( new GnarledStaff() );
					break;
				}
				case SkillName.Lockpicking:
				{
					PackItem( new Lockpick( 20 ) );
					break;
				}
				case SkillName.Lumberjacking:
				{
					EquipItem( new Hatchet() );
					break;
				}
				case SkillName.Macing:
				{
					EquipItem( new Club() );
					break;
				}
				case SkillName.Magery:
				{
					BagOfReagents regs = new BagOfReagents( 30 );

					if ( !Core.AOS )
					{
						foreach ( Item item in regs.Items )
							item.LootType = LootType.Newbied;
					}

					PackItem( regs );

					regs.LootType = LootType.Regular;

					PackScroll( 0 );
					PackScroll( 1 );
					PackScroll( 2 );

					Spellbook book = new Spellbook( (ulong)0x382A8C38 );

					EquipItem( book );

					book.LootType = LootType.Blessed;

					EquipItem( new Robe( Utility.RandomBlueHue() ) );
					EquipItem( new WizardsHat() );

					break;
				}
				case SkillName.Mining:
				{
					PackItem( new Pickaxe() );
					break;
				}
				case SkillName.Musicianship:
				{
					PackInstrument();
					break;
				}
				case SkillName.Parry:
				{
					EquipItem( new WoodenShield() );
					break;
				}
				case SkillName.Peacemaking:
				{
					PackInstrument();
					break;
				}
				case SkillName.Poisoning:
				{
					PackItem( new LesserPoisonPotion() );
					PackItem( new LesserPoisonPotion() );
					break;
				}
				case SkillName.Provocation:
				{
					PackInstrument();
					break;
				}
				case SkillName.Snooping:
				{
					PackItem( new Lockpick( 20 ) );
					break;
				}
				case SkillName.SpiritSpeak:
				{
					EquipItem( new Cloak( 0x455 ) );
					break;
				}
				case SkillName.Stealing:
				{
					PackItem( new Lockpick( 20 ) );
					break;
				}
				case SkillName.Swords:
				{
					EquipItem( new Katana() );
					break;
				}
				case SkillName.Tactics:
				{
					EquipItem( new Katana() );
					break;
				}
				case SkillName.Tailoring:
				{
					PackItem( new BoltOfCloth() );
					PackItem( new SewingKit() );
					break;
				}
				case SkillName.Tracking:
				{
					if ( m_Mobile != null )
					{
						Item shoes = m_Mobile.FindItemOnLayer( Layer.Shoes );

						if ( shoes != null )
							shoes.Delete();
					}

					EquipItem( new Boots( Utility.RandomYellowHue() ) );
					EquipItem( new SkinningKnife() );
					break;
				}
				case SkillName.Veterinary:
				{
					PackItem( new Bandage( 5 ) );
					PackItem( new Scissors() );
					break;
				}
				case SkillName.Wrestling:
				{
					EquipItem( new LeatherGloves() );
					break;
				}
			}
		}
	}
}

I hope this hleps to find my problem... Thanks for your help raisor.
 

raisor

Wanderer
hudel said:
Ok. My loginstats.cs is the following:

Code:
using System;
using Server.Network;

namespace Server.Misc
{
	public class LoginStats
	{
		public static void Initialize()
		{
			// Register our event handler
			EventSink.Login += new LoginEventHandler( EventSink_Login );
		}

		private static void EventSink_Login( LoginEventArgs args )
		{
			int userCount = NetState.Instances.Count;
			int itemCount = World.Items.Count;
			int mobileCount = World.Mobiles.Count;
			int spellCount = Spells.SpellRegistry.Count;

			Mobile m = args.Mobile;

			m.SendMessage( "Welcome, {0}! There {1} currently {2} user{3} online, with {4} item{5} and {6} mobile{7} in the world.",
				args.Mobile.Name,
				userCount == 1 ? "is" : "are",
				userCount, userCount == 1 ? "" : "s",
				itemCount, itemCount == 1 ? "" : "s",
				mobileCount, mobileCount == 1 ? "" : "s" );
		}
	}
}

My charactercreation.cs is as follows:

Code:
using System;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Network;
using Server.Accounting;

namespace Server.Misc
{
	public class CharacterCreation
	{
		public static void Initialize()
		{
			// Register our event handler
			EventSink.CharacterCreated += new CharacterCreatedEventHandler( EventSink_CharacterCreated );
		}

		private static void AddBackpack( Mobile m )
		{
			Container pack = m.Backpack;

			if ( pack == null )
			{
				pack = new Backpack();
				pack.Movable = false;

				m.AddItem( pack );
			}

			PackItem( new RedBook( "a book", m.Name, 20, true ) );
			PackItem( new Gold( 1000 ) ); // Starting gold can be customized here
			PackItem( new Dagger() );
			PackItem( new Candle() );
			//////Hunger & Thirst System Start Modification//////
			m.Thirst = 20;
			//////Hunger & Thirst System End Modification//////
		}

		private static Item MakeNewbie( Item item )
		{
			if ( !Core.AOS )
				item.LootType = LootType.Newbied;

			return item;
		}

		private static void PlaceItemIn( Container parent, int x, int y, Item item )
		{
			parent.AddItem( item );
			item.Location = new Point3D( x, y, 0 );
		}

		private static Item MakePotionKeg( PotionEffect type, int hue )
		{
			PotionKeg keg = new PotionKeg();

			keg.Held = 100;
			keg.Type = type;
			keg.Hue = hue;

			return MakeNewbie( keg );
		}

		private static void FillBankAOS( Mobile m )
		{
			BankBox bank = m.BankBox;

			if ( bank == null )
				return;

			// The new AOS bankboxes don't have powerscrolls, they are automatically 'applied':

			for ( int i = 0; i < PowerScroll.Skills.Length; ++i )
				m.Skills[PowerScroll.Skills[i]].Cap = 120.0;

			m.StatCap = 250;


			Container cont;


			// Begin box of money
			cont = new WoodenBox();
			cont.ItemID = 0xE7D;
			cont.Hue = 0x489;

			PlaceItemIn( cont, 16, 51, new BankCheck( 500000 ) );
			PlaceItemIn( cont, 28, 51, new BankCheck( 250000 ) );
			PlaceItemIn( cont, 40, 51, new BankCheck( 100000 ) );
			PlaceItemIn( cont, 52, 51, new BankCheck( 100000 ) );
			PlaceItemIn( cont, 64, 51, new BankCheck(  50000 ) );

			PlaceItemIn( cont, 34, 115, MakeNewbie( new Gold( 60000 ) ) );

			PlaceItemIn( bank, 18, 169, cont );
			// End box of money


			// Begin bag of potion kegs
			cont = new Backpack();
			cont.Name = "Various Potion Kegs";

			PlaceItemIn( cont,  45, 149, MakePotionKeg( PotionEffect.CureGreater, 0x2D ) );
			PlaceItemIn( cont,  69, 149, MakePotionKeg( PotionEffect.HealGreater, 0x499 ) );
			PlaceItemIn( cont,  93, 149, MakePotionKeg( PotionEffect.PoisonDeadly, 0x46 ) );
			PlaceItemIn( cont, 117, 149, MakePotionKeg( PotionEffect.RefreshTotal, 0x21 ) );
			PlaceItemIn( cont, 141, 149, MakePotionKeg( PotionEffect.ExplosionGreater, 0x74 ) );

			PlaceItemIn( cont, 93, 82, MakeNewbie( new Bottle( 1000 ) ) );

			PlaceItemIn( bank, 53, 169, cont );
			// End bag of potion kegs


			// Begin bag of tools
			cont = new Bag();
			cont.Name = "Tool Bag";

			PlaceItemIn( cont, 30,  35, MakeNewbie( new TinkerTools( 1000 ) ) );
			PlaceItemIn( cont, 60,  35, new HousePlacementTool() );
			PlaceItemIn( cont, 90,  35, MakeNewbie( new DovetailSaw( 1000 ) ) );
			PlaceItemIn( cont, 30,  68, MakeNewbie( new Scissors() ) );
			PlaceItemIn( cont, 45,  68, MakeNewbie( new MortarPestle( 1000 ) ) );
			PlaceItemIn( cont, 75,  68, MakeNewbie( new ScribesPen( 1000 ) ) );
			PlaceItemIn( cont, 90,  68, MakeNewbie( new SmithHammer( 1000 ) ) );
			PlaceItemIn( cont, 30, 118, MakeNewbie( new TwoHandedAxe() ) );
			PlaceItemIn( cont, 60, 118, MakeNewbie( new FletcherTools( 1000 ) ) );
			PlaceItemIn( cont, 90, 118, MakeNewbie( new SewingKit( 1000 ) ) );

			PlaceItemIn( bank, 118, 169, cont );
			// End bag of tools


			// Begin bag of archery ammo
			cont = new Bag();
			cont.Name = "Bag Of Archery Ammo";

			PlaceItemIn( cont, 48, 76, MakeNewbie( new Arrow( 5000 ) ) );
			PlaceItemIn( cont, 72, 76, MakeNewbie( new Bolt( 5000 ) ) );

			PlaceItemIn( bank, 118, 124, cont );
			// End bag of archery ammo


			// Begin bag of treasure maps
			cont = new Bag();
			cont.Name = "Bag Of Treasure Maps";

			PlaceItemIn( cont, 30, 35, MakeNewbie( new TreasureMap( 1, Map.Trammel ) ) );
			PlaceItemIn( cont, 45, 35, MakeNewbie( new TreasureMap( 2, Map.Trammel ) ) );
			PlaceItemIn( cont, 60, 35, MakeNewbie( new TreasureMap( 3, Map.Trammel ) ) );
			PlaceItemIn( cont, 75, 35, MakeNewbie( new TreasureMap( 4, Map.Trammel ) ) );
			PlaceItemIn( cont, 90, 35, MakeNewbie( new TreasureMap( 5, Map.Trammel ) ) );

			PlaceItemIn( cont, 30, 50, MakeNewbie( new TreasureMap( 1, Map.Trammel ) ) );
			PlaceItemIn( cont, 45, 50, MakeNewbie( new TreasureMap( 2, Map.Trammel ) ) );
			PlaceItemIn( cont, 60, 50, MakeNewbie( new TreasureMap( 3, Map.Trammel ) ) );
			PlaceItemIn( cont, 75, 50, MakeNewbie( new TreasureMap( 4, Map.Trammel ) ) );
			PlaceItemIn( cont, 90, 50, MakeNewbie( new TreasureMap( 5, Map.Trammel ) ) );

			PlaceItemIn( cont, 55, 100, MakeNewbie( new Lockpick( 30 ) ) );
			PlaceItemIn( cont, 60, 100, MakeNewbie( new Pickaxe() ) );

			PlaceItemIn( bank, 98, 124, cont );
			// End bag of treasure maps


			// Begin bag of raw materials
			cont = new Bag();
			cont.Hue = 0x835;
			cont.Name = "Raw Materials Bag";

			PlaceItemIn( cont, 92, 60, MakeNewbie( new BarbedLeather( 5000 ) ) );
			PlaceItemIn( cont, 92, 68, MakeNewbie( new HornedLeather( 5000 ) ) );
			PlaceItemIn( cont, 92, 76, MakeNewbie( new SpinedLeather( 5000 ) ) );
			PlaceItemIn( cont, 92, 84, MakeNewbie( new Leather( 5000 ) ) );

			PlaceItemIn( cont, 30, 118, MakeNewbie( new Cloth( 5000 ) ) );
			PlaceItemIn( cont, 30,  84, MakeNewbie( new Board( 5000 ) ) );
			PlaceItemIn( cont, 57,  80, MakeNewbie( new BlankScroll( 500 ) ) );

			PlaceItemIn( cont, 30,  35, MakeNewbie( new DullCopperIngot( 5000 ) ) );
			PlaceItemIn( cont, 37,  35, MakeNewbie( new ShadowIronIngot( 5000 ) ) );
			PlaceItemIn( cont, 44,  35, MakeNewbie( new CopperIngot( 5000 ) ) );
			PlaceItemIn( cont, 51,  35, MakeNewbie( new BronzeIngot( 5000 ) ) );
			PlaceItemIn( cont, 58,  35, MakeNewbie( new GoldIngot( 5000 ) ) );
			PlaceItemIn( cont, 65,  35, MakeNewbie( new AgapiteIngot( 5000 ) ) );
			PlaceItemIn( cont, 72,  35, MakeNewbie( new VeriteIngot( 5000 ) ) );
			PlaceItemIn( cont, 79,  35, MakeNewbie( new ValoriteIngot( 5000 ) ) );
			PlaceItemIn( cont, 86,  35, MakeNewbie( new IronIngot( 5000 ) ) );

			PlaceItemIn( cont, 30,  59, MakeNewbie( new RedScales( 5000 ) ) );
			PlaceItemIn( cont, 36,  59, MakeNewbie( new YellowScales( 5000 ) ) );
			PlaceItemIn( cont, 42,  59, MakeNewbie( new BlackScales( 5000 ) ) );
			PlaceItemIn( cont, 48,  59, MakeNewbie( new GreenScales( 5000 ) ) );
			PlaceItemIn( cont, 54,  59, MakeNewbie( new WhiteScales( 5000 ) ) );
			PlaceItemIn( cont, 60,  59, MakeNewbie( new BlueScales( 5000 ) ) );

			PlaceItemIn( bank, 98, 169, cont );
			// End bag of raw materials


			// Begin bag of spell casting stuff
			cont = new Backpack();
			cont.Hue = 0x480;
			cont.Name = "Spell Casting Stuff";

			PlaceItemIn( cont, 45, 105, new Spellbook( UInt64.MaxValue ) );
			PlaceItemIn( cont, 65, 105, new NecromancerSpellbook( (UInt64)0xFFFF ) );
			PlaceItemIn( cont, 85, 105, new BookOfChivalry( (UInt64)0x3FF ) );

			Runebook runebook = new Runebook( 10 );
			runebook.CurCharges = runebook.MaxCharges;
			PlaceItemIn( cont, 105, 105, runebook );

			Item toHue = new BagOfReagents( 150 );
			toHue.Hue = 0x2D;
			PlaceItemIn( cont, 45, 150, toHue );

			toHue = new BagOfNecroReagents( 150 );
			toHue.Hue = 0x488;
			PlaceItemIn( cont, 65, 150, toHue );

			PlaceItemIn( cont, 140, 150, new BagOfAllReagents( 500 ) );

			for ( int i = 0; i < 9; ++i )
				PlaceItemIn( cont, 45 + (i * 10), 75, MakeNewbie( new RecallRune() ) );

			PlaceItemIn( bank, 78, 169, cont );
			// End bag of spell casting stuff
		}

		private static void FillBankbox( Mobile m )
		{
			if ( Core.AOS )
			{
				FillBankAOS( m );
				return;
			}

			BankBox bank = m.BankBox;

			if ( bank != null )
			{
				bank.DropItem( new BankCheck( 1000000 ) );

				// Full spellbook
				Spellbook book = new Spellbook();

				book.Content = ulong.MaxValue;

				bank.DropItem( book );

				Bag bag = new Bag();

				for ( int i = 0; i < 5; ++i )
					bag.DropItem( new Moonstone( MoonstoneType.Felucca ) );

				// Felucca moonstones
				bank.DropItem( bag );

				bag = new Bag();

				for ( int i = 0; i < 5; ++i )
					bag.DropItem( new Moonstone( MoonstoneType.Trammel ) );

				// Trammel moonstones
				bank.DropItem( bag );

				// Treasure maps
				bank.DropItem( new TreasureMap( 1, Map.Trammel ) );
				bank.DropItem( new TreasureMap( 2, Map.Trammel ) );
				bank.DropItem( new TreasureMap( 3, Map.Trammel ) );
				bank.DropItem( new TreasureMap( 4, Map.Trammel ) );
				bank.DropItem( new TreasureMap( 5, Map.Trammel ) );

				// Bag containing 50 of each reagent
				bank.DropItem( new BagOfReagents( 50 ) );

				// Craft tools
				bank.DropItem( MakeNewbie( new Scissors() ) );
				bank.DropItem( MakeNewbie( new SewingKit( 1000 ) ) );
				bank.DropItem( MakeNewbie( new SmithHammer( 1000 ) ) );
				bank.DropItem( MakeNewbie( new FletcherTools( 1000 ) ) );
				bank.DropItem( MakeNewbie( new DovetailSaw( 1000 ) ) );
				bank.DropItem( MakeNewbie( new MortarPestle( 1000 ) ) );
				bank.DropItem( MakeNewbie( new ScribesPen( 1000 ) ) );
				bank.DropItem( MakeNewbie( new TinkerTools( 1000 ) ) );

				// A few dye tubs
				bank.DropItem( new Dyes() );
				bank.DropItem( new DyeTub() );
				bank.DropItem( new DyeTub() );
				bank.DropItem( new BlackDyeTub() );

				DyeTub darkRedTub = new DyeTub();

				darkRedTub.DyedHue = 0x485;
				darkRedTub.Redyable = false;

				bank.DropItem( darkRedTub );

				// Some food
				bank.DropItem( MakeNewbie( new Apple( 1000 ) ) );

				// Resources
				bank.DropItem( MakeNewbie( new Feather( 1000 ) ) );
				bank.DropItem( MakeNewbie( new BoltOfCloth( 1000 ) ) );
				bank.DropItem( MakeNewbie( new BlankScroll( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Hides( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Bandage( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Bottle( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Log( 1000 ) ) );

				bank.DropItem( MakeNewbie( new IronIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new DullCopperIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new ShadowIronIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new CopperIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new BronzeIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new GoldIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new AgapiteIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new VeriteIngot( 5000 ) ) );
				bank.DropItem( MakeNewbie( new ValoriteIngot( 5000 ) ) );

				// Reagents
				bank.DropItem( MakeNewbie( new BlackPearl( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Bloodmoss( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Garlic( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Ginseng( 1000 ) ) );
				bank.DropItem( MakeNewbie( new MandrakeRoot( 1000 ) ) );
				bank.DropItem( MakeNewbie( new Nightshade( 1000 ) ) );
				bank.DropItem( MakeNewbie( new SulfurousAsh( 1000 ) ) );
				bank.DropItem( MakeNewbie( new SpidersSilk( 1000 ) ) );

				// Some extra starting gold
				bank.DropItem( MakeNewbie( new Gold( 9000 ) ) );

				// 5 blank recall runes
				for ( int i = 0; i < 5; ++i )
					bank.DropItem( MakeNewbie( new RecallRune() ) );

				AddPowerScrolls( bank );
			}
		}

		private static void AddPowerScrolls( BankBox bank )
		{
			Bag bag = new Bag();

			for ( int i = 0; i < PowerScroll.Skills.Length; ++i )
				bag.DropItem( new PowerScroll( PowerScroll.Skills[i], 120.0 ) );

			bag.DropItem( new StatCapScroll( 250 ) );

			bank.DropItem( bag );
		}

		private static void AddShirt( Mobile m, int shirtHue )
		{
			int hue = Utility.ClipDyedHue( shirtHue & 0x3FFF );

			switch ( Utility.Random( 3 ) )
			{
				case 0: EquipItem( new Shirt( hue ), true ); break;
				case 1: EquipItem( new FancyShirt( hue ), true ); break;
				case 2: EquipItem( new Doublet( hue ), true ); break;
			}
		}

		private static void AddPants( Mobile m, int pantsHue )
		{
			int hue = Utility.ClipDyedHue( pantsHue & 0x3FFF );

			if ( m.Female )
			{
				switch ( Utility.Random( 2 ) )
				{
					case 0: EquipItem( new Skirt( hue ), true ); break;
					case 1: EquipItem( new Kilt( hue ), true ); break;
				}
			}
			else
			{
				switch ( Utility.Random( 2 ) )
				{
					case 0: EquipItem( new LongPants( hue ), true ); break;
					case 1: EquipItem( new ShortPants( hue ), true ); break;
				}
			}
		}

		private static void AddShoes( Mobile m )
		{
			EquipItem( new Shoes( Utility.RandomYellowHue() ), true );
		}

		private static void AddHair( Mobile m, int itemID, int hue )
		{
			Item item;

			switch ( itemID & 0x3FFF )
			{
				case 0x2044: item = new Mohawk( hue ); break;
				case 0x2045: item = new PageboyHair( hue ); break;
				case 0x2046: item = new BunsHair( hue ); break;
				case 0x2047: item = new Afro( hue ); break;
				case 0x2048: item = new ReceedingHair( hue ); break;
				case 0x2049: item = new TwoPigTails( hue ); break;
				case 0x204A: item = new KrisnaHair( hue ); break;
				case 0x203B: item = new ShortHair( hue ); break;
				case 0x203C: item = new LongHair( hue ); break;
				case 0x203D: item = new PonyTail( hue ); break;
				default: return;
			}

			m.AddItem( item );
		}

		private static void AddBeard( Mobile m, int itemID, int hue )
		{
			if ( m.Female )
				return;

			Item item;

			switch ( itemID & 0x3FFF )
			{
				case 0x203E: item = new LongBeard( hue ); break;
				case 0x203F: item = new ShortBeard( hue ); break;
				case 0x2040: item = new Goatee( hue ); break;
				case 0x2041: item = new Mustache( hue ); break;
				case 0x204B: item = new MediumShortBeard( hue ); break;
				case 0x204C: item = new MediumLongBeard( hue ); break;
				case 0x204D: item = new Vandyke( hue ); break;
				default: return;
			}

			m.AddItem( item );
		}

		private static Mobile CreateMobile( Account a )
		{
			for ( int i = 0; i < 5; ++i )
				if ( a[i] == null )
					return (a[i] = new PlayerMobile());

			return null;
		}

		private static void EventSink_CharacterCreated( CharacterCreatedEventArgs args )
		{
			Mobile newChar = CreateMobile( args.Account as Account );

			if ( newChar == null )
			{
				Console.WriteLine( "Login: {0}: Character creation failed, account full", args.State );
				return;
			}

			args.Mobile = newChar;
			m_Mobile = newChar;

			newChar.Player = true;
			newChar.AccessLevel = ((Account)args.Account).AccessLevel;
			newChar.Female = args.Female;
			newChar.Body = newChar.Female ? 0x191 : 0x190;
			newChar.Hue = Utility.ClipSkinHue( args.Hue & 0x3FFF ) | 0x8000;
			newChar.Hunger = 20;

			if ( newChar is PlayerMobile )
				((PlayerMobile)newChar).Profession = args.Profession;

			SetName( newChar, args.Name );

			AddBackpack( newChar );

			SetStats( newChar, args.Str, args.Dex, args.Int );
			SetSkills( newChar, args.Skills, args.Profession );

			AddHair( newChar, args.HairID, Utility.ClipHairHue( args.HairHue & 0x3FFF ) );
			AddBeard( newChar, args.BeardID, Utility.ClipHairHue( args.BeardHue & 0x3FFF ) );

			if ( !Core.AOS || (args.Profession != 4 && args.Profession != 5) )
			{
				AddShirt( newChar, args.ShirtHue );
				AddPants( newChar, args.PantsHue );
				AddShoes( newChar );
			}

			//FillBankbox( newChar );

			//CityInfo city = args.City;
			CityInfo city = new CityInfo( "Britain", "Sweet Dreams Inn", 1496, 1628, 10 );

			//newChar.MoveToWorld( city.Location, Map.Felucca );
			newChar.MoveToWorld( city.Location, Map.Trammel );

			Console.WriteLine( "Login: {0}: New character being created (account={1})", args.State, ((Account)args.Account).Username );
			Console.WriteLine( " - Character: {0} (serial={1})", newChar.Name, newChar.Serial );
			Console.WriteLine( " - Started: {0} {1}", city.City, city.Location );

			new WelcomeTimer( newChar ).Start();
		}

		private static void FixStats( ref int str, ref int dex, ref int intel )
		{
			int vStr = str - 10;
			int vDex = dex - 10;
			int vInt = intel - 10;

			if ( vStr < 0 )
				vStr = 0;

			if ( vDex < 0 )
				vDex = 0;

			if ( vInt < 0 )
				vInt = 0;

			int total = vStr + vDex + vInt;

			if ( total == 0 || total == 50 )
				return;

			double scalar = 50 / (double)total;

			vStr = (int)(vStr * scalar);
			vDex = (int)(vDex * scalar);
			vInt = (int)(vInt * scalar);

			FixStat( ref vStr, (vStr + vDex + vInt) - 50 );
			FixStat( ref vDex, (vStr + vDex + vInt) - 50 );
			FixStat( ref vInt, (vStr + vDex + vInt) - 50 );

			str = vStr + 10;
			dex = vDex + 10;
			intel = vInt + 10;
		}

		private static void FixStat( ref int stat, int diff )
		{
			stat += diff;

			if ( stat < 0 )
				stat = 0;
			else if ( stat > 50 )
				stat = 50;
		}

		private static void SetStats( Mobile m, int str, int dex, int intel )
		{
			FixStats( ref str, ref dex, ref intel );

			if ( str < 10 || str > 60 || dex < 10 || dex > 60 || intel < 10 || intel > 60 || (str + dex + intel) != 80 )
			{
				str = 10;
				dex = 10;
				intel = 10;
			}

			m.InitStats( str, dex, intel );
		}

		private static void SetName( Mobile m, string name )
		{
			name = name.Trim();

			if ( !NameVerification.Validate( name, 2, 16, true, true, true, 1, NameVerification.SpaceDashPeriodQuote ) )
				name = "Generic Player";

			m.Name = name;
		}

		private static bool ValidSkills( SkillNameValue[] skills )
		{
			int total = 0;

			for ( int i = 0; i < skills.Length; ++i )
			{
				if ( skills[i].Value < 0 || skills[i].Value > 50 )
					return false;

				total += skills[i].Value;

				for ( int j = i + 1; j < skills.Length; ++j )
				{
					if ( skills[j].Value > 0 && skills[j].Name == skills[i].Name )
						return false;
				}
			}

			return ( total == 100 );
		}

		private static Mobile m_Mobile;

		private static void SetSkills( Mobile m, SkillNameValue[] skills, int prof )
		{
			switch ( prof )
			{
				case 1: // Warrior
				{
					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.Anatomy, 30 ),
							new SkillNameValue( SkillName.Healing, 45 ),
							new SkillNameValue( SkillName.Swords, 35 ),
							new SkillNameValue( SkillName.Tactics, 50 )
						};

					break;
				}
				case 2: // Magician
				{
					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.EvalInt, 30 ),
							new SkillNameValue( SkillName.Wrestling, 30 ),
							new SkillNameValue( SkillName.Magery, 50 ),
							new SkillNameValue( SkillName.Meditation, 50 )
						};

					break;
				}
				case 3: // Blacksmith
				{
					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.Mining, 30 ),
							new SkillNameValue( SkillName.ArmsLore, 30 ),
							new SkillNameValue( SkillName.Blacksmith, 50 ),
							new SkillNameValue( SkillName.Tinkering, 50 )
						};

					break;
				}
				case 4: // Necromancer
				{
					if ( !Core.AOS )
						goto default;

					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.Necromancy, 50 ),
							new SkillNameValue( SkillName.Focus, 30 ),
							new SkillNameValue( SkillName.SpiritSpeak, 30 ),
							new SkillNameValue( SkillName.Swords, 30 ),
							new SkillNameValue( SkillName.Tactics, 20 )
						};

					break;
				}
				case 5: // Paladin
				{
					if ( !Core.AOS )
						goto default;

					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.Chivalry, 51 ),
							new SkillNameValue( SkillName.Swords, 49 ),
							new SkillNameValue( SkillName.Focus, 30 ),
							new SkillNameValue( SkillName.Tactics, 30 )
						};

					break;
				}
				default:
				{
					if ( !ValidSkills( skills ) )
						return;

					break;
				}
			}

			bool addSkillItems = true;

			switch ( prof )
			{
				case 1: // Warrior
				{
					EquipItem( new LeatherChest() );
					break;
				}
				case 4: // Necromancer
				{
					Container regs = new BagOfNecroReagents( 50 );

					if ( !Core.AOS )
					{
						foreach ( Item item in regs.Items )
							item.LootType = LootType.Newbied;
					}

					PackItem( regs );

					regs.LootType = LootType.Regular;

					EquipItem( new BoneHarvester() );
					EquipItem( new BoneHelm() );

					EquipItem( NecroHue( new LeatherChest() ) );
					EquipItem( NecroHue( new LeatherArms() ) );
					EquipItem( NecroHue( new LeatherGloves() ) );
					EquipItem( NecroHue( new LeatherGorget() ) );
					EquipItem( NecroHue( new LeatherLegs() ) );
					EquipItem( NecroHue( new Skirt() ) );
					EquipItem( new Sandals( 0x8FD ) );

					Spellbook book = new NecromancerSpellbook( (ulong)0x8981 ); // animate dead, evil omen, pain spike, summon familiar, wraith form

					PackItem( book );

					book.LootType = LootType.Blessed;

					addSkillItems = false;

					break;
				}
				case 5: // Paladin
				{
					EquipItem( new Broadsword() );
					EquipItem( new Helmet() );
					EquipItem( new PlateGorget() );
					EquipItem( new RingmailArms() );
					EquipItem( new RingmailChest() );
					EquipItem( new RingmailLegs() );
					EquipItem( new ThighBoots( 0x748 ) );
					EquipItem( new Cloak( 0xCF ) );
					EquipItem( new BodySash( 0xCF ) );

					Spellbook book = new BookOfChivalry( (ulong)0x3FF );

					PackItem( book );

					book.LootType = LootType.Blessed;

					break;
				}
			}

			for ( int i = 0; i < skills.Length; ++i )
			{
				SkillNameValue snv = skills[i];

				if ( snv.Value > 0 && snv.Name != SkillName.Stealth && snv.Name != SkillName.RemoveTrap )
				{
					Skill skill = m.Skills[snv.Name];

					if ( skill != null )
					{
						skill.BaseFixedPoint = snv.Value * 10;

						if ( addSkillItems )
							AddSkillItems( snv.Name );
					}
				}
			}
		}

		private static void EquipItem( Item item )
		{
			EquipItem( item, false );
		}

		private static void EquipItem( Item item, bool mustEquip )
		{
			if ( !Core.AOS )
				item.LootType = LootType.Newbied;

			if ( m_Mobile != null && m_Mobile.EquipItem( item ) )
				return;

			Container pack = m_Mobile.Backpack;

			if ( !mustEquip && pack != null )
				pack.DropItem( item );
			else
				item.Delete();
		}

		private static void PackItem( Item item )
		{
			if ( !Core.AOS )
				item.LootType = LootType.Newbied;

			Container pack = m_Mobile.Backpack;

			if ( pack != null )
				pack.DropItem( item );
			else
				item.Delete();
		}

		private static void PackInstrument()
		{
			switch ( Utility.Random( 6 ) )
			{
				case 0: PackItem( new Drums() ); break;
				case 1: PackItem( new Harp() ); break;
				case 2: PackItem( new LapHarp() ); break;
				case 3: PackItem( new Lute() ); break;
				case 4: PackItem( new Tambourine() ); break;
				case 5: PackItem( new TambourineTassel() ); break;
			}
		}

		private static void PackScroll( int circle )
		{
			switch ( Utility.Random( 8 ) * (circle * 8) )
			{
				case  0: PackItem( new ClumsyScroll() ); break;
				case  1: PackItem( new CreateFoodScroll() ); break;
				case  2: PackItem( new FeeblemindScroll() ); break;
				case  3: PackItem( new HealScroll() ); break;
				case  4: PackItem( new MagicArrowScroll() ); break;
				case  5: PackItem( new NightSightScroll() ); break;
				case  6: PackItem( new ReactiveArmorScroll() ); break;
				case  7: PackItem( new WeakenScroll() ); break;
				case  8: PackItem( new AgilityScroll() ); break;
				case  9: PackItem( new CunningScroll() ); break;
				case 10: PackItem( new CureScroll() ); break;
				case 11: PackItem( new HarmScroll() ); break;
				case 12: PackItem( new MagicTrapScroll() ); break;
				case 13: PackItem( new MagicUnTrapScroll() ); break;
				case 14: PackItem( new ProtectionScroll() ); break;
				case 15: PackItem( new StrengthScroll() ); break;
				case 16: PackItem( new BlessScroll() ); break;
				case 17: PackItem( new FireballScroll() ); break;
				case 18: PackItem( new MagicLockScroll() ); break;
				case 19: PackItem( new PoisonScroll() ); break;
				case 20: PackItem( new TelekinisisScroll() ); break;
				case 21: PackItem( new TeleportScroll() ); break;
				case 22: PackItem( new UnlockScroll() ); break;
				case 23: PackItem( new WallOfStoneScroll() ); break;
			}
		}

		private static Item NecroHue( Item item )
		{
			item.Hue = 0x2C3;

			return item;
		}

		private static void AddSkillItems( SkillName skill )
		{
			switch ( skill )
			{
				case SkillName.Alchemy:
				{
					PackItem( new Bottle( 4 ) );
					PackItem( new MortarPestle() );
					EquipItem( new Robe( Utility.RandomPinkHue() ) );
					break;
				}
				case SkillName.Anatomy:
				{
					PackItem( new Bandage( 3 ) );
					EquipItem( new Robe( Utility.RandomYellowHue() ) );
					break;
				}
				case SkillName.AnimalLore:
				{
					EquipItem( new ShepherdsCrook() );
					EquipItem( new Robe( Utility.RandomBlueHue() ) );
					break;
				}
				case SkillName.Archery:
				{
					PackItem( new Arrow( 25 ) );
					EquipItem( new Bow() );
					break;
				}
				case SkillName.ArmsLore:
				{
					switch ( Utility.Random( 3 ) ) 
					{ 
						case 0: EquipItem( new Kryss() ); break; 
						case 1: EquipItem( new Katana() ); break; 
						case 2: EquipItem( new Club() ); break; 
					}

					break;
				}
				case SkillName.Begging:
				{
					EquipItem( new GnarledStaff() );
					break;
				}
				case SkillName.Blacksmith:
				{
					PackItem( new Tongs() );
					PackItem( new Pickaxe() );
					PackItem( new Pickaxe() );
					PackItem( new IronIngot( 50 ) );
					EquipItem( new HalfApron( Utility.RandomYellowHue() ) );
					break;
				}
				case SkillName.Fletching:
				{
					PackItem( new Board( 14 ) );
					PackItem( new Feather( 5 ) );
					PackItem( new Shaft( 5 ) );
					break;
				}
				case SkillName.Camping:
				{
					// TODO: Bedroll
					PackItem( new Kindling( 5 ) );
					break;
				}
				case SkillName.Carpentry:
				{
					PackItem( new Board( 10 ) );
					PackItem( new Saw() );
					EquipItem( new HalfApron( Utility.RandomYellowHue() ) );
					break;
				}
				case SkillName.Cartography:
				{
					PackItem( new BlankMap() );
					PackItem( new BlankMap() );
					PackItem( new BlankMap() );
					PackItem( new BlankMap() );
					PackItem( new Sextant() );
					break;
				}
				case SkillName.Cooking:
				{
					PackItem( new Kindling( 2 ) );
					PackItem( new RawLambLeg() );
					PackItem( new RawChickenLeg() );
					PackItem( new RawFishSteak() );
					PackItem( new SackFlour() );
					PackItem( new Pitcher( BeverageType.Water ) );
					break;
				}
				case SkillName.DetectHidden:
				{
					EquipItem( new Cloak( 0x455 ) );
					break;
				}
				case SkillName.Discordance:
				{
					PackInstrument();
					break;
				}
				case SkillName.Fencing:
				{
					EquipItem( new Kryss() );
					break;
				}
				case SkillName.Fishing:
				{
					EquipItem( new FishingPole() );
					EquipItem( new FloppyHat( Utility.RandomYellowHue() ) );
					break;
				}
				case SkillName.Healing:
				{
					PackItem( new Bandage( 50 ) );
					PackItem( new Scissors() );
					break;
				}
				case SkillName.Herding:
				{
					EquipItem( new ShepherdsCrook() );
					break;
				}
				case SkillName.Hiding:
				{
					EquipItem( new Cloak( 0x455 ) );
					break;
				}
				case SkillName.Inscribe:
				{
					PackItem( new BlankScroll( 2 ) );
					PackItem( new BlueBook() );
					break;
				}
				case SkillName.ItemID:
				{
					EquipItem( new GnarledStaff() );
					break;
				}
				case SkillName.Lockpicking:
				{
					PackItem( new Lockpick( 20 ) );
					break;
				}
				case SkillName.Lumberjacking:
				{
					EquipItem( new Hatchet() );
					break;
				}
				case SkillName.Macing:
				{
					EquipItem( new Club() );
					break;
				}
				case SkillName.Magery:
				{
					BagOfReagents regs = new BagOfReagents( 30 );

					if ( !Core.AOS )
					{
						foreach ( Item item in regs.Items )
							item.LootType = LootType.Newbied;
					}

					PackItem( regs );

					regs.LootType = LootType.Regular;

					PackScroll( 0 );
					PackScroll( 1 );
					PackScroll( 2 );

					Spellbook book = new Spellbook( (ulong)0x382A8C38 );

					EquipItem( book );

					book.LootType = LootType.Blessed;

					EquipItem( new Robe( Utility.RandomBlueHue() ) );
					EquipItem( new WizardsHat() );

					break;
				}
				case SkillName.Mining:
				{
					PackItem( new Pickaxe() );
					break;
				}
				case SkillName.Musicianship:
				{
					PackInstrument();
					break;
				}
				case SkillName.Parry:
				{
					EquipItem( new WoodenShield() );
					break;
				}
				case SkillName.Peacemaking:
				{
					PackInstrument();
					break;
				}
				case SkillName.Poisoning:
				{
					PackItem( new LesserPoisonPotion() );
					PackItem( new LesserPoisonPotion() );
					break;
				}
				case SkillName.Provocation:
				{
					PackInstrument();
					break;
				}
				case SkillName.Snooping:
				{
					PackItem( new Lockpick( 20 ) );
					break;
				}
				case SkillName.SpiritSpeak:
				{
					EquipItem( new Cloak( 0x455 ) );
					break;
				}
				case SkillName.Stealing:
				{
					PackItem( new Lockpick( 20 ) );
					break;
				}
				case SkillName.Swords:
				{
					EquipItem( new Katana() );
					break;
				}
				case SkillName.Tactics:
				{
					EquipItem( new Katana() );
					break;
				}
				case SkillName.Tailoring:
				{
					PackItem( new BoltOfCloth() );
					PackItem( new SewingKit() );
					break;
				}
				case SkillName.Tracking:
				{
					if ( m_Mobile != null )
					{
						Item shoes = m_Mobile.FindItemOnLayer( Layer.Shoes );

						if ( shoes != null )
							shoes.Delete();
					}

					EquipItem( new Boots( Utility.RandomYellowHue() ) );
					EquipItem( new SkinningKnife() );
					break;
				}
				case SkillName.Veterinary:
				{
					PackItem( new Bandage( 5 ) );
					PackItem( new Scissors() );
					break;
				}
				case SkillName.Wrestling:
				{
					EquipItem( new LeatherGloves() );
					break;
				}
			}
		}
	}
}

I hope this hleps to find my problem... Thanks for your help raisor.
And these are the files that you modified to get those error messages? I don't see any of the modifications in there that I stated needed to be done. Can you please check to make sure they are the correct ones and repost the error messages you receive.
 

McClintock

Wanderer
Great script! I am having one problem so far though. I have put the address books on a vendor to sell. When I buy the books they are blessed; however, for some reason they arent staying blessed. Im not sure when it happens, but i have several players whose books are no longer blessed. Any ideas?
 

raisor

Wanderer
McClintock said:
Great script! I am having one problem so far though. I have put the address books on a vendor to sell. When I buy the books they are blessed; however, for some reason they arent staying blessed. Im not sure when it happens, but i have several players whose books are no longer blessed. Any ideas?
That is very very odd. Let me take a look at the script and see if I can figure out whats happening with it.
 

creedgaming

Wanderer
Server!

Welcome guys please check out creedgaming UOG Server
Server Info
Run Uo Server
Custom Scripts
Custom Maps <---Soon to come
Friendly Staff
Skill Gain <--- No Skill Sets (removes noobs)
AOS <---Activated
-------------------------------------------------------------------------
All new players will be set up with a new house
1st 5 will live in minoc
6-10 will live in brit
11-15 will live in Luna
16-21 will live in Ilsh (Must find clear land)
 

raisor

Wanderer
creedgaming said:
Welcome guys please check out creedgaming UOG Server
Server Info
Run Uo Server
Custom Scripts
Custom Maps <---Soon to come
Friendly Staff
Skill Gain <--- No Skill Sets (removes noobs)
AOS <---Activated
-------------------------------------------------------------------------
All new players will be set up with a new house
1st 5 will live in minoc
6-10 will live in brit
11-15 will live in Luna
16-21 will live in Ilsh (Must find clear land)
Advertising is against the rules except in designated forums, hope you enjoyed your 2 posts.
 

raisor

Wanderer
raisor said:
That is very very odd. Let me take a look at the script and see if I can figure out whats happening with it.
Ok, I know what I didn't do. The loottype is not being de/serialized and not being saved. Let me figure out how to do that and I will post the update. Thanks for pointing this out McClintock :D
 
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