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[RunUO 2.0] Colored Item Name Properties

Nockar

Sorceror
[RunUO 2.0] Colored Item Name Properties

Credits:
Lord Graywolf & Vorspire were instrumental in helping me get this working. With out there extremely generous help I would never have been able to make this. So THANKS!!! You guys are awesome!!!!

Cervontose’s http://www.runuo.com/forums/custom-script-releases/101383-runuo-2-0-random-loot-resources.html - Thanks for your hard work! These scripts are awesome! I used his code for the lootpack.cs part of the code to give random resource types.

Lord_Greywofl’s http://www.runuo.com/forums/custom-script-releases/102756-spell-crafting.html
– Thanks for this! I used a code out of here to do the props part.

Vorspire’s http://www.runuo.com/forums/custom-...nded-localizer-propertylist-2-stringlist.html – Thanks for the help!!!

Description:
This is something I have wanted on my server for a long time!! And here it is!

This system adds color names to items. So when magic items drop they will get color (green, blue, purple, orange) based upon their value. The value is determined by the number of magic props they have on them.

In addition, the items will say what they are made of. It has to be like this in order to take care of the ~null name problem. Additionaly with Cervontoses system the items will also have a chance of having a random resrouce type. So instead of just getting Iron Longswords. You could get a Dull Copper Longsword or a Valorite Longsword.

Example:
Iron Longsword
Dull Copper Breastplate
Ash Wood Blackstaff

Screenshot at very bottom.

Note: anything that uses normal wood will not get the wood name displayed. Bows, clubs, and stuff like that will be called just “bow” or just “club” unless they get one of the rare resource wood types. Then their name will change to say, Ask Wood Club. Or what ever.

Install:
You will need to manually install this because everyone has a different base files.



BaseWeapon.cs - in public override void AddNameProperty(ObjectPropertyList list) Make it look like this.
Code:
	public override void AddNameProperty(ObjectPropertyList list)
	{
[B]//Colored Item Name Mod Start
		//Getting Props code
		BaseWeapon wea = this as BaseWeapon;

		int props = 0;
		foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
		{
			if ( wea != null && wea.Attributes[ (AosAttribute)i ] > 0 ) ++props;
		}
		if ( wea != null ){ foreach( int i in Enum.GetValues(typeof( AosWeaponAttribute)) ) if ( wea.WeaponAttributes[ (AosWeaponAttribute)i ] > 0 ) ++props;}
		if ( wea != null ){ if(wea.Slayer != SlayerName.None) ++props; if (wea.Slayer2 != SlayerName.None) ++props; }
		if(this.SkillBonuses.Skill_1_Value > 0) ++props;
		if(this.SkillBonuses.Skill_2_Value > 0) ++props;
		if(this.SkillBonuses.Skill_3_Value > 0) ++props;
		if(this.SkillBonuses.Skill_4_Value > 0) ++props;
		if(this.SkillBonuses.Skill_5_Value > 0) ++props;

		//AddNamePropertiey Code
		string oreType = CraftResources.GetName( m_Resource );
		if ( oreType.ToLower() == "none" || oreType.ToLower() == "normal" ) oreType = "";

		// Props code display
		if( props == 0  ) 		//  No color (Common)
		{
			list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
		}
		if( props >= 1 && props <= 2 ) 	// Green (Uncommon)
		{
			list.Add(1053099, "<BASEFONT COLOR=#1EFF00>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 3 && props <= 4 ) 	// Blue (Rare)
		{
			list.Add(1053099, "<BASEFONT COLOR=#0070FF>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 5 && props <= 6 ) 	// Purple (Epic)
		{
			list.Add(1053099, "<BASEFONT COLOR=#A335EE>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 7 && props <= 8 ) 	// Orange (Legendary)
		{
			list.Add(1053099, "<BASEFONT COLOR=#FF8000>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 9 ) 		// Golden (Artifact)
		{
			list.Add(1053099, "<BASEFONT COLOR=#E6CC80>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
//Colored Item Name Mod End[/B]
		if (!String.IsNullOrEmpty(m_EngravedText))
			list.Add(1062613, m_EngravedText);
	}



BaseArmor.cs - in public override void AddNameProperty( ObjectPropertyList list ) make it look like this.
Code:
		public override void AddNameProperty( ObjectPropertyList list )
		{
[B]//Colored Item Name Mod Start
			BaseArmor arm = this;

			//AddNamePropertiey Code
			string oreType = CraftResources.GetName( m_Resource );

			if ( oreType.ToLower() == "none" || oreType.ToLower() == "normal" )
				oreType = null;

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

				int props = 0;
				foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
				{
					if ( arm != null && arm.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				}
				if ( arm != null ) foreach( int i in Enum.GetValues(typeof( AosArmorAttribute ) ) ) {if ( arm.ArmorAttributes[ (AosArmorAttribute)i ] > 0 ) ++props;}
				if(this.SkillBonuses.Skill_1_Value > 0) ++props;
				if(this.SkillBonuses.Skill_2_Value > 0) ++props;
				if(this.SkillBonuses.Skill_3_Value > 0) ++props;
				if(this.SkillBonuses.Skill_4_Value > 0) ++props;
				if(this.SkillBonuses.Skill_5_Value > 0) ++props;

				// Props code display
				if( props == 0  ) 		//  No color (Common)
				{
					list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
				}
				if( props >= 1 && props <= 2 ) 	// Green (Uncommon)
				{
					list.Add(1053099, "<BASEFONT COLOR=#1EFF00>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
				}
				if( props >= 3 && props <= 4 ) 	// Blue (Rare)
				{
					list.Add(1053099, "<BASEFONT COLOR=#0070FF>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
				}
				if( props >= 5 && props <= 6 ) 	// Purple (Epic)
				{
					list.Add(1053099, "<BASEFONT COLOR=#A335EE>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
				}
				if( props >= 7 && props <= 8 ) 	// Orange (Legendary)
				{
					list.Add(1053099, "<BASEFONT COLOR=#FF8000>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
				}
				if( props >= 9 ) 		// Golden (Artifact)
				{
					list.Add(1053099, "<BASEFONT COLOR=#E6CC80>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
				}
			}
//Colored Item Name Mod End[/B]
		}



BaseClothing.cs - in public override void AddNameProperty( ObjectPropertyList list ) make it look like this
Code:
		public override void AddNameProperty( ObjectPropertyList list )
		{
[B]//Colored Item Name Mod Start
			//Getting Props code
			BaseClothing clo = this;

			int props = 0;
			foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
			{
				if ( clo != null && clo.Attributes[ (AosAttribute)i ] > 0 ) ++props;
			}
			if ( clo != null ){ foreach( int i in Enum.GetValues(typeof( AosArmorAttribute ) ) ) if ( clo.ClothingAttributes[ (AosArmorAttribute)i ] > 0 ) ++props;}
			if(this.SkillBonuses.Skill_1_Value > 0) ++props;
			if(this.SkillBonuses.Skill_2_Value > 0) ++props;
			if(this.SkillBonuses.Skill_3_Value > 0) ++props;
			if(this.SkillBonuses.Skill_4_Value > 0) ++props;
			if(this.SkillBonuses.Skill_5_Value > 0) ++props;

			//AddNamePropertiey Code
			string oreType = CraftResources.GetName( m_Resource );
			if ( oreType.ToLower() == "none" || oreType.ToLower() == "normal" ) oreType = "";

			// Props code display
			if( props == 0  ) 		//  No color (Common)
			{
				list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
			}
			if( props >= 1 && props <= 2 ) 	// Green (Uncommon)
			{
				list.Add(1053099, "<BASEFONT COLOR=#1EFF00>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
			if( props >= 3 && props <= 4 ) 	// Blue (Rare)
			{
				list.Add(1053099, "<BASEFONT COLOR=#0070FF>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
			if( props >= 5 && props <= 6 ) 	// Purple (Epic)
			{
				list.Add(1053099, "<BASEFONT COLOR=#A335EE>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
			if( props >= 7 && props <= 8 ) 	// Orange (Legendary)
			{
				list.Add(1053099, "<BASEFONT COLOR=#FF8000>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
			if( props >= 9 ) 		// Golden (Artifact)
			{
				list.Add(1053099, "<BASEFONT COLOR=#E6CC80>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
//Colored Item Name Mod End[/B]
		}



BaseJewel.cs - Add this WHOLE thing in there. BaseJewel.cs does not have a GetNameString or a AddNameProperty in it. So you have to add it. Put it in between public override void GetProperties( ObjectPropertyList list ) & public override void Serialize( GenericWriter writer )
Code:
			    list.Add( 1113694, prop.ToString() ); // Energy Resonance ~1_val~%

			if ( (prop = m_SAAbsorptionAttributes.ResonanceKinetic) != 0 )
			    list.Add( 1113695, prop.ToString() ); // Kinetic Resonance ~1_val~%
			#endregion

			base.AddResistanceProperties( list );

        		// mod to display attachment properties
        		Server.Engines.XmlSpawner2.XmlAttach.AddAttachmentProperties(this, list); 

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

			#region Sets
			if ( IsSetItem && !m_SetEquipped )
			{
			    list.Add( 1072378 ); // <br>Only when full set is present:
			    SetHelper.GetSetProperties( list, this );
			}
			#endregion

		}

[B]//Colored Item Name Mod Start
		private string GetNameString( )
		{
			string name = this.Name;

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

			return name;
		}

		public override void AddNameProperty(ObjectPropertyList list)
		{
			//Getting Props code
			BaseJewel jew = this;

			int props = 0;
			foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
			{
				if ( jew != null && jew.Attributes[ (AosAttribute)i ] > 0 ) ++props;
			}
			if ( jew != null ){ foreach( int i in Enum.GetValues(typeof( AosElementAttribute)) ) if ( jew.Resistances[ (AosElementAttribute)i ] > 0 ) ++props;}
			if(this.SkillBonuses.Skill_1_Value > 0) ++props;
			if(this.SkillBonuses.Skill_2_Value > 0) ++props;
			if(this.SkillBonuses.Skill_3_Value > 0) ++props;
			if(this.SkillBonuses.Skill_4_Value > 0) ++props;
			if(this.SkillBonuses.Skill_5_Value > 0) ++props;

			//AddNamePropertiey Code
			string oreType = CraftResources.GetName( m_Resource );
			if ( oreType.ToLower() == "none" || oreType.ToLower() == "normal" ) oreType = "";

			// Props code display
			if( props == 0  ) 		//  No color (Common)
			{
				list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
			}
			if( props >= 1 && props <= 2 ) 	// Green (Uncommon)
			{
				list.Add(1053099, "<BASEFONT COLOR=#1EFF00>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
			if( props >= 3 && props <= 4 ) 	// Blue (Rare)
			{
				list.Add(1053099, "<BASEFONT COLOR=#0070FF>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
			if( props >= 5 && props <= 6 ) 	// Purple (Epic)
			{
				list.Add(1053099, "<BASEFONT COLOR=#A335EE>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
			if( props >= 7 && props <= 8 ) 	// Orange (Legendary)
			{
				list.Add(1053099, "<BASEFONT COLOR=#FF8000>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
			if( props >= 9 ) 		// Golden (Artifact)
			{
				list.Add(1053099, "<BASEFONT COLOR=#E6CC80>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
		}
//Colored Item Name Mod End[/B]

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

			#region SA // Bumped to 7

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

			m_SAAbsorptionAttributes.Serialize( writer );
			#endregion

			writer.WriteEncodedInt( (int) m_MaxHitPoints );
			writer.WriteEncodedInt( (int) m_HitPoints );

			writer.Write( (Mobile)m_BlessedBy ); // Personal Bless Deed

			#region Mondain's Legacy Sets version 4
			writer.Write( (bool) m_LastEquipped );
			writer.Write( (bool) m_SetEquipped );



BaseRanged.cs - add the following code that is bolded.
Code:
		public BaseRanged( int itemID ) : base( itemID )
		{
[B]	    		//Colored Item Name Mod Start
	    		Resource = CraftResource.RegularWood;
	    		//Colored Item Name Mod Start[/B]

		}



In LootPack.cs - Add the following code that is BOLDED to - public Item Mutate( Mobile from, int luckChance, Item item ) You will need to check and make sure that the resources listed are the resources you have on your server. I think you can easily find what resources you have by looking in Log.cs, Ore.cs, Leathers.cs
Code:
						int props = 1 + bonusProps;

						// Make sure we're not spawning items with 6 properties.
						if ( props > m_MaxProps )
							props = m_MaxProps;

						if ( item is BaseWeapon )
							BaseRunicTool.ApplyAttributesTo( (BaseWeapon)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity );
						else if ( item is BaseArmor )
							BaseRunicTool.ApplyAttributesTo( (BaseArmor)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity );
						else if ( item is BaseJewel )
							BaseRunicTool.ApplyAttributesTo( (BaseJewel)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity );
						else if ( item is BaseHat )
							BaseRunicTool.ApplyAttributesTo( (BaseHat)item, false, luckChance, props, m_MinIntensity, m_MaxIntensity );



[B]					//material change Mod Start
						#region Items Resource/Exceptional Mutate
							if ( item is BaseStaff || item is BaseRanged || item is Club ) // Check to see if item is made of wood - Staffs, Bows, and Club.
							{	BaseWeapon woodweapon = (BaseWeapon)item; // Taking the created item, setting it as woodweapon itemtype to add modifiers.
								int ww_chancewheel = Utility.Random( 1000 ); // Random number for chance of woods to be mutated
								if ( ww_chancewheel < 10 ) //If the ww_chance number is generated as less then 12, continue with code in brackets.
								{	woodweapon.Resource = CraftResource.Frostwood; // Taking created item that was type woodweapon and setting the resource to Woodtype
								}else if ( ww_chancewheel < 30 )
								{	woodweapon.Resource = CraftResource.Bloodwood;
								}else if ( ww_chancewheel < 70 )
								{	woodweapon.Resource = CraftResource.Heartwood;
								}else if ( ww_chancewheel < 80 )
								{	woodweapon.Resource = CraftResource.YewWood;
								}else if ( ww_chancewheel < 100 )
								{	woodweapon.Resource = CraftResource.AshWood;
								}else if ( ww_chancewheel < 140 )
								{	woodweapon.Resource = CraftResource.OakWood;
								}else // If the random number does not meet any of the above, it does this.
								{	woodweapon.Resource = CraftResource.RegularWood;
								}
							}
							else if ( item is BaseWeapon )
							{	BaseWeapon metalweapon = (BaseWeapon)item;
								int mw_chancewheel = Utility.Random( 6000 );
								//if ( mw_chancewheel < 10 )
								//{	metalweapon.Resource = CraftResource.Moonstone;
								//}else if ( mw_chancewheel < 30 )
								//{	metalweapon.Resource = CraftResource.Jade;
								//}else if ( mw_chancewheel < 70 )
								//{	metalweapon.Resource = CraftResource.Obsidian;
								//}else if ( mw_chancewheel < 120 )
								//{	metalweapon.Resource = CraftResource.Mythril;
								//}else if ( mw_chancewheel < 180 )
								//{	metalweapon.Resource = CraftResource.Platinum;
								//}else if ( mw_chancewheel < 250 )
								//{	metalweapon.Resource = CraftResource.Silver;
								//}else if ( mw_chancewheel < 330 )

								if ( mw_chancewheel < 100 ) // deleat this line (330 for valorite)
								{	metalweapon.Resource = CraftResource.Valorite;
								}else if ( mw_chancewheel < 200 )
								{	metalweapon.Resource = CraftResource.Verite;
								}else if ( mw_chancewheel < 300 )
								{	metalweapon.Resource = CraftResource.Agapite;
								}else if ( mw_chancewheel < 400 )
								{	metalweapon.Resource = CraftResource.Gold;
								}else if ( mw_chancewheel < 500 )
								{	metalweapon.Resource = CraftResource.Bronze;
								}else if ( mw_chancewheel < 600 )
								{	metalweapon.Resource = CraftResource.Copper;
								}else if ( mw_chancewheel < 700 )
								{	metalweapon.Resource = CraftResource.ShadowIron;
								}else if ( mw_chancewheel < 800 )
								{	metalweapon.Resource = CraftResource.DullCopper;
								}else
								{	metalweapon.Resource = CraftResource.Iron;
								}
							}
							if ( item is BaseJewel )
							{	BaseJewel jeweltype = (BaseJewel)item;
								if ( jeweltype.Resource == CraftResource.Iron )
								{	int mb_chancewheel = Utility.Random( 5000 );
									if ( mb_chancewheel < 100 ) // deleat this line (330 for valorite)
									{	jeweltype.Resource = CraftResource.Valorite;
									}else if ( mb_chancewheel < 200 )
									{	jeweltype.Resource = CraftResource.Verite;
									}else if ( mb_chancewheel < 300 )
									{	jeweltype.Resource = CraftResource.Agapite;
									}else if ( mb_chancewheel < 400 )
									{	jeweltype.Resource = CraftResource.Gold;
									}else if ( mb_chancewheel < 500 )
									{	jeweltype.Resource = CraftResource.Bronze;
									}else if ( mb_chancewheel < 600 )
									{	jeweltype.Resource = CraftResource.Copper;
									}else if ( mb_chancewheel < 700 )
									{	jeweltype.Resource = CraftResource.ShadowIron;
									}else if ( mb_chancewheel < 800 )
									{	jeweltype.Resource = CraftResource.DullCopper;
									}else
									{	jeweltype.Resource = CraftResource.Iron;
									}
								}
							}
							if ( item is BaseArmor )
							{	BaseArmor armortype = (BaseArmor)item;
								if ( armortype.Resource == CraftResource.Iron )
								{	int ma_chancewheel = Utility.Random( 5000 );
									//if ( ma_chancewheel < 10 )
									//{	armortype.Resource = CraftResource.Moonstone;
									//}else if ( ma_chancewheel < 30 )
									//{	armortype.Resource = CraftResource.Jade;
									//}else if ( ma_chancewheel < 70 )
									//{	armortype.Resource = CraftResource.Obsidian;
									//}else if ( ma_chancewheel < 120 )
									//{	armortype.Resource = CraftResource.Mythril;
									//}else if ( ma_chancewheel < 180 )
									//{	armortype.Resource = CraftResource.Platinum;
									//}else if ( ma_chancewheel < 250 )
									//{	armortype.Resource = CraftResource.Silver;
									//}else if ( ma_chancewheel < 330 )

									if ( ma_chancewheel < 100 ) // deleat this line (330 for valorite)
									{	armortype.Resource = CraftResource.Valorite;
									}else if ( ma_chancewheel < 200 )
									{	armortype.Resource = CraftResource.Verite;
									}else if ( ma_chancewheel < 300 )
									{	armortype.Resource = CraftResource.Agapite;
									}else if ( ma_chancewheel < 400 )
									{	armortype.Resource = CraftResource.Gold;
									}else if ( ma_chancewheel < 500 )
									{	armortype.Resource = CraftResource.Bronze;
									}else if ( ma_chancewheel < 600 )
									{	armortype.Resource = CraftResource.Copper;
									}else if ( ma_chancewheel < 700 )
									{	armortype.Resource = CraftResource.ShadowIron;
									}else if ( ma_chancewheel < 800 )
									{	armortype.Resource = CraftResource.DullCopper;
									}else
									{	armortype.Resource = CraftResource.Iron;
									}
								}
								if  ( armortype.Resource == CraftResource.RegularLeather )
								{	int la_chancewheel = Utility.Random( 1000 );
									if ( la_chancewheel < 10 )
									{	armortype.Resource = CraftResource.BarbedLeather;
									}else if ( la_chancewheel < 30 )
									{	armortype.Resource = CraftResource.HornedLeather;
									}else if ( la_chancewheel < 70  )
									{	armortype.Resource = CraftResource.SpinedLeather;
									}else
									{	armortype.Resource = CraftResource.RegularLeather;
									}
								}
								if  ( armortype.Resource == CraftResource.RegularWood )
								{	int wa_chancewheel = Utility.Random( 1000 ); //Cherry,Cedar,Pine,Heartwood,Yew,Ash,Log
									if ( wa_chancewheel < 10 )
									{	armortype.Resource = CraftResource.Frostwood;
									}else if ( wa_chancewheel < 30)
									{	armortype.Resource = CraftResource.Bloodwood;
									}else if ( wa_chancewheel < 70 )
									{	armortype.Resource = CraftResource.Heartwood;
									}else if ( wa_chancewheel < 80 )
									{	armortype.Resource = CraftResource.YewWood;
									}else if ( wa_chancewheel < 100 )
									{	armortype.Resource = CraftResource.AshWood;
									}else if ( wa_chancewheel < 140 )
									{	armortype.Resource = CraftResource.OakWood;
									}else
									{	armortype.Resource = CraftResource.RegularWood;						
									}
								}
							}
						#endregion
					//material change Mod end[/B]


					}
					else // not aos
					{
						if ( item is BaseWeapon )
						{
							BaseWeapon weapon = (BaseWeapon)item;

							if ( 80 > Utility.Random( 100 ) )
								weapon.AccuracyLevel = (WeaponAccuracyLevel)GetRandomOldBonus();

							if ( 60 > Utility.Random( 100 ) )
								weapon.DamageLevel = (WeaponDamageLevel)GetRandomOldBonus();

							if ( 40 > Utility.Random( 100 ) )
								weapon.DurabilityLevel = (WeaponDurabilityLevel)GetRandomOldBonus();



Any Wooden Shields, clubs, or other items that are made of wood scripts (NOT bows or cross bows, that is done is baseRanged.cs). Add the code that is bolded to your [Constructable]
Code:
		[Constructable]
		public WoodenShield() : base( 0x1B7A )
		{
			Weight = 5.0;

[B]	    		//Colored Item Name Mod Start
	    		Resource = CraftResource.RegularWood;
	    		//Colored Item Name Mod Start[/B]
		}



Extended Localizer - PropertyList-2-StringList : I am not totally sure you need this. But it seem to work better when I have it.
1) Donwload these scripts from
[RUO 2.0] Extended Localizer - PropertyList-2-StringList - RunUO - Ultima Online Emulation
2) Setup - Add thoes scrips to your customs folder.
3) Put the Ultima.dll from UltimaSDK in your RunUO root. Then add it to Data\Assemblies.cfg
This is what mine looks like
Code:
System.dll
System.Web.dll
System.Xml.dll
System.Data.dll
System.Drawing.dll
System.Windows.Forms.dll
[B]Ultima.dll[/B]
4) Then you will probably need to open this UOSDK Path Fix.cs and change the path so it points to your UO Client directory.
Extended Localizer - PropertyList-2-StringList\UOSDK Path Fix.cs

I think that’s it!
 

Attachments

  • image001.jpg
    image001.jpg
    363.6 KB · Views: 1,038

Nockar

Sorceror
04/28/2011 - Update for ML Weapon & Armor Sets
-In order to get the ML weapon & armor set properties to be added you will need to add the following code to each base.
Code:
NOTE: you will need to change arm to what ever it need to be based upon the Base file. This is the armor change.
 
foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
{
    if ( arm != null && arm.Attributes[ (AosAttribute)i ] > 0 ) ++props;
}
 
to
 
foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
{
    if ( arm != null && arm.Attributes[ (AosAttribute)i ] > 0 ) ++props;
    if ( arm != null && arm.SetAttributes[ (AosAttribute)i ] > 0 ) ++props;
}
   
NOTE: Not all base files might have thes. Look at your item to see if it needs these.
 
if(this.SetSelfRepair > 0) ++props;
if(this.SetSkillBonuses.Skill_1_Value > 0) ++props;
if(this.SetSkillBonuses.Skill_2_Value > 0) ++props;
if(this.SetSkillBonuses.Skill_3_Value > 0) ++props;
if(this.SetSkillBonuses.Skill_4_Value > 0) ++props;
if(this.SetSkillBonuses.Skill_5_Value > 0) ++props;

06/19/2010 - Changes
- Bug fix: Removed a # from BaseArmor.cs that made most crafted armor & shields get a messed up name.

06/09/2010 - Changes
- Did a little code cleaning up
- Changed colors to be WOW colors.
- Added "Golden" color
 

Vorspire

Knight
Awesome man, really great job!

It's about time there was an official release made for this coloring rank system.
The Extended Localizer is a pretty hard script to work with too, I'm glad you made good use of it :)

I just got one tip for you :D

If you use visual studio, hit and hold CRTL then tap K then D to format the entire document, this will tidy up the code so it's easier to read and understand :)
You can change the way the code is formatted by going to he Visual Studio Options and clicking "Show Advanced Options" then selecting C# and IDE.

Oh and if you'd like to know the exact HTML color-codes for the World of Warcraft item name colors, here you go :D

Ranks enum:
Code:
public enum ItemRank
{
	NotSet = 0,
	Poor = 1,
	Common = 2,
	Uncommon = 3,
	Rare = 4,
	Epic = 5,
	Legendary = 6,
	Artifact = 7,
}

Method for parsing the rank:
Code:
public int GetItemRankColor(ItemRank rank)
{
	int color = 0x9D9D9D; //Default: Grey

	switch (rank)
	{
		case ItemRank.NotSet:		{ color = 0x9D9D9D; }	break;	//Grey
		case ItemRank.Poor:		{ color = 0x9D9D9D; }	break;	//Grey
		case ItemRank.Common:	{ color = 0xFFFFFF; }	break;	//White
		case ItemRank.Uncommon:	{ color = 0x1EFF00; }	break;	//Green
		case ItemRank.Rare:		{ color = 0x0070FF; }	break;	//Blue
		case ItemRank.Epic:		{ color = 0xA335EE; }	break;	//Purple
		case ItemRank.Legendary:	{ color = 0xFF8000; }	break;	//Orange
		case ItemRank.Artifact:	{ color = 0xE6CC80; }	break;	//Golden
	}

	return color;
}

Good luck :D
 

Fixxxer

Sorceror
Right on, I have been watching the help part for all of this and glad to see you got it to work, very cool idea by the way.
 

Nockar

Sorceror
Fixxxer;842043 said:
Right on, I have been watching the help part for all of this and glad to see you got it to work, very cool idea by the way.

Thank you!! It took a lot of work to get it going and I most definitely could not have done it with out Lord Graywolf & Vorspire. ;o)
 

M_0_h

Page
Very nice, thank you for the submission! Just a quick question: If any script uses the name of an item for example to show it in a gump, is the html code also displayed?
 

Vorspire

Knight
[RunUO 2.0] Colored Item Name Properties will modify the ObjectPropertyList that is applied to all Items using GetProperties and AddNameProperty.

The beauty about using the Extended Localizer is that it can convert ObjectPropertyList to string[] after the ObjectPropertyList has been created and altered by GetProperties and AddNameProperty.

Therefore, using the Extended Localizer to convert the ObjectPopertyList to string[] will ensure that all the html tags and other encoding is intact and unmodified and will display correctly in an HTML field on Gumps.

//Inside a Gump constructor, assuming that m_Owner is a Mobile reference:
Code:
OPLWrapper wrapper = new OPLWrapper( m_Owner.PropertyList );

string[] list = wrapper.GetString( m_Owner.Language );

string html = String.Empty;

foreach( string prop in list )
{
      html += prop + "<BR>";
}

//int x, int y, int width, int height, string text, bool background, bool scrollbar
AddHtml( 50, 50, 200, 200, html, true, true );
 

rmacham

Sorceror
Code:
Scripts: Compiling C# scripts...failed (3 errors, 0 warnings)
Errors:
 + Items/Armor/BaseArmor.cs:
    CS1519: Line 1449: Invalid token 'if' in class, struct, or interface member
declaration
    CS1519: Line 1449: Invalid token '==' in class, struct, or interface member
declaration
    CS1519: Line 1451: Invalid token '=' in class, struct, or interface member d
eclaration
    CS0116: Line 1453: A namespace does not directly contain members such as fie
lds or methods
    CS1518: Line 1506: Expected class, delegate, enum, interface, or struct
    CS1518: Line 1514: Expected class, delegate, enum, interface, or struct
    CS1518: Line 1529: Expected class, delegate, enum, interface, or struct
    CS1518: Line 1641: Expected class, delegate, enum, interface, or struct
    CS1518: Line 1643: Expected class, delegate, enum, interface, or struct
    CS1518: Line 1648: Expected class, delegate, enum, interface, or struct
    CS1518: Line 1650: Expected class, delegate, enum, interface, or struct
    CS1022: Line 1651: Type or namespace definition, or end-of-file expected
 + Items/Clothing/BaseClothing.cs:
    CS1519: Line 573: Invalid token 'switch' in class, struct, or interface memb
er declaration
    CS1519: Line 573: Invalid token ')' in class, struct, or interface member de
claration
    CS1519: Line 575: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 575: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 576: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 576: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 577: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 577: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 578: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 578: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 579: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 579: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 580: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 580: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 581: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 581: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 582: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 582: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 583: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 583: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 584: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 584: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 585: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 585: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 586: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 586: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 587: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 587: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 588: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 588: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 589: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 589: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 590: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 590: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 591: Invalid token ':' in class, struct, or interface member de
claration
    CS1519: Line 591: Invalid token '=' in class, struct, or interface member de
claration
    CS1519: Line 592: Invalid token '=' in class, struct, or interface member de
claration
    CS0116: Line 595: A namespace does not directly contain members such as fiel
ds or methods
    CS1518: Line 603: Expected class, delegate, enum, interface, or struct
    CS1518: Line 719: Expected class, delegate, enum, interface, or struct
    CS1518: Line 721: Expected class, delegate, enum, interface, or struct
    CS1518: Line 740: Expected class, delegate, enum, interface, or struct
    CS1518: Line 742: Expected class, delegate, enum, interface, or struct
    CS1022: Line 743: Type or namespace definition, or end-of-file expected
 + Items/Weapons/BaseWeapon.cs:
    CS1519: Line 3036: Invalid token 'switch' in class, struct, or interface mem
ber declaration
    CS1519: Line 3036: Invalid token ')' in class, struct, or interface member d
eclaration
    CS1519: Line 3038: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3038: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3039: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3039: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3040: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3040: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3041: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3041: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3042: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3042: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3043: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3043: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3044: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3044: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3045: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3045: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3046: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3046: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3047: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3047: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3048: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3048: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3049: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3049: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3050: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3050: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3051: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3051: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3052: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3052: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3053: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3053: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3054: Invalid token ':' in class, struct, or interface member d
eclaration
    CS1519: Line 3054: Invalid token '=' in class, struct, or interface member d
eclaration
    CS1519: Line 3055: Invalid token '=' in class, struct, or interface member d
eclaration
    CS0116: Line 3058: A namespace does not directly contain members such as fie
lds or methods
    CS1518: Line 3069: Expected class, delegate, enum, interface, or struct
    CS1518: Line 3077: Expected class, delegate, enum, interface, or struct
    CS1518: Line 3082: Expected class, delegate, enum, interface, or struct
    CS1518: Line 3097: Expected class, delegate, enum, interface, or struct
    CS1518: Line 3322: Expected class, delegate, enum, interface, or struct
    CS1518: Line 3324: Expected class, delegate, enum, interface, or struct
    CS1518: Line 3329: Expected class, delegate, enum, interface, or struct
    CS1518: Line 3331: Expected class, delegate, enum, interface, or struct
    CS1022: Line 3332: Type or namespace definition, or end-of-file expected
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.

Im getting these errors,

any help ??

thanks
 

rmacham

Sorceror
BaseArmor

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

namespace Server.Items
{
	public abstract class BaseArmor : Item, IScissorable, IFactionItem, ICraftable, IWearableDurability
	{
		#region Factions
		private FactionItem m_FactionState;

		public FactionItem FactionItemState
		{
			get{ return m_FactionState; }
			set
			{
				m_FactionState = value;

				if ( m_FactionState == null )
					Hue = CraftResources.GetHue( Resource );

				LootType = ( m_FactionState == null ? LootType.Regular : LootType.Blessed );
			}
		}
		#endregion



		/* Armor internals work differently now (Jun 19 2003)
		 * 
		 * The attributes defined below default to -1.
		 * If the value is -1, the corresponding virtual 'Aos/Old' property is used.
		 * If not, the attribute value itself is used. Here's the list:
		 *  - ArmorBase
		 *  - StrBonus
		 *  - DexBonus
		 *  - IntBonus
		 *  - StrReq
		 *  - DexReq
		 *  - IntReq
		 *  - MeditationAllowance
		 */

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

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

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


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

		public abstract AMT MaterialType{ get; }

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

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


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


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

		public virtual bool CanFortify{ get{ return true; } }

		public override void OnAfterDuped( Item newItem )
		{
			BaseArmor armor = newItem as BaseArmor;

			if ( armor == null )
				return;

			armor.m_AosAttributes = new AosAttributes( newItem, m_AosAttributes );
			armor.m_AosArmorAttributes = new AosArmorAttributes( newItem, m_AosArmorAttributes );
			armor.m_AosSkillBonuses = new AosSkillBonuses( newItem, m_AosSkillBonuses );
		}
		
		
		[CommandProperty( AccessLevel.GameMaster )]
		public AMA MeditationAllowance
		{
			get{ return ( m_Meditate == (AMA)(-1) ? Core.AOS ? AosMedAllowance : OldMedAllowance : m_Meditate ); }
			set{ m_Meditate = value; }
		}

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

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

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

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

				switch ( m_Resource )
				{
					case CraftResource.DullCopper:		ar += 2; break;
					case CraftResource.ShadowIron:		ar += 4; break;
					case CraftResource.Copper:		ar += 6; break;
					case CraftResource.Bronze:		ar += 8; break;
					case CraftResource.Gold:		ar += 10; break;
					case CraftResource.Agapite:		ar += 12; break;
					case CraftResource.Verite:		ar += 14; break;
					case CraftResource.Valorite:		ar += 16; break;
					case CraftResource.Silver:		ar += 18; break;
					case CraftResource.Platinum:		ar += 20; break;
					case CraftResource.Mythril: 		ar += 22; break;
					case CraftResource.Obsidian:		ar += 24; break;
					case CraftResource.Jade:		ar += 26; break;
					case CraftResource.Moonstone:		ar += 28; break;
					case CraftResource.Sunstone:		ar += 30; break;
					case CraftResource.Bloodstone:		ar += 32; break;
					case CraftResource.SpinedLeather:	ar += 10; break;
					case CraftResource.HornedLeather:	ar += 13; break;
					case CraftResource.BarbedLeather:	ar += 16; break;
					case CraftResource.DragonLeather:	ar += 18; break;
					case CraftResource.DaemonLeather:	ar += 20; break;
				}

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

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

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

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

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

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

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

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

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

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

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

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

					Invalidate();
					InvalidateProperties();

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

					ScaleDurability();
				}
			}
		}

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

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

				return 1.0;
			}
		}

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

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

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

					InvalidateProperties();
				}
			}
		}


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

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

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

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

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

					Invalidate();
					InvalidateProperties();

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

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

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

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

		public int ComputeStatReq( StatType type )
		{
			int v;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			InvalidateProperties();
		}

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

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

			return info.AttributeInfo;
		}

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

			return 0;
		}

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

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

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

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

		public int GetDurabilityBonus()
		{
			int bonus = 0;

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

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

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

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

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

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

			return bonus;
		}

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

			if ( Ethics.Ethic.IsImbued( this ) )
			{
				from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything.
				return false;
			}

			CraftSystem system = DefTailoring.CraftSystem;

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

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

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

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

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

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

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

				Item item = m.Items[i];

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

					if( armor.RequiredRace != null && m.Race != armor.RequiredRace )
					{
						if( armor.RequiredRace == Race.Elf )
							m.SendLocalizedMessage( 1072203 ); // Only Elves may use this.
						else
							m.SendMessage( "Only {0} may use this.", armor.RequiredRace.PluralName );

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

						m.AddToBackpack( armor );
					}
					else if ( !armor.AllowFemaleWearer && m.Female && m.AccessLevel < AccessLevel.GameMaster )
					{
						if ( armor.AllowMaleWearer )
							m.SendLocalizedMessage( 1063343 ); // Only males can wear this.
						else
							m.SendMessage( "You may not wear this." );

						m.AddToBackpack( armor );
					}
				}
			}
		}

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

			int v = m_AosArmorAttributes.LowerStatReq;

			CraftResourceInfo info = CraftResources.GetInfo( m_Resource );

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

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

			if ( v > 100 )
				v = 100;

			return v;
		}

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

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

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

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

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

			return ( armor * scale ) / 100;
		}

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

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

		private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf )
		{
			if ( setIf )
				flags |= toSet;
		}

		private static bool GetSaveFlag( SaveFlag flags, SaveFlag toGet )
		{
			return ( (flags & toGet) != 0 );
		}

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

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

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

			SaveFlag flags = SaveFlag.None;

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

			writer.WriteEncodedInt( (int) flags );

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			int version = reader.ReadInt();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

						switch ( reader.ReadInt() )
						{
							default:
							case 0: info = OreInfo.Iron; break;
							case 1: info = OreInfo.DullCopper; break;
							case 2: info = OreInfo.ShadowIron; break;
							case 3: info = OreInfo.Copper; break;
							case 4: info = OreInfo.Bronze; break;
							case 5: info = OreInfo.Gold; break;
							case 6: info = OreInfo.Agapite; break;
							case 7: info = OreInfo.Verite; break;
							case 8: info = OreInfo.Valorite; break;
							case 9: info = OreInfo.Silver; break;
							case 10: info = OreInfo.Platinum; break;
							case 11: info = OreInfo.Mythril; break;
							case 12: info = OreInfo.Obsidian; break;
							case 13: info = OreInfo.Jade; break;
							case 14: info = OreInfo.Moonstone; break;
							case 15: info = OreInfo.Sunstone; break;
							case 16: info = OreInfo.Bloodstone; break;
						}

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

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

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

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

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

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

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

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

					m_Meditate = (AMA)reader.ReadInt();

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

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

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

					break;
				}
			}

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

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

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

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

				string modName = Serial.ToString();

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

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

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

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

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

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

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

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

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

			this.Layer = (Layer)ItemData.Quality;

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

		public override bool AllowSecureTrade( Mobile from, Mobile to, Mobile newOwner, bool accepted )
		{
			if ( !Ethics.Ethic.CheckTrade( from, to, newOwner, this ) )
				return false;

			return base.AllowSecureTrade( from, to, newOwner, accepted );
		}

		public virtual Race RequiredRace { get { return null; } }

		public override bool CanEquip( Mobile from )
		{
			if( !Ethics.Ethic.CheckEquip( from, this ) )
				return false;

			if( from.AccessLevel < AccessLevel.GameMaster )
			{
				if( RequiredRace != null && from.Race != RequiredRace )
			{
					if( RequiredRace == Race.Elf )
						from.SendLocalizedMessage( 1072203 ); // Only Elves may use this.
					else
						from.SendMessage( "Only {0} may use this.", RequiredRace.PluralName );

					return false;
				}
				else if( !AllowMaleWearer && !from.Female )
				{
					if( AllowFemaleWearer )
					from.SendLocalizedMessage( 1010388 ); // Only females can wear this.
				else
					from.SendMessage( "You may not wear this." );

				return false;
			}
				else if( !AllowFemaleWearer && from.Female )
			{
					if( AllowMaleWearer )
						from.SendLocalizedMessage( 1063343 ); // Only males can wear this.
				else
					from.SendMessage( "You may not wear this." );

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

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

			return base.CanEquip( from );
		}

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

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

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

			return false;
		}

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

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

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

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

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

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

			return base.OnEquip( from );
		}

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

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

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

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

			base.OnRemoved( parent );
		}

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

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

			if ( Absorbed < 2 )
				Absorbed = 2;

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

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

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

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

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

			return damageTaken;
		}

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

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

			return name;
		}

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

		public override void AddNameProperty( ObjectPropertyList list )
		{
			//Colored Item Name Mod Start
			BaseArmor arm = this;

			//AddNamePropertiey Code
			string oreType = CraftResources.GetName( m_Resource );

			if ( oreType.ToLower() == "none" || oreType.ToLower() == "normal" )
				oreType = null;

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

				int props = 0;
				foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
				{
					if ( arm != null && arm.Attributes[ (AosAttribute)i ] > 0 ) ++props;
				}
				if ( arm != null ) foreach( int i in Enum.GetValues(typeof( AosArmorAttribute ) ) ) {if ( arm.ArmorAttributes[ (AosArmorAttribute)i ] > 0 ) ++props;}
				if(this.SkillBonuses.Skill_1_Value > 0) ++props;
				if(this.SkillBonuses.Skill_2_Value > 0) ++props;
				if(this.SkillBonuses.Skill_3_Value > 0) ++props;
				if(this.SkillBonuses.Skill_4_Value > 0) ++props;
				if(this.SkillBonuses.Skill_5_Value > 0) ++props;

				// Props code display
				if( props == 0  ) 		//  No color (Common)
				{
					list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
				}
				if( props >= 1 && props <= 2 ) 	// Green (Uncommon)
				{
					list.Add(1053099, "<BASEFONT COLOR=#1EFF00>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
				}
				if( props >= 3 && props <= 4 ) 	// Blue (Rare)
				{
					list.Add(1053099, "<BASEFONT COLOR=#0070FF>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
				}
				if( props >= 5 && props <= 6 ) 	// Purple (Epic)
				{
					list.Add(1053099, "<BASEFONT COLOR=#A335EE>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
				}
				if( props >= 7 && props <= 8 ) 	// Orange (Legendary)
				{
					list.Add(1053099, "<BASEFONT COLOR=#FF8000>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
				}
				if( props >= 9 ) 		// Golden (Artifact)
				{
					list.Add(1053099, "<BASEFONT COLOR=#E6CC80>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
				}
			}
//Colored Item Name Mod End

			string oreType;

			if ( Hue == 0 )
			{
				oreType = "";
			}
			else
			{
				switch ( m_Resource )
				{
					case CraftResource.DullCopper:			oreType = "dull copper"; break; // dull copper
					case CraftResource.ShadowIron:			oreType = "shadow iron"; break; // shadow iron
					case CraftResource.Copper:			oreType = "copper"; break; // copper
					case CraftResource.Bronze:			oreType = "bronze"; break; // bronze					
					case CraftResource.Gold:			oreType = "gold"; break; // golden
					case CraftResource.Agapite:			oreType = "agapite"; break; // agapite					
					case CraftResource.Verite:			oreType = "verite"; break; // verite
					case CraftResource.Valorite:			oreType = "valorite"; break; // valorite
					case CraftResource.Silver:			oreType = "silver"; break; // silver
					case CraftResource.Platinum:			oreType = "platinum"; break; // platinum
					case CraftResource.Mythril:			oreType = "mythril"; break; // mythril
					case CraftResource.Obsidian:			oreType = "obsidian"; break; // obsidian
					case CraftResource.Jade:			oreType = "jade"; break; // jade
					case CraftResource.Moonstone:			oreType = "moonstone"; break; // moonstone
					case CraftResource.Sunstone:			oreType = "sunstone"; break; // sunstone
					case CraftResource.Bloodstone:			oreType = "bloodstone"; break; // bloodstone
					case CraftResource.SpinedLeather:		oreType = "spined"; break; // spined
					case CraftResource.HornedLeather:		oreType = "horned"; break; // horned
					case CraftResource.BarbedLeather:		oreType = "barbed"; break; // barbed
					case CraftResource.DragonLeather:		oreType = "dragon"; break; // dragon
					case CraftResource.DaemonLeather:		oreType = "daemon"; break; // daemon
					case CraftResource.RedScales:			oreType = "red"; break; // red
					case CraftResource.YellowScales:		oreType = "yellow"; break; // yellow
					case CraftResource.BlackScales:			oreType = "black"; break; // black
					case CraftResource.GreenScales:			oreType = "green"; break; // green
					case CraftResource.WhiteScales:			oreType = "white"; break; // white
					case CraftResource.BlueScales:			oreType = "blue"; break; // blue
					default: oreType = ""; break;
				}
			}

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

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

			return ( m_AosAttributes.SpellChanneling != 0 );
		}

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

			if ( resInfo == null )
				return 0;

			CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

			if ( attrInfo == null )
				return 0;

			return attrInfo.ArmorLuck;
		}

		public override void GetProperties( ObjectPropertyList list )
		{
			base.GetProperties( list );

			if ( m_Crafter != null )
				list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~

			#region Factions
			if ( m_FactionState != null )
				list.Add( 1041350 ); // faction item
			#endregion

			if( RequiredRace == Race.Elf )
				list.Add( 1075086 ); // Elves Only

			m_AosSkillBonuses.GetProperties( list );

			int prop;

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

			if ( (prop = m_AosAttributes.WeaponDamage) != 0 )
				list.Add( 1060401, prop.ToString() ); // damage increase ~1_val~%

			if ( (prop = m_AosAttributes.DefendChance) != 0 )
				list.Add( 1060408, prop.ToString() ); // defense chance increase ~1_val~%

			if ( (prop = m_AosAttributes.BonusDex) != 0 )
				list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~

			if ( (prop = m_AosAttributes.EnhancePotions) != 0 )
				list.Add( 1060411, prop.ToString() ); // enhance potions ~1_val~%

			if ( (prop = m_AosAttributes.CastRecovery) != 0 )
				list.Add( 1060412, prop.ToString() ); // faster cast recovery ~1_val~

			if ( (prop = m_AosAttributes.CastSpeed) != 0 )
				list.Add( 1060413, prop.ToString() ); // faster casting ~1_val~

			if ( (prop = m_AosAttributes.AttackChance) != 0 )
				list.Add( 1060415, prop.ToString() ); // hit chance increase ~1_val~%

			if ( (prop = m_AosAttributes.BonusHits) != 0 )
				list.Add( 1060431, prop.ToString() ); // hit point increase ~1_val~

			if ( (prop = m_AosAttributes.BonusInt) != 0 )
				list.Add( 1060432, prop.ToString() ); // intelligence bonus ~1_val~

			if ( (prop = m_AosAttributes.LowerManaCost) != 0 )
				list.Add( 1060433, prop.ToString() ); // lower mana cost ~1_val~%

			if ( (prop = m_AosAttributes.LowerRegCost) != 0 )
				list.Add( 1060434, prop.ToString() ); // lower reagent cost ~1_val~%

			if ( (prop = GetLowerStatReq()) != 0 )
				list.Add( 1060435, prop.ToString() ); // lower requirements ~1_val~%

			if ( (prop = (GetLuckBonus() + m_AosAttributes.Luck)) != 0 )
				list.Add( 1060436, prop.ToString() ); // luck ~1_val~

			if ( (prop = m_AosArmorAttributes.MageArmor) != 0 )
				list.Add( 1060437 ); // mage armor

			if ( (prop = m_AosAttributes.BonusMana) != 0 )
				list.Add( 1060439, prop.ToString() ); // mana increase ~1_val~

			if ( (prop = m_AosAttributes.RegenMana) != 0 )
				list.Add( 1060440, prop.ToString() ); // mana regeneration ~1_val~

			if ( (prop = m_AosAttributes.NightSight) != 0 )
				list.Add( 1060441 ); // night sight

			if ( (prop = m_AosAttributes.ReflectPhysical) != 0 )
				list.Add( 1060442, prop.ToString() ); // reflect physical damage ~1_val~%

			if ( (prop = m_AosAttributes.RegenStam) != 0 )
				list.Add( 1060443, prop.ToString() ); // stamina regeneration ~1_val~

			if ( (prop = m_AosAttributes.RegenHits) != 0 )
				list.Add( 1060444, prop.ToString() ); // hit point regeneration ~1_val~

			if ( (prop = m_AosArmorAttributes.SelfRepair) != 0 )
				list.Add( 1060450, prop.ToString() ); // self repair ~1_val~

			if ( (prop = m_AosAttributes.SpellChanneling) != 0 )
				list.Add( 1060482 ); // spell channeling

			if ( (prop = m_AosAttributes.SpellDamage) != 0 )
				list.Add( 1060483, prop.ToString() ); // spell damage increase ~1_val~%

			if ( (prop = m_AosAttributes.BonusStam) != 0 )
				list.Add( 1060484, prop.ToString() ); // stamina increase ~1_val~

			if ( (prop = m_AosAttributes.BonusStr) != 0 )
				list.Add( 1060485, prop.ToString() ); // strength bonus ~1_val~

			if ( (prop = m_AosAttributes.WeaponSpeed) != 0 )
				list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~%

			base.AddResistanceProperties( list );

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

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

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

		public override void OnSingleClick( Mobile from )
		{
			List<EquipInfoAttribute> attrs = new List<EquipInfoAttribute>();

			if ( DisplayLootType )
			{
				if ( LootType == LootType.Blessed )
					attrs.Add( new EquipInfoAttribute( 1038021 ) ); // blessed
				else if ( LootType == LootType.Cursed )
					attrs.Add( new EquipInfoAttribute( 1049643 ) ); // cursed
			}

			#region Factions
			if ( m_FactionState != null )
				attrs.Add( new EquipInfoAttribute( 1041350 ) ); // faction item
			#endregion

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

			if ( m_Identified || from.AccessLevel >= AccessLevel.GameMaster)
			{
				if ( m_Durability != ArmorDurabilityLevel.Regular )
					attrs.Add( new EquipInfoAttribute( 1038000 + (int)m_Durability ) );

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

			int number;

			if ( Name == null )
			{
				number = LabelNumber;
			}
			else
			{
				this.LabelTo( from, Name );
				number = 1041000;
			}

			if ( attrs.Count == 0 && Crafter == null && Name != null )
				return;

			EquipmentInfo eqInfo = new EquipmentInfo( number, m_Crafter, false, attrs.ToArray() );

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

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

			if ( makersMark )
				Crafter = from;

			Type resourceType = typeRes;

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

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

			CraftContext context = craftSystem.GetContext( from );

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

			if( Quality == ArmorQuality.Exceptional )
			{
				DistributeBonuses( (tool is BaseRunicTool ? 6 : Core.SE ? 15 : 14) ); // Not sure since when, but right now 15 points are added, not 14.

				if( Core.ML && !(this is BaseShield) )
				{
					int bonus = (int)(from.Skills.ArmsLore.Value / 20);

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

					from.CheckSkill( SkillName.ArmsLore, 0, 100 );
				}
			}

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

			return quality;
		}

		#endregion
	}
}

Base Weapon

Code:
using System;
using System.Text;
using System.Collections;
using Server.Network;
using Server.Targeting;
using Server.Mobiles;
using Server.Spells;
using Server.Spells.Necromancy;
using Server.Spells.Bushido;
using Server.Spells.Ninjitsu;
using Server.Factions;
using Server.Engines.Craft;
using System.Collections.Generic;
using Server.Spells.Spellweaving;

namespace Server.Items
{
	public interface ISlayer
	{
		SlayerName Slayer { get; set; }
		SlayerName Slayer2 { get; set; }
	}

	public abstract class BaseWeapon : Item, IWeapon, IFactionItem, ICraftable, ISlayer, IDurability
	{
		private string m_EngravedText;
		
		[CommandProperty( AccessLevel.GameMaster )]
		public string EngravedText
		{
			get{ return m_EngravedText; }
			set{ m_EngravedText = value; InvalidateProperties(); }
		}

		#region Factions
		private FactionItem m_FactionState;

		public FactionItem FactionItemState
		{
			get{ return m_FactionState; }
			set
			{
				m_FactionState = value;

				if ( m_FactionState == null )
					Hue = CraftResources.GetHue( Resource );

				LootType = ( m_FactionState == null ? LootType.Regular : LootType.Blessed );
			}
		}
		#endregion

		/* Weapon internals work differently now (Mar 13 2003)
		 * 
		 * The attributes defined below default to -1.
		 * If the value is -1, the corresponding virtual 'Aos/Old' property is used.
		 * If not, the attribute value itself is used. Here's the list:
		 *  - MinDamage
		 *  - MaxDamage
		 *  - Speed
		 *  - HitSound
		 *  - MissSound
		 *  - StrRequirement, DexRequirement, IntRequirement
		 *  - WeaponType
		 *  - WeaponAnimation
		 *  - MaxRange
		 */

		#region Var declarations

		// Instance values. These values are unique to each weapon.
		private WeaponDamageLevel m_DamageLevel;
		private WeaponAccuracyLevel m_AccuracyLevel;
		private WeaponDurabilityLevel m_DurabilityLevel;
		private WeaponQuality m_Quality;
		private Mobile m_Crafter;
		private Poison m_Poison;
		private int m_PoisonCharges;
		private bool m_Identified;
		private int m_Hits;
		private int m_MaxHits;
		private SlayerName m_Slayer;
		private SlayerName m_Slayer2;
		private SkillMod m_SkillMod, m_MageMod;
		private CraftResource m_Resource;
		private bool m_PlayerConstructed;

		private bool m_Cursed; // Is this weapon cursed via Curse Weapon necromancer spell? Temporary; not serialized.
		private bool m_Consecrated; // Is this weapon blessed via Consecrate Weapon paladin ability? Temporary; not serialized.

		private AosAttributes m_AosAttributes;
		private AosWeaponAttributes m_AosWeaponAttributes;
		private AosSkillBonuses m_AosSkillBonuses;
		private AosElementAttributes m_AosElementDamages;

		// Overridable values. These values are provided to override the defaults which get defined in the individual weapon scripts.
		private int m_StrReq, m_DexReq, m_IntReq;
		private int m_MinDamage, m_MaxDamage;
		private int m_HitSound, m_MissSound;
		private int m_Speed;
		private int m_MaxRange;
		private SkillName m_Skill;
		private WeaponType m_Type;
		private WeaponAnimation m_Animation;
		#endregion

		#region Virtual Properties
		public virtual WeaponAbility PrimaryAbility{ get{ return null; } }
		public virtual WeaponAbility SecondaryAbility{ get{ return null; } }

		public virtual int DefMaxRange{ get{ return 1; } }
		public virtual int DefHitSound{ get{ return 0; } }
		public virtual int DefMissSound{ get{ return 0; } }
		public virtual SkillName DefSkill{ get{ return SkillName.Swords; } }
		public virtual WeaponType DefType{ get{ return WeaponType.Slashing; } }
		public virtual WeaponAnimation DefAnimation{ get{ return WeaponAnimation.Slash1H; } }

		public virtual int AosStrengthReq{ get{ return 0; } }
		public virtual int AosDexterityReq{ get{ return 0; } }
		public virtual int AosIntelligenceReq{ get{ return 0; } }
		public virtual int AosMinDamage{ get{ return 0; } }
		public virtual int AosMaxDamage{ get{ return 0; } }
		public virtual int AosSpeed{ get{ return 0; } }
		public virtual int AosMaxRange{ get{ return DefMaxRange; } }
		public virtual int AosHitSound{ get{ return DefHitSound; } }
		public virtual int AosMissSound{ get{ return DefMissSound; } }
		public virtual SkillName AosSkill{ get{ return DefSkill; } }
		public virtual WeaponType AosType{ get{ return DefType; } }
		public virtual WeaponAnimation AosAnimation{ get{ return DefAnimation; } }

		public virtual int OldStrengthReq{ get{ return 0; } }
		public virtual int OldDexterityReq{ get{ return 0; } }
		public virtual int OldIntelligenceReq{ get{ return 0; } }
		public virtual int OldMinDamage{ get{ return 0; } }
		public virtual int OldMaxDamage{ get{ return 0; } }
		public virtual int OldSpeed{ get{ return 0; } }
		public virtual int OldMaxRange{ get{ return DefMaxRange; } }
		public virtual int OldHitSound{ get{ return DefHitSound; } }
		public virtual int OldMissSound{ get{ return DefMissSound; } }
		public virtual SkillName OldSkill{ get{ return DefSkill; } }
		public virtual WeaponType OldType{ get{ return DefType; } }
		public virtual WeaponAnimation OldAnimation{ get{ return DefAnimation; } }

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

		public virtual bool CanFortify{ get{ return true; } }

		public override int PhysicalResistance{ get{ return m_AosWeaponAttributes.ResistPhysicalBonus; } }
		public override int FireResistance{ get{ return m_AosWeaponAttributes.ResistFireBonus; } }
		public override int ColdResistance{ get{ return m_AosWeaponAttributes.ResistColdBonus; } }
		public override int PoisonResistance{ get{ return m_AosWeaponAttributes.ResistPoisonBonus; } }
		public override int EnergyResistance{ get{ return m_AosWeaponAttributes.ResistEnergyBonus; } }

		public virtual SkillName AccuracySkill { get { return SkillName.Tactics; } }
		#endregion

		#region Getters & Setters
		[CommandProperty( AccessLevel.GameMaster )]
		public AosAttributes Attributes
		{
			get{ return m_AosAttributes; }
			set{}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public AosWeaponAttributes WeaponAttributes
		{
			get{ return m_AosWeaponAttributes; }
			set{}
		}

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

		[CommandProperty( AccessLevel.GameMaster )]
		public AosElementAttributes AosElementDamages
		{
			get { return m_AosElementDamages; }
			set { }
		}

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

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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitPoints
		{
			get{ return m_Hits; }
			set
			{
				if ( m_Hits == value )
					return;

				if ( value > m_MaxHits )
					value = m_MaxHits;

				m_Hits = value;

				InvalidateProperties();
			}
		}

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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public Poison Poison
		{
			get{ return m_Poison; }
			set{ m_Poison = value; InvalidateProperties(); }
		}

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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public SlayerName Slayer
		{
			get{ return m_Slayer; }
			set{ m_Slayer = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public SlayerName Slayer2
		{
			get { return m_Slayer2; }
			set { m_Slayer2 = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public CraftResource Resource
		{
			get{ return m_Resource; }
			set{ UnscaleDurability(); m_Resource = value; Hue = CraftResources.GetHue( m_Resource ); InvalidateProperties(); ScaleDurability(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public WeaponDamageLevel DamageLevel
		{
			get{ return m_DamageLevel; }
			set{ m_DamageLevel = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public WeaponDurabilityLevel DurabilityLevel
		{
			get{ return m_DurabilityLevel; }
			set{ UnscaleDurability(); m_DurabilityLevel = value; InvalidateProperties(); ScaleDurability(); }
		}

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

		[CommandProperty( AccessLevel.GameMaster )]
		public int MaxRange
		{
			get{ return ( m_MaxRange == -1 ? Core.AOS ? AosMaxRange : OldMaxRange : m_MaxRange ); }
			set{ m_MaxRange = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public WeaponAnimation Animation
		{
			get{ return ( m_Animation == (WeaponAnimation)(-1) ? Core.AOS ? AosAnimation : OldAnimation : m_Animation ); } 
			set{ m_Animation = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public WeaponType Type
		{
			get{ return ( m_Type == (WeaponType)(-1) ? Core.AOS ? AosType : OldType : m_Type ); }
			set{ m_Type = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public SkillName Skill
		{
			get{ return ( m_Skill == (SkillName)(-1) ? Core.AOS ? AosSkill : OldSkill : m_Skill ); }
			set{ m_Skill = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitSound
		{
			get{ return ( m_HitSound == -1 ? Core.AOS ? AosHitSound : OldHitSound : m_HitSound ); }
			set{ m_HitSound = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int MissSound
		{
			get{ return ( m_MissSound == -1 ? Core.AOS ? AosMissSound : OldMissSound : m_MissSound ); }
			set{ m_MissSound = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int MinDamage
		{
			get{ return ( m_MinDamage == -1 ? Core.AOS ? AosMinDamage : OldMinDamage : m_MinDamage ); }
			set{ m_MinDamage = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int MaxDamage
		{
			get{ return ( m_MaxDamage == -1 ? Core.AOS ? AosMaxDamage : OldMaxDamage : m_MaxDamage ); }
			set{ m_MaxDamage = value; InvalidateProperties(); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int Speed
		{
			get{ return ( m_Speed == -1 ? Core.AOS ? AosSpeed : OldSpeed : m_Speed ); }
			set{ m_Speed = value; InvalidateProperties(); }
		}

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

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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public WeaponAccuracyLevel AccuracyLevel
		{
			get
			{
				return m_AccuracyLevel;
			}
			set
			{
				if ( m_AccuracyLevel != value )
				{
					m_AccuracyLevel = value;

					if ( UseSkillMod )
					{
						if ( m_AccuracyLevel == WeaponAccuracyLevel.Regular )
						{
							if ( m_SkillMod != null )
								m_SkillMod.Remove();

							m_SkillMod = null;
						}
						else if ( m_SkillMod == null && Parent is Mobile )
						{
							m_SkillMod = new DefaultSkillMod( AccuracySkill, true, (int)m_AccuracyLevel * 5 );
							((Mobile)Parent).AddSkillMod( m_SkillMod );
						}
						else if ( m_SkillMod != null )
						{
							m_SkillMod.Value = (int)m_AccuracyLevel * 5;
						}
					}

					InvalidateProperties();
				}
			}
		}

		#endregion

		public override void OnAfterDuped( Item newItem )
		{
			BaseWeapon weap = newItem as BaseWeapon;

			if ( weap == null )
				return;

			weap.m_AosAttributes = new AosAttributes( newItem, m_AosAttributes );
			weap.m_AosElementDamages = new AosElementAttributes( newItem, m_AosElementDamages );
			weap.m_AosSkillBonuses = new AosSkillBonuses( newItem, m_AosSkillBonuses );
			weap.m_AosWeaponAttributes = new AosWeaponAttributes( newItem, m_AosWeaponAttributes );
		}

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

			m_Hits = ((m_Hits * 100) + (scale - 1)) / scale;
			m_MaxHits = ((m_MaxHits * 100) + (scale - 1)) / scale;
			InvalidateProperties();
		}

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

			m_Hits = ((m_Hits * scale) + 99) / 100;
			m_MaxHits = ((m_MaxHits * scale) + 99) / 100;
			InvalidateProperties();
		}

		public int GetDurabilityBonus()
		{
			int bonus = 0;

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

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

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

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

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

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

			return bonus;
		}

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

			int v = m_AosWeaponAttributes.LowerStatReq;

			CraftResourceInfo info = CraftResources.GetInfo( m_Resource );

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

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

			if ( v > 100 )
				v = 100;

			return v;
		}

		public static void BlockEquip( Mobile m, TimeSpan duration )
		{
			if ( m.BeginAction( typeof( BaseWeapon ) ) )
				new ResetEquipTimer( m, duration ).Start();
		}

		private class ResetEquipTimer : Timer
		{
			private Mobile m_Mobile;

			public ResetEquipTimer( Mobile m, TimeSpan duration ) : base( duration )
			{
				m_Mobile = m;
			}

			protected override void OnTick()
			{
				m_Mobile.EndAction( typeof( BaseWeapon ) );
			}
		}

		public override bool CheckConflictingLayer( Mobile m, Item item, Layer layer )
		{
			if ( base.CheckConflictingLayer( m, item, layer ) )
				return true;

			if ( this.Layer == Layer.TwoHanded && layer == Layer.OneHanded )
			{
				m.SendLocalizedMessage( 500214 ); // You already have something in both hands.
				return true;
			}
			else if ( this.Layer == Layer.OneHanded && layer == Layer.TwoHanded && !(item is BaseShield) && !(item is BaseEquipableLight) )
			{
				m.SendLocalizedMessage( 500215 ); // You can only wield one weapon at a time.
				return true;
			}

			return false;
		}

		public override bool AllowSecureTrade( Mobile from, Mobile to, Mobile newOwner, bool accepted )
		{
			if ( !Ethics.Ethic.CheckTrade( from, to, newOwner, this ) )
				return false;

			return base.AllowSecureTrade( from, to, newOwner, accepted );
		}

		public virtual Race RequiredRace { get { return null; } }	//On OSI, there are no weapons with race requirements, this is for custom stuff

		public override bool CanEquip( Mobile from )
		{
			if ( !Ethics.Ethic.CheckEquip( from, this ) )
				return false;

			if( RequiredRace != null && from.Race != RequiredRace )
			{
				if( RequiredRace == Race.Elf )
					from.SendLocalizedMessage( 1072203 ); // Only Elves may use this.
				else
					from.SendMessage( "Only {0} may use this.", RequiredRace.PluralName );

				return false;
			}
			else if ( from.Dex < DexRequirement )
			{
				from.SendMessage( "You are not nimble enough to equip that." );
				return false;
			} 
			else if ( from.Str < AOS.Scale( StrRequirement, 100 - GetLowerStatReq() ) )
			{
				from.SendLocalizedMessage( 500213 ); // You are not strong enough to equip that.
				return false;
			}
			else if ( from.Int < IntRequirement )
			{
				from.SendMessage( "You are not smart enough to equip that." );
				return false;
			}
			else if ( !from.CanBeginAction( typeof( BaseWeapon ) ) )
			{
				return false;
			}
			else
			{
				return base.CanEquip( from );
			}
		}

		public virtual bool UseSkillMod{ get{ return !Core.AOS; } }

		public override bool OnEquip( Mobile from )
		{
			int strBonus = m_AosAttributes.BonusStr;
			int dexBonus = m_AosAttributes.BonusDex;
			int intBonus = m_AosAttributes.BonusInt;

			if ( (strBonus != 0 || dexBonus != 0 || intBonus != 0) )
			{
				Mobile m = from;

				string modName = this.Serial.ToString();

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

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

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

			from.NextCombatTime = DateTime.Now + GetDelay( from );

			if ( UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular )
			{
				if ( m_SkillMod != null )
					m_SkillMod.Remove();

				m_SkillMod = new DefaultSkillMod( AccuracySkill, true, (int)m_AccuracyLevel * 5 );
				from.AddSkillMod( m_SkillMod );
			}

			if ( Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 )
			{
				if ( m_MageMod != null )
					m_MageMod.Remove();

				m_MageMod = new DefaultSkillMod( SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon );
				from.AddSkillMod( m_MageMod );
			}

			return true;
		}

		public override void OnAdded( object parent )
		{
			base.OnAdded( parent );

			if ( parent is Mobile )
			{
				Mobile from = (Mobile)parent;

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

				from.CheckStatTimers();
				from.Delta( MobileDelta.WeaponDamage );
			}
		}

		public override void OnRemoved( object parent )
		{
			if ( parent is Mobile )
			{
				Mobile m = (Mobile)parent;
				BaseWeapon weapon = m.Weapon as BaseWeapon;

				string modName = this.Serial.ToString();

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

				if ( weapon != null )
					m.NextCombatTime = DateTime.Now + weapon.GetDelay( m );

				if ( UseSkillMod && m_SkillMod != null )
				{
					m_SkillMod.Remove();
					m_SkillMod = null;
				}

				if ( m_MageMod != null )
				{
					m_MageMod.Remove();
					m_MageMod = null;
				}

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

				m.CheckStatTimers();

				m.Delta( MobileDelta.WeaponDamage );
			}
		}

		public virtual SkillName GetUsedSkill( Mobile m, bool checkSkillAttrs )
		{
			SkillName sk;

			if ( checkSkillAttrs && m_AosWeaponAttributes.UseBestSkill != 0 )
			{
				double swrd = m.Skills[SkillName.Swords].Value;
				double fenc = m.Skills[SkillName.Fencing].Value;
				double mcng = m.Skills[SkillName.Macing].Value;
				double val;

				sk = SkillName.Swords;
				val = swrd;

				if ( fenc > val ){ sk = SkillName.Fencing; val = fenc; }
				if ( mcng > val ){ sk = SkillName.Macing; val = mcng; }
			}
			else if ( m_AosWeaponAttributes.MageWeapon != 0 )
			{
				if ( m.Skills[SkillName.Magery].Value > m.Skills[Skill].Value )
					sk = SkillName.Magery;
				else
					sk = Skill;
			}
			else
			{
				sk = Skill;

				if ( sk != SkillName.Wrestling && !m.Player && !m.Body.IsHuman && m.Skills[SkillName.Wrestling].Value > m.Skills[sk].Value )
					sk = SkillName.Wrestling;
			}

			return sk;
		}

		public virtual double GetAttackSkillValue( Mobile attacker, Mobile defender )
		{
			return attacker.Skills[GetUsedSkill( attacker, true )].Value;
		}

		public virtual double GetDefendSkillValue( Mobile attacker, Mobile defender )
		{
			return defender.Skills[GetUsedSkill( defender, true )].Value;
		}

		private static bool CheckAnimal( Mobile m, Type type )
		{
			return AnimalForm.UnderTransformation( m, type );
		}

		public virtual bool CheckHit( Mobile attacker, Mobile defender )
		{
			BaseWeapon atkWeapon = attacker.Weapon as BaseWeapon;
			BaseWeapon defWeapon = defender.Weapon as BaseWeapon;

			Skill atkSkill = attacker.Skills[atkWeapon.Skill];
			Skill defSkill = defender.Skills[defWeapon.Skill];

			double atkValue = atkWeapon.GetAttackSkillValue( attacker, defender );
			double defValue = defWeapon.GetDefendSkillValue( attacker, defender );

			double ourValue, theirValue;

			int bonus = GetHitChanceBonus();

			if ( Core.AOS )
			{
				if ( atkValue <= -20.0 )
					atkValue = -19.9;

				if ( defValue <= -20.0 )
					defValue = -19.9;

				bonus += AosAttributes.GetValue( attacker, AosAttribute.AttackChance );

				if ( Spells.Chivalry.DivineFurySpell.UnderEffect( attacker ) )
					bonus += 10; // attacker gets 10% bonus when they're under divine fury

				if ( CheckAnimal( attacker, typeof( GreyWolf ) ) || CheckAnimal( attacker, typeof( BakeKitsune ) ) )
					bonus += 20; // attacker gets 20% bonus when under Wolf or Bake Kitsune form

				if ( HitLower.IsUnderAttackEffect( attacker ) )
					bonus -= 25; // Under Hit Lower Attack effect -> 25% malus

				WeaponAbility ability = WeaponAbility.GetCurrentAbility( attacker );

				if ( ability != null )
					bonus += ability.AccuracyBonus;

				SpecialMove move = SpecialMove.GetCurrentMove( attacker );

				if ( move != null )
					bonus += move.GetAccuracyBonus( attacker );

				// Max Hit Chance Increase = 45%
				if ( bonus > 45 )
					bonus = 45;

				ourValue = (atkValue + 20.0) * (100 + bonus);

				bonus = AosAttributes.GetValue( defender, AosAttribute.DefendChance );

				if ( Spells.Chivalry.DivineFurySpell.UnderEffect( defender ) )
					bonus -= 20; // defender loses 20% bonus when they're under divine fury

				if ( HitLower.IsUnderDefenseEffect( defender ) )
					bonus -= 25; // Under Hit Lower Defense effect -> 25% malus
					
				int blockBonus = 0;

				if ( Block.GetBonus( defender, ref blockBonus ) )
					bonus += blockBonus;

				int surpriseMalus = 0;

				if ( SurpriseAttack.GetMalus( defender, ref surpriseMalus ) )
					bonus -= surpriseMalus;

				int discordanceEffect = 0;

				// Defender loses -0/-28% if under the effect of Discordance.
				if ( SkillHandlers.Discordance.GetEffect( attacker, ref discordanceEffect ) )
					bonus -= discordanceEffect;

				// Defense Chance Increase = 45%
				if ( bonus > 45 )
					bonus = 45;

				theirValue = (defValue + 20.0) * (100 + bonus);

				bonus = 0;
			}
			else
			{
				if ( atkValue <= -50.0 )
					atkValue = -49.9;

				if ( defValue <= -50.0 )
					defValue = -49.9;

				ourValue = (atkValue + 50.0);
				theirValue = (defValue + 50.0);
			}

			double chance = ourValue / (theirValue * 2.0);

			chance *= 1.0 + ((double)bonus / 100);

			if ( Core.AOS && chance < 0.02 )
				chance = 0.02;

			return attacker.CheckSkill( atkSkill.SkillName, chance );
		}

		public virtual TimeSpan GetDelay( Mobile m )
		{
			int speed = this.Speed;

			if ( speed == 0 )
				return TimeSpan.FromHours( 1.0 );

			double delayInSeconds;

			if ( Core.SE )
			{
				/*
				 * This is likely true for Core.AOS as well... both guides report the same
				 * formula, and both are wrong.
				 * The old formula left in for AOS for legacy & because we aren't quite 100%
				 * Sure that AOS has THIS formula
				 */
				int bonus = AosAttributes.GetValue( m, AosAttribute.WeaponSpeed );

				if ( Spells.Chivalry.DivineFurySpell.UnderEffect( m ) )
					bonus += 10;

				// Bonus granted by successful use of Honorable Execution.
				bonus += HonorableExecution.GetSwingBonus( m );

				if( DualWield.Registry.Contains( m ) )
					bonus += ((DualWield.DualWieldTimer)DualWield.Registry[m]).BonusSwingSpeed;

				if( Feint.Registry.Contains( m ) )
					bonus -= ((Feint.FeintTimer)Feint.Registry[m]).SwingSpeedReduction;

				TransformContext context = TransformationSpellHelper.GetContext( m );

				if( context != null && context.Spell is ReaperFormSpell )
					bonus += ((ReaperFormSpell)context.Spell).SwingSpeedBonus;

				int discordanceEffect = 0;

				// Discordance gives a malus of -0/-28% to swing speed.
				if ( SkillHandlers.Discordance.GetEffect( m, ref discordanceEffect ) )
					bonus -= discordanceEffect;

				if( EssenceOfWindSpell.IsDebuffed( m ) )
					bonus -= EssenceOfWindSpell.GetSSIMalus( m );

				if ( bonus > 60 )
					bonus = 60;

				speed = (int)Math.Floor( speed * (bonus + 100.0) / 100.0 );

				if ( speed <= 0 )
					speed = 1;

				int ticks = (int)Math.Floor( (80000.0 / ((m.Stam + 100) * speed)) - 2 );

				// Swing speed currently capped at one swing every 1.25 seconds (5 ticks).
				if ( ticks < 5 )
					ticks = 5;

				delayInSeconds = ticks * 0.25;
			}
			else if ( Core.AOS )
			{
				int v = (m.Stam + 100) * speed;

				int bonus = AosAttributes.GetValue( m, AosAttribute.WeaponSpeed );

				if ( Spells.Chivalry.DivineFurySpell.UnderEffect( m ) )
					bonus += 10;

				int discordanceEffect = 0;

				// Discordance gives a malus of -0/-28% to swing speed.
				if ( SkillHandlers.Discordance.GetEffect( m, ref discordanceEffect ) )
					bonus -= discordanceEffect;

				v += AOS.Scale( v, bonus );

				if ( v <= 0 )
					v = 1;

				delayInSeconds = Math.Floor( 40000.0 / v ) * 0.5;

				// Maximum swing rate capped at one swing per second 
				// OSI dev said that it has and is supposed to be 1.25
				if ( delayInSeconds < 1.25 )
					delayInSeconds = 1.25;
			}
			else
			{
				int v = (m.Stam + 100) * speed;

				if ( v <= 0 )
					v = 1;

				delayInSeconds = 15000.0 / v;
			}

			return TimeSpan.FromSeconds( delayInSeconds );
		}

		public virtual void OnBeforeSwing( Mobile attacker, Mobile defender )
		{
			WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );

			if( a != null && !a.OnBeforeSwing( attacker, defender ) )
				WeaponAbility.ClearCurrentAbility( attacker );

			SpecialMove move = SpecialMove.GetCurrentMove( attacker );

			if( move != null && !move.OnBeforeSwing( attacker, defender ) )
				SpecialMove.ClearCurrentMove( attacker );
		}

		public virtual TimeSpan OnSwing( Mobile attacker, Mobile defender )
		{
			return OnSwing( attacker, defender, 1.0 );
		}

		public virtual TimeSpan OnSwing( Mobile attacker, Mobile defender, double damageBonus )
		{
			bool canSwing = true;

			if ( Core.AOS )
			{
				canSwing = ( !attacker.Paralyzed && !attacker.Frozen );

				if ( canSwing )
				{
					Spell sp = attacker.Spell as Spell;

					canSwing = ( sp == null || !sp.IsCasting || !sp.BlocksMovement );
				}
			}

			if ( canSwing && attacker.HarmfulCheck( defender ) )
			{
				attacker.DisruptiveAction();

				if ( attacker.NetState != null )
					attacker.Send( new Swing( 0, attacker, defender ) );

				if ( attacker is BaseCreature )
				{
					BaseCreature bc = (BaseCreature)attacker;
					WeaponAbility ab = bc.GetWeaponAbility();

					if ( ab != null )
					{
						if ( bc.WeaponAbilityChance > Utility.RandomDouble() )
							WeaponAbility.SetCurrentAbility( bc, ab );
						else
							WeaponAbility.ClearCurrentAbility( bc );
					}
				}

				if ( CheckHit( attacker, defender ) )
					OnHit( attacker, defender, damageBonus );
				else
					OnMiss( attacker, defender );
			}

			return GetDelay( attacker );
		}

		#region Sounds
		public virtual int GetHitAttackSound( Mobile attacker, Mobile defender )
		{
			int sound = attacker.GetAttackSound();

			if ( sound == -1 )
				sound = HitSound;

			return sound;
		}

		public virtual int GetHitDefendSound( Mobile attacker, Mobile defender )
		{
			return defender.GetHurtSound();
		}

		public virtual int GetMissAttackSound( Mobile attacker, Mobile defender )
		{
			if ( attacker.GetAttackSound() == -1 )
				return MissSound;
			else
				return -1;
		}

		public virtual int GetMissDefendSound( Mobile attacker, Mobile defender )
		{
			return -1;
		}
		#endregion

		public static bool CheckParry( Mobile defender )
		{
			if ( defender == null )
				return false;

			BaseShield shield = defender.FindItemOnLayer( Layer.TwoHanded ) as BaseShield;

			double parry = defender.Skills[SkillName.Parry].Value;
			double bushidoNonRacial = defender.Skills[SkillName.Bushido].NonRacialValue;
			double bushido = defender.Skills[SkillName.Bushido].Value;

			if ( shield != null )
			{
				double chance = (parry - bushidoNonRacial) / 400.0;	// As per OSI, no negitive effect from the Racial stuffs, ie, 120 parry and '0' bushido with humans

				if ( chance < 0 ) // chance shouldn't go below 0
					chance = 0;				

				// Parry/Bushido over 100 grants a 5% bonus.
				if ( parry >= 100.0 || bushido >= 100.0)
					chance += 0.05;

				// Evasion grants a variable bonus post ML. 50% prior.
				if ( Evasion.IsEvading( defender ) )
                    chance *= Evasion.GetParryScalar( defender );

				// Low dexterity lowers the chance.
				if ( defender.Dex < 80 )
					chance = chance * (20 + defender.Dex) / 100;

				return defender.CheckSkill( SkillName.Parry, chance );
			}
			else if ( !(defender.Weapon is Fists) && !(defender.Weapon is BaseRanged) )
			{
				BaseWeapon weapon = defender.Weapon as BaseWeapon;

				double divisor = (weapon.Layer == Layer.OneHanded) ? 48000.0 : 41140.0;

				double chance = (parry * bushido) / divisor;

				double aosChance = parry / 800.0;

				// Parry or Bushido over 100 grant a 5% bonus.
				if( parry >= 100.0 )
				{
					chance += 0.05;
					aosChance += 0.05;
				}
				else if( bushido >= 100.0 )
				{
					chance += 0.05;
				}

                // Evasion grants a variable bonus post ML. 50% prior.
                if( Evasion.IsEvading( defender ) )
                    chance *= Evasion.GetParryScalar( defender );

				// Low dexterity lowers the chance.
				if( defender.Dex < 80 )
					chance = chance * (20 + defender.Dex) / 100;

				if ( chance > aosChance )
					return defender.CheckSkill( SkillName.Parry, chance );
				else
					return (aosChance > Utility.RandomDouble()); // Only skillcheck if wielding a shield & there's no effect from Bushido
			}

			return false;
		}

		public virtual int AbsorbDamageAOS( Mobile attacker, Mobile defender, int damage )
		{
			bool blocked = false;

			if ( defender.Player || defender.Body.IsHuman )
			{
				blocked = CheckParry( defender );

				if ( blocked )
				{
					defender.FixedEffect( 0x37B9, 10, 16 );
					damage = 0;

					// Successful block removes the Honorable Execution penalty.
					HonorableExecution.RemovePenalty( defender );

					if ( CounterAttack.IsCountering( defender ) )
					{
						BaseWeapon weapon = defender.Weapon as BaseWeapon;

						if ( weapon != null )
						{
							defender.FixedParticles(0x3779, 1, 15, 0x158B, 0x0, 0x3, EffectLayer.Waist);
							weapon.OnSwing( defender, attacker );
						}

						CounterAttack.StopCountering( defender );
					}

					if ( Confidence.IsConfident( defender ) )
					{
						defender.SendLocalizedMessage( 1063117 ); // Your confidence reassures you as you successfully block your opponent's blow.

						double bushido = defender.Skills.Bushido.Value;

						defender.Hits += Utility.RandomMinMax( 1, (int)(bushido / 12) );
						defender.Stam += Utility.RandomMinMax( 1, (int)(bushido / 5) );
					}

					BaseShield shield = defender.FindItemOnLayer( Layer.TwoHanded ) as BaseShield;

					if ( shield != null )
					{
						shield.OnHit( this, damage );
					}
				}
			}

			if ( !blocked )
			{
				double positionChance = Utility.RandomDouble();

				Item armorItem;

				if( positionChance < 0.07 )
					armorItem = defender.NeckArmor;
				else if( positionChance < 0.14 )
					armorItem = defender.HandArmor;
				else if( positionChance < 0.28 )
					armorItem = defender.ArmsArmor;
				else if( positionChance < 0.43 )
					armorItem = defender.HeadArmor;
				else if( positionChance < 0.65 )
					armorItem = defender.LegsArmor;
				else
					armorItem = defender.ChestArmor;

				IWearableDurability armor = armorItem as IWearableDurability;

				if ( armor != null )
					armor.OnHit( this, damage ); // call OnHit to lose durability
			}

			return damage;
		}

		public virtual int AbsorbDamage( Mobile attacker, Mobile defender, int damage )
		{
			if ( Core.AOS )
				return AbsorbDamageAOS( attacker, defender, damage );

			double chance = Utility.RandomDouble();

			Item armorItem;

			if( chance < 0.07 )
				armorItem = defender.NeckArmor;
			else if( chance < 0.14 )
				armorItem = defender.HandArmor;
			else if( chance < 0.28 )
				armorItem = defender.ArmsArmor;
			else if( chance < 0.43 )
				armorItem = defender.HeadArmor;
			else if( chance < 0.65 )
				armorItem = defender.LegsArmor;
			else
				armorItem = defender.ChestArmor;

			IWearableDurability armor = armorItem as IWearableDurability;

			if ( armor != null )
				damage = armor.OnHit( this, damage );

			BaseShield shield = defender.FindItemOnLayer( Layer.TwoHanded ) as BaseShield;
			if ( shield != null )
				damage = shield.OnHit( this, damage );

			int virtualArmor = defender.VirtualArmor + defender.VirtualArmorMod;

			if ( virtualArmor > 0 )
			{
				double scalar;

				if ( chance < 0.14 )
					scalar = 0.07;
				else if ( chance < 0.28 )
					scalar = 0.14;
				else if ( chance < 0.43 )
					scalar = 0.15;
				else if ( chance < 0.65 )
					scalar = 0.22;
				else
					scalar = 0.35;

				int from = (int)(virtualArmor * scalar) / 2;
				int to = (int)(virtualArmor * scalar);

				damage -= Utility.Random( from, (to - from) + 1 );
			}

			return damage;
		}

		public virtual int GetPackInstinctBonus( Mobile attacker, Mobile defender )
		{
			if ( attacker.Player || defender.Player )
				return 0;

			BaseCreature bc = attacker as BaseCreature;

			if ( bc == null || bc.PackInstinct == PackInstinct.None || (!bc.Controlled && !bc.Summoned) )
				return 0;

			Mobile master = bc.ControlMaster;

			if ( master == null )
				master = bc.SummonMaster;

			if ( master == null )
				return 0;

			int inPack = 1;

			foreach ( Mobile m in defender.GetMobilesInRange( 1 ) )
			{
				if ( m != attacker && m is BaseCreature )
				{
					BaseCreature tc = (BaseCreature)m;

					if ( (tc.PackInstinct & bc.PackInstinct) == 0 || (!tc.Controlled && !tc.Summoned) )
						continue;

					Mobile theirMaster = tc.ControlMaster;

					if ( theirMaster == null )
						theirMaster = tc.SummonMaster;

					if ( master == theirMaster && tc.Combatant == defender )
						++inPack;
				}
			}

			if ( inPack >= 5 )
				return 100;
			else if ( inPack >= 4 )
				return 75;
			else if ( inPack >= 3 )
				return 50;
			else if ( inPack >= 2 )
				return 25;

			return 0;
		}

		private static bool m_InDoubleStrike;

		public static bool InDoubleStrike
		{
			get{ return m_InDoubleStrike; }
			set{ m_InDoubleStrike = value; }
		}

		public void OnHit( Mobile attacker, Mobile defender )
		{
			OnHit( attacker, defender, 1.0 );
		}

		public virtual void OnHit( Mobile attacker, Mobile defender, double damageBonus )
		{
			if ( MirrorImage.HasClone( defender ) && (defender.Skills.Ninjitsu.Value / 150.0) > Utility.RandomDouble() )
			{
				Clone bc;

				foreach ( Mobile m in defender.GetMobilesInRange( 4 ) )
				{
					bc = m as Clone;

					if ( bc != null && bc.Summoned && bc.SummonMaster == defender )
					{
						attacker.SendLocalizedMessage( 1063141 ); // Your attack has been diverted to a nearby mirror image of your target!
						defender.SendLocalizedMessage( 1063140 ); // You manage to divert the attack onto one of your nearby mirror images.

						/*
						 * TODO: What happens if the Clone parries a blow?
						 * And what about if the attacker is using Honorable Execution
						 * and kills it?
						 */

						defender = m;
						break;
					}
				}
			}

			PlaySwingAnimation( attacker );
			PlayHurtAnimation( defender );

			attacker.PlaySound( GetHitAttackSound( attacker, defender ) );
			defender.PlaySound( GetHitDefendSound( attacker, defender ) );

			int damage = ComputeDamage( attacker, defender );

			#region Damage Multipliers
			/*
			 * The following damage bonuses multiply damage by a factor.
			 * Capped at x3 (300%).
			 */
			//double factor = 1.0;
			int percentageBonus = 0;

			WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );
			SpecialMove move = SpecialMove.GetCurrentMove( attacker );

			if( a != null )
			{
				//factor *= a.DamageScalar;
				percentageBonus += (int)(a.DamageScalar * 100) - 100;
			}

			if( move != null )
			{
				//factor *= move.GetDamageScalar( attacker, defender );
				percentageBonus += (int)(move.GetDamageScalar( attacker, defender ) * 100) - 100;
			}

			//factor *= damageBonus;
			percentageBonus += (int)(damageBonus * 100) - 100;

			CheckSlayerResult cs = CheckSlayers( attacker, defender );

			if ( cs != CheckSlayerResult.None )
			{
				if ( cs == CheckSlayerResult.Slayer )
					defender.FixedEffect( 0x37B9, 10, 5 );

				//factor *= 2.0;
				percentageBonus += 100;
			}

			if ( !attacker.Player )
			{
				if ( defender is PlayerMobile )
				{
					PlayerMobile pm = (PlayerMobile)defender;

					if( pm.EnemyOfOneType != null && pm.EnemyOfOneType != attacker.GetType() )
					{
						//factor *= 2.0;
						percentageBonus += 100;
					}
				}
			}
			else if ( !defender.Player )
			{
				if ( attacker is PlayerMobile )
				{
					PlayerMobile pm = (PlayerMobile)attacker;

					if ( pm.WaitingForEnemy )
					{
						pm.EnemyOfOneType = defender.GetType();
						pm.WaitingForEnemy = false;
					}

					if ( pm.EnemyOfOneType == defender.GetType() )
					{
						defender.FixedEffect( 0x37B9, 10, 5, 1160, 0 );
						//factor *= 1.5;
						percentageBonus += 50;
					}
				}
			}

			int packInstinctBonus = GetPackInstinctBonus( attacker, defender );

			if( packInstinctBonus != 0 )
			{
				//factor *= 1.0 + (double)packInstinctBonus / 100.0;
				percentageBonus += packInstinctBonus;
			}

			if( m_InDoubleStrike )
			{
				//factor *= 0.9; // 10% loss when attacking with double-strike
				percentageBonus -= 10;
			}

			TransformContext context = TransformationSpellHelper.GetContext( defender );

			if( (m_Slayer == SlayerName.Silver || m_Slayer2 == SlayerName.Silver) && context != null && context.Spell is NecromancerSpell && context.Type != typeof( HorrificBeastSpell ) )
			{
				//factor *= 1.25; // Every necromancer transformation other than horrific beast takes an additional 25% damage
				percentageBonus += 25;
			}

			if ( attacker is PlayerMobile && !(Core.ML && defender is PlayerMobile ))
			{
				PlayerMobile pmAttacker = (PlayerMobile) attacker;

				if( pmAttacker.HonorActive && pmAttacker.InRange( defender, 1 ) )
				{
					//factor *= 1.25;
					percentageBonus += 25;
				}

				if( pmAttacker.SentHonorContext != null && pmAttacker.SentHonorContext.Target == defender )
				{
					//pmAttacker.SentHonorContext.ApplyPerfectionDamageBonus( ref factor );
					percentageBonus += pmAttacker.SentHonorContext.PerfectionDamageBonus;
				}
			}

			//if ( factor > 3.0 )
			//	factor = 3.0;

			percentageBonus = Math.Min( percentageBonus, 300 );

			//damage = (int)(damage * factor);
			damage = AOS.Scale( damage, 100 + percentageBonus );
			#endregion

			if ( attacker is BaseCreature )
				((BaseCreature)attacker).AlterMeleeDamageTo( defender, ref damage );

			if ( defender is BaseCreature )
				((BaseCreature)defender).AlterMeleeDamageFrom( attacker, ref damage );

			damage = AbsorbDamage( attacker, defender, damage );

			if ( !Core.AOS && damage < 1 )
				damage = 1;
			else if ( Core.AOS && damage == 0 ) // parried
			{
				if ( a != null && a.Validate( attacker ) /*&& a.CheckMana( attacker, true )*/ ) // Parried special moves have no mana cost 
				{
					a = null;
					WeaponAbility.ClearCurrentAbility( attacker );

					attacker.SendLocalizedMessage( 1061140 ); // Your attack was parried!
				}
			}

			AddBlood( attacker, defender, damage );

			int phys, fire, cold, pois, nrgy;

			GetDamageTypes( attacker, out phys, out fire, out cold, out pois, out nrgy );

			if ( m_Consecrated )
			{
				phys = defender.PhysicalResistance;
				fire = defender.FireResistance;
				cold = defender.ColdResistance;
				pois = defender.PoisonResistance;
				nrgy = defender.EnergyResistance;

				int low = phys, type = 0;

				if ( fire < low ){ low = fire; type = 1; }
				if ( cold < low ){ low = cold; type = 2; }
				if ( pois < low ){ low = pois; type = 3; }
				if ( nrgy < low ){ low = nrgy; type = 4; }

				phys = fire = cold = pois = nrgy = 0;

				if ( type == 0 ) phys = 100;
				else if ( type == 1 ) fire = 100;
				else if ( type == 2 ) cold = 100;
				else if ( type == 3 ) pois = 100;
				else if ( type == 4 ) nrgy = 100;
			}

			int damageGiven = damage;

			if ( a != null && !a.OnBeforeDamage( attacker, defender ) )
			{
				WeaponAbility.ClearCurrentAbility( attacker );
				a = null;
			}

			if ( move != null && !move.OnBeforeDamage( attacker, defender ) )
			{
				SpecialMove.ClearCurrentMove( attacker );
				move = null;
			}

			bool ignoreArmor = ( a is ArmorIgnore || (move != null && move.IgnoreArmor( attacker )) );

			damageGiven = AOS.Damage( defender, attacker, damage, ignoreArmor, phys, fire, cold, pois, nrgy );

			double propertyBonus = ( move == null ) ? 1.0 : move.GetPropertyBonus( attacker );

			if ( Core.AOS )
			{
				int lifeLeech = 0;
				int stamLeech = 0;
				int manaLeech = 0;
				int wraithLeech = 0;

				if ( (int)(m_AosWeaponAttributes.HitLeechHits * propertyBonus) > Utility.Random( 100 ) )
					lifeLeech += 30; // HitLeechHits% chance to leech 30% of damage as hit points

				if ( (int)(m_AosWeaponAttributes.HitLeechStam * propertyBonus) > Utility.Random( 100 ) )
					stamLeech += 100; // HitLeechStam% chance to leech 100% of damage as stamina

				if ( (int)(m_AosWeaponAttributes.HitLeechMana * propertyBonus) > Utility.Random( 100 ) )
					manaLeech += 40; // HitLeechMana% chance to leech 40% of damage as mana

				if ( m_Cursed )
					lifeLeech += 50; // Additional 50% life leech for cursed weapons (necro spell)

				context = TransformationSpellHelper.GetContext( attacker );

				if ( context != null && context.Type == typeof( VampiricEmbraceSpell ) )
					lifeLeech += 20; // Vampiric embrace gives an additional 20% life leech

				if ( context != null && context.Type == typeof( WraithFormSpell ) )
				{
					wraithLeech = (5 + (int)((15 * attacker.Skills.SpiritSpeak.Value) / 100)); // Wraith form gives an additional 5-20% mana leech

					// Mana leeched by the Wraith Form spell is actually stolen, not just leeched.
					defender.Mana -= AOS.Scale( damageGiven, wraithLeech );

					manaLeech += wraithLeech;
				}

				if ( lifeLeech != 0 )
					attacker.Hits += AOS.Scale( damageGiven, lifeLeech );

				if ( stamLeech != 0 )
					attacker.Stam += AOS.Scale( damageGiven, stamLeech );

				if ( manaLeech != 0 )
					attacker.Mana += AOS.Scale( damageGiven, manaLeech );

				if ( lifeLeech != 0 || stamLeech != 0 || manaLeech != 0 )
					attacker.PlaySound( 0x44D );
			}

			if ( m_MaxHits > 0 && ((MaxRange <= 1 && (defender is Slime || defender is ToxicElemental)) || Utility.Random( 25 ) == 0) ) // Stratics says 50% chance, seems more like 4%..
			{
				if ( MaxRange <= 1 && (defender is Slime || defender is ToxicElemental) )
					attacker.LocalOverheadMessage( MessageType.Regular, 0x3B2, 500263 ); // *Acid blood scars your weapon!*

				if ( Core.AOS && m_AosWeaponAttributes.SelfRepair > Utility.Random( 10 ) )
				{
					HitPoints += 2;
				}
				else
				{
					if ( m_Hits > 0 )
					{
						--HitPoints;
					}
					else if ( m_MaxHits > 1 )
					{
						--MaxHitPoints;

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

			if ( attacker is VampireBatFamiliar )
			{
				BaseCreature bc = (BaseCreature)attacker;
				Mobile caster = bc.ControlMaster;

				if ( caster == null )
					caster = bc.SummonMaster;

				if ( caster != null && caster.Map == bc.Map && caster.InRange( bc, 2 ) )
					caster.Hits += damage;
				else
					bc.Hits += damage;
			}

			if ( Core.AOS )
			{
				int physChance = (int)(m_AosWeaponAttributes.HitPhysicalArea * propertyBonus);
				int fireChance = (int)(m_AosWeaponAttributes.HitFireArea * propertyBonus);
				int coldChance = (int)(m_AosWeaponAttributes.HitColdArea * propertyBonus);
				int poisChance = (int)(m_AosWeaponAttributes.HitPoisonArea * propertyBonus);
				int nrgyChance = (int)(m_AosWeaponAttributes.HitEnergyArea * propertyBonus);

				if ( physChance != 0 && physChance > Utility.Random( 100 ) )
					DoAreaAttack( attacker, defender, 0x10E,   50, 100, 0, 0, 0, 0 );

				if ( fireChance != 0 && fireChance > Utility.Random( 100 ) )
					DoAreaAttack( attacker, defender, 0x11D, 1160, 0, 100, 0, 0, 0 );

				if ( coldChance != 0 && coldChance > Utility.Random( 100 ) )
					DoAreaAttack( attacker, defender, 0x0FC, 2100, 0, 0, 100, 0, 0 );

				if ( poisChance != 0 && poisChance > Utility.Random( 100 ) )
					DoAreaAttack( attacker, defender, 0x205, 1166, 0, 0, 0, 100, 0 );

				if ( nrgyChance != 0 && nrgyChance > Utility.Random( 100 ) )
					DoAreaAttack( attacker, defender, 0x1F1,  120, 0, 0, 0, 0, 100 );

				int maChance = (int)(m_AosWeaponAttributes.HitMagicArrow * propertyBonus);
				int harmChance = (int)(m_AosWeaponAttributes.HitHarm * propertyBonus);
				int fireballChance = (int)(m_AosWeaponAttributes.HitFireball * propertyBonus);
				int lightningChance = (int)(m_AosWeaponAttributes.HitLightning * propertyBonus);
				int dispelChance = (int)(m_AosWeaponAttributes.HitDispel * propertyBonus);

				if ( maChance != 0 && maChance > Utility.Random( 100 ) )
					DoMagicArrow( attacker, defender );

				if ( harmChance != 0 && harmChance > Utility.Random( 100 ) )
					DoHarm( attacker, defender );

				if ( fireballChance != 0 && fireballChance > Utility.Random( 100 ) )
					DoFireball( attacker, defender );

				if ( lightningChance != 0 && lightningChance > Utility.Random( 100 ) )
					DoLightning( attacker, defender );

				if ( dispelChance != 0 && dispelChance > Utility.Random( 100 ) )
					DoDispel( attacker, defender );

				int laChance = (int)(m_AosWeaponAttributes.HitLowerAttack * propertyBonus);
				int ldChance = (int)(m_AosWeaponAttributes.HitLowerDefend * propertyBonus);

				if ( laChance != 0 && laChance > Utility.Random( 100 ) )
					DoLowerAttack( attacker, defender );

				if ( ldChance != 0 && ldChance > Utility.Random( 100 ) )
					DoLowerDefense( attacker, defender );
			}

			if ( attacker is BaseCreature )
				((BaseCreature)attacker).OnGaveMeleeAttack( defender );

			if ( defender is BaseCreature )
				((BaseCreature)defender).OnGotMeleeAttack( attacker );

			if ( a != null )
				a.OnHit( attacker, defender, damage );

			if ( move != null )
				move.OnHit( attacker, defender, damage );

			if ( defender is IHonorTarget && ((IHonorTarget)defender).ReceivedHonorContext != null )
				((IHonorTarget)defender).ReceivedHonorContext.OnTargetHit( attacker );

			if ( !(this is BaseRanged) )
			{
				if ( AnimalForm.UnderTransformation( attacker, typeof( GiantSerpent ) ) )
					defender.ApplyPoison( attacker, Poison.Lesser );

				if ( AnimalForm.UnderTransformation( defender, typeof( BullFrog ) ) )
					attacker.ApplyPoison( defender, Poison.Regular );
			}
		}

		public virtual double GetAosDamage( Mobile attacker, int bonus, int dice, int sides )
		{
			int damage = Utility.Dice( dice, sides, bonus ) * 100;
			int damageBonus = 0;

			// Inscription bonus
			int inscribeSkill = attacker.Skills[SkillName.Inscribe].Fixed;

			damageBonus += inscribeSkill / 200;

			if ( inscribeSkill >= 1000 )
				damageBonus += 5;

			if ( attacker.Player )
			{
				// Int bonus
				damageBonus += (attacker.Int / 10);

				// SDI bonus
				damageBonus += AosAttributes.GetValue( attacker, AosAttribute.SpellDamage );

				TransformContext context = TransformationSpellHelper.GetContext( attacker );

				if( context != null && context.Spell is ReaperFormSpell )
					damageBonus += ((ReaperFormSpell)context.Spell).SpellDamageBonus;
			}

			damage = AOS.Scale( damage, 100 + damageBonus );

			return damage / 100;
		}

		#region Do<AoSEffect>
		public virtual void DoMagicArrow( Mobile attacker, Mobile defender )
		{
			if ( !attacker.CanBeHarmful( defender, false ) )
				return;

			attacker.DoHarmful( defender );

			double damage = GetAosDamage( attacker, 10, 1, 4 );

			attacker.MovingParticles( defender, 0x36E4, 5, 0, false, true, 3006, 4006, 0 );
			attacker.PlaySound( 0x1E5 );

			SpellHelper.Damage( TimeSpan.FromSeconds( 1.0 ), defender, attacker, damage, 0, 100, 0, 0, 0 );
		}

		public virtual void DoHarm( Mobile attacker, Mobile defender )
		{
			if ( !attacker.CanBeHarmful( defender, false ) )
				return;

			attacker.DoHarmful( defender );

			double damage = GetAosDamage( attacker, 17, 1, 5 );

			if ( !defender.InRange( attacker, 2 ) )
				damage *= 0.25; // 1/4 damage at > 2 tile range
			else if ( !defender.InRange( attacker, 1 ) )
				damage *= 0.50; // 1/2 damage at 2 tile range

			defender.FixedParticles( 0x374A, 10, 30, 5013, 1153, 2, EffectLayer.Waist );
			defender.PlaySound( 0x0FC );

			SpellHelper.Damage( TimeSpan.Zero, defender, attacker, damage, 0, 0, 100, 0, 0 );
		}

		public virtual void DoFireball( Mobile attacker, Mobile defender )
		{
			if ( !attacker.CanBeHarmful( defender, false ) )
				return;

			attacker.DoHarmful( defender );

			double damage = GetAosDamage( attacker, 19, 1, 5 );

			attacker.MovingParticles( defender, 0x36D4, 7, 0, false, true, 9502, 4019, 0x160 );
			attacker.PlaySound( 0x15E );

			SpellHelper.Damage( TimeSpan.FromSeconds( 1.0 ), defender, attacker, damage, 0, 100, 0, 0, 0 );
		}

		public virtual void DoLightning( Mobile attacker, Mobile defender )
		{
			if ( !attacker.CanBeHarmful( defender, false ) )
				return;

			attacker.DoHarmful( defender );

			double damage = GetAosDamage( attacker, 23, 1, 4 );

			defender.BoltEffect( 0 );

			SpellHelper.Damage( TimeSpan.Zero, defender, attacker, damage, 0, 0, 0, 0, 100 );
		}

		public virtual void DoDispel( Mobile attacker, Mobile defender )
		{
			bool dispellable = false;

			if ( defender is BaseCreature )
				dispellable = ((BaseCreature)defender).Summoned && !((BaseCreature)defender).IsAnimatedDead;

			if ( !dispellable )
				return;

			if ( !attacker.CanBeHarmful( defender, false ) )
				return;

			attacker.DoHarmful( defender );

			Spells.MagerySpell sp = new Spells.Sixth.DispelSpell( attacker, null );

			if ( sp.CheckResisted( defender ) )
			{
				defender.FixedEffect( 0x3779, 10, 20 );
			}
			else
			{
				Effects.SendLocationParticles( EffectItem.Create( defender.Location, defender.Map, EffectItem.DefaultDuration ), 0x3728, 8, 20, 5042 );
				Effects.PlaySound( defender, defender.Map, 0x201 );

				defender.Delete();
			}
		}

		public virtual void DoLowerAttack( Mobile from, Mobile defender )
		{
			if ( HitLower.ApplyAttack( defender ) )
			{
				defender.PlaySound( 0x28E );
				Effects.SendTargetEffect( defender, 0x37BE, 1, 4, 0xA, 3 );
			}
		}

		public virtual void DoLowerDefense( Mobile from, Mobile defender )
		{
			if ( HitLower.ApplyDefense( defender ) )
			{
				defender.PlaySound( 0x28E );
				Effects.SendTargetEffect( defender, 0x37BE, 1, 4, 0x23, 3 );
			}
		}

		public virtual void DoAreaAttack( Mobile from, Mobile defender, int sound, int hue, int phys, int fire, int cold, int pois, int nrgy )
		{
			Map map = from.Map;

			if ( map == null )
				return;

			List<Mobile> list = new List<Mobile>();

			foreach ( Mobile m in from.GetMobilesInRange( 10 ) )
			{
				if ( from != m && defender != m && SpellHelper.ValidIndirectTarget( from, m ) && from.CanBeHarmful( m, false ) && ( !Core.ML || from.InLOS( m ) ) )
					list.Add( m );
			}

			if ( list.Count == 0 )
				return;

			Effects.PlaySound( from.Location, map, sound );

			// TODO: What is the damage calculation?

			for ( int i = 0; i < list.Count; ++i )
			{
				Mobile m = list[i];

				double scalar = (11 - from.GetDistanceToSqrt( m )) / 10;

				if ( scalar > 1.0 )
					scalar = 1.0;
				else if ( scalar < 0.0 )
					continue;

				from.DoHarmful( m, true );
				m.FixedEffect( 0x3779, 1, 15, hue, 0 );
				AOS.Damage( m, from, (int)(GetBaseDamage( from ) * scalar), phys, fire, cold, pois, nrgy );
			}
		}
		#endregion

		public virtual CheckSlayerResult CheckSlayers( Mobile attacker, Mobile defender )
		{
			BaseWeapon atkWeapon = attacker.Weapon as BaseWeapon;
			SlayerEntry atkSlayer = SlayerGroup.GetEntryByName( atkWeapon.Slayer );
			SlayerEntry atkSlayer2 = SlayerGroup.GetEntryByName( atkWeapon.Slayer2 );

			if ( atkSlayer != null && atkSlayer.Slays( defender )  || atkSlayer2 != null && atkSlayer2.Slays( defender ) )
				return CheckSlayerResult.Slayer;

			if ( !Core.SE )
			{
				ISlayer defISlayer = Spellbook.FindEquippedSpellbook( defender );

				if( defISlayer == null )
					defISlayer = defender.Weapon as ISlayer;

				if( defISlayer != null )
				{
					SlayerEntry defSlayer = SlayerGroup.GetEntryByName( defISlayer.Slayer );
					SlayerEntry defSlayer2 = SlayerGroup.GetEntryByName( defISlayer.Slayer2 );

					if( defSlayer != null && defSlayer.Group.OppositionSuperSlays( attacker ) || defSlayer2 != null && defSlayer2.Group.OppositionSuperSlays( attacker ) )
						return CheckSlayerResult.Opposition;
				}
			}

			return CheckSlayerResult.None;
		}

		public virtual void AddBlood( Mobile attacker, Mobile defender, int damage )
		{
			if ( damage > 0 )
			{
				new Blood().MoveToWorld( defender.Location, defender.Map );

				int extraBlood = (Core.SE ? Utility.RandomMinMax( 3, 4 ) : Utility.RandomMinMax( 0, 1 ) );

				for( int i = 0; i < extraBlood; i++ )
				{
					new Blood().MoveToWorld( new Point3D(
						defender.X + Utility.RandomMinMax( -1, 1 ),
						defender.Y + Utility.RandomMinMax( -1, 1 ),
						defender.Z ), defender.Map );
				}
			}
		}

		public virtual void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
		{
			if( wielder is BaseCreature )
			{
				BaseCreature bc = (BaseCreature)wielder;

				phys = bc.PhysicalDamage;
				fire = bc.FireDamage;
				cold = bc.ColdDamage;
				pois = bc.PoisonDamage;
				nrgy = bc.EnergyDamage;
			}
			else
			{
				fire = m_AosElementDamages.Fire;
				cold = m_AosElementDamages.Cold;
				pois = m_AosElementDamages.Poison;
				nrgy = m_AosElementDamages.Energy;

				phys = 100 - fire - cold - pois - nrgy;

				CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );

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

					if( attrInfo != null )
					{
						int left = phys;

						left = ApplyCraftAttributeElementDamage( attrInfo.WeaponColdDamage,		ref cold, left );
						left = ApplyCraftAttributeElementDamage( attrInfo.WeaponEnergyDamage,	ref nrgy, left );
						left = ApplyCraftAttributeElementDamage( attrInfo.WeaponFireDamage,		ref fire, left );
						left = ApplyCraftAttributeElementDamage( attrInfo.WeaponPoisonDamage,	ref pois, left );

						phys = left;
					}
				}
			}
		}

		private int ApplyCraftAttributeElementDamage( int attrDamage, ref int element, int totalRemaining )
		{
			if( totalRemaining <= 0 )
				return 0;

			if ( attrDamage <= 0 )
				return totalRemaining;

			int appliedDamage = attrDamage;

			if ( (appliedDamage + element) > 100 )
				appliedDamage = 100 - element;

			if( appliedDamage > totalRemaining )
				appliedDamage = totalRemaining;

			element += appliedDamage;

			return totalRemaining - appliedDamage;
		}

		public virtual void OnMiss( Mobile attacker, Mobile defender )
		{
			PlaySwingAnimation( attacker );
			attacker.PlaySound( GetMissAttackSound( attacker, defender ) );
			defender.PlaySound( GetMissDefendSound( attacker, defender ) );

			WeaponAbility ability = WeaponAbility.GetCurrentAbility( attacker );

			if ( ability != null )
				ability.OnMiss( attacker, defender );

			SpecialMove move = SpecialMove.GetCurrentMove( attacker );

			if ( move != null )
				move.OnMiss( attacker, defender );

			if ( defender is IHonorTarget && ((IHonorTarget)defender).ReceivedHonorContext != null )
				((IHonorTarget)defender).ReceivedHonorContext.OnTargetMissed( attacker );
		}

		public virtual void GetBaseDamageRange( Mobile attacker, out int min, out int max )
		{
			if ( attacker is BaseCreature )
			{
				BaseCreature c = (BaseCreature)attacker;

				if ( c.DamageMin >= 0 )
				{
					min = c.DamageMin;
					max = c.DamageMax;
					return;
				}

				if ( this is Fists && !attacker.Body.IsHuman )
				{
					min = attacker.Str / 28;
					max = attacker.Str / 28;
					return;
				}
			}

			min = MinDamage;
			max = MaxDamage;
		}

		public virtual double GetBaseDamage( Mobile attacker )
		{
			int min, max;

			GetBaseDamageRange( attacker, out min, out max );

			return Utility.RandomMinMax( min, max );
		}

		public virtual double GetBonus( double value, double scalar, double threshold, double offset )
		{
			double bonus = value * scalar;

			if ( value >= threshold )
				bonus += offset;

			return bonus / 100;
		}

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

			int bonus = 0;

			switch ( m_AccuracyLevel )
			{
				case WeaponAccuracyLevel.Accurate:		bonus += 02; break;
				case WeaponAccuracyLevel.Surpassingly:	bonus += 04; break;
				case WeaponAccuracyLevel.Eminently:		bonus += 06; break;
				case WeaponAccuracyLevel.Exceedingly:	bonus += 08; break;
				case WeaponAccuracyLevel.Supremely:		bonus += 10; break;
			}

			return bonus;
		}

		public virtual int GetDamageBonus()
		{
			int bonus = VirtualDamageBonus;

			switch ( m_Quality )
			{
				case WeaponQuality.Low:			bonus -= 20; break;
				case WeaponQuality.Exceptional:	bonus += 20; break;
			}

			switch ( m_DamageLevel )
			{
				case WeaponDamageLevel.Ruin:	bonus += 15; break;
				case WeaponDamageLevel.Might:	bonus += 20; break;
				case WeaponDamageLevel.Force:	bonus += 25; break;
				case WeaponDamageLevel.Power:	bonus += 30; break;
				case WeaponDamageLevel.Vanq:	bonus += 35; break;
			}

			return bonus;
		}

		public virtual void GetStatusDamage( Mobile from, out int min, out int max )
		{
			int baseMin, baseMax;

			GetBaseDamageRange( from, out baseMin, out baseMax );

			if ( Core.AOS )
			{
				min = Math.Max( (int)ScaleDamageAOS( from, baseMin, false ), 1 );
				max = Math.Max( (int)ScaleDamageAOS( from, baseMax, false ), 1 );
			}
			else
			{
				min = Math.Max( (int)ScaleDamageOld( from, baseMin, false ), 1 );
				max = Math.Max( (int)ScaleDamageOld( from, baseMax, false ), 1 );
			}
		}

		public virtual double ScaleDamageAOS( Mobile attacker, double damage, bool checkSkills )
		{
			if ( checkSkills )
			{
				attacker.CheckSkill( SkillName.Tactics, 0.0, attacker.Skills[SkillName.Tactics].Cap ); // Passively check tactics for gain
				attacker.CheckSkill( SkillName.Anatomy, 0.0, attacker.Skills[SkillName.Anatomy].Cap ); // Passively check Anatomy for gain

				if ( Type == WeaponType.Axe )
					attacker.CheckSkill( SkillName.Lumberjacking, 0.0, 100.0 ); // Passively check Lumberjacking for gain
			}

			#region Physical bonuses
			/*
			 * These are the bonuses given by the physical characteristics of the mobile.
			 * No caps apply.
			 */
			double strengthBonus = GetBonus( attacker.Str,										0.300, 100.0,  5.00 );
			double  anatomyBonus = GetBonus( attacker.Skills[SkillName.Anatomy].Value,			0.500, 100.0,  5.00 );
			double  tacticsBonus = GetBonus( attacker.Skills[SkillName.Tactics].Value,			0.625, 100.0,  6.25 );
			double   lumberBonus = GetBonus( attacker.Skills[SkillName.Lumberjacking].Value,	0.200, 100.0, 10.00 );

			if ( Type != WeaponType.Axe )
				lumberBonus = 0.0;
			#endregion

			#region Modifiers
			/*
			 * The following are damage modifiers whose effect shows on the status bar.
			 * Capped at 100% total.
			 */
			int damageBonus = AosAttributes.GetValue( attacker, AosAttribute.WeaponDamage );

			// Horrific Beast transformation gives a +25% bonus to damage.
			if( TransformationSpellHelper.UnderTransformation( attacker, typeof( HorrificBeastSpell ) ) )
				damageBonus += 25;

			// Divine Fury gives a +10% bonus to damage.
			if ( Spells.Chivalry.DivineFurySpell.UnderEffect( attacker ) )
				damageBonus += 10;

			int defenseMasteryMalus = 0;

			// Defense Mastery gives a -50%/-80% malus to damage.
			if ( Server.Items.DefenseMastery.GetMalus( attacker, ref defenseMasteryMalus ) )
				damageBonus -= defenseMasteryMalus;

			int discordanceEffect = 0;

			// Discordance gives a -2%/-48% malus to damage.
			if ( SkillHandlers.Discordance.GetEffect( attacker, ref discordanceEffect ) )
				damageBonus -= discordanceEffect * 2;

			if ( damageBonus > 100 )
				damageBonus = 100;
			#endregion

			double totalBonus = strengthBonus + anatomyBonus + tacticsBonus + lumberBonus + ((double)(GetDamageBonus() + damageBonus) / 100.0);

			return damage + (int)(damage * totalBonus);
		}

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

		public virtual int ComputeDamageAOS( Mobile attacker, Mobile defender )
		{
			return (int)ScaleDamageAOS( attacker, GetBaseDamage( attacker ), true );
		}

		public virtual double ScaleDamageOld( Mobile attacker, double damage, bool checkSkills )
		{
			if ( checkSkills )
			{
				attacker.CheckSkill( SkillName.Tactics, 0.0, attacker.Skills[SkillName.Tactics].Cap ); // Passively check tactics for gain
				attacker.CheckSkill( SkillName.Anatomy, 0.0, attacker.Skills[SkillName.Anatomy].Cap ); // Passively check Anatomy for gain

				if ( Type == WeaponType.Axe )
					attacker.CheckSkill( SkillName.Lumberjacking, 0.0, 100.0 ); // Passively check Lumberjacking for gain
			}

			/* Compute tactics modifier
			 * :   0.0 = 50% loss
			 * :  50.0 = unchanged
			 * : 100.0 = 50% bonus
			 */
			double tacticsBonus = (attacker.Skills[SkillName.Tactics].Value - 50.0) / 100.0;

			/* Compute strength modifier
			 * : 1% bonus for every 5 strength
			 */
			double strBonus = (attacker.Str / 5.0) / 100.0;

			/* Compute anatomy modifier
			 * : 1% bonus for every 5 points of anatomy
			 * : +10% bonus at Grandmaster or higher
			 */
			double anatomyValue = attacker.Skills[SkillName.Anatomy].Value;
			double anatomyBonus = (anatomyValue / 5.0) / 100.0;

			if ( anatomyValue >= 100.0 )
				anatomyBonus += 0.1;

			/* Compute lumberjacking bonus
			 * : 1% bonus for every 5 points of lumberjacking
			 * : +10% bonus at Grandmaster or higher
			 */
			double lumberBonus;

			if ( Type == WeaponType.Axe )
			{
				double lumberValue = attacker.Skills[SkillName.Lumberjacking].Value;

				lumberBonus = (lumberValue / 5.0) / 100.0;

				if ( lumberValue >= 100.0 )
					lumberBonus += 0.1;
			}
			else
			{
				lumberBonus = 0.0;
			}

			// New quality bonus:
			double qualityBonus = ((int)m_Quality - 1) * 0.2;

			// Apply bonuses
			damage += (damage * tacticsBonus) + (damage * strBonus) + (damage * anatomyBonus) + (damage * lumberBonus) + (damage * qualityBonus) + ((damage * VirtualDamageBonus) / 100);

			// Old quality bonus:
#if false
			/* Apply quality offset
			 * : Low         : -4
			 * : Regular     :  0
			 * : Exceptional : +4
			 */
			damage += ((int)m_Quality - 1) * 4.0;
#endif

			/* Apply damage level offset
			 * : Regular : 0
			 * : Ruin    : 1
			 * : Might   : 3
			 * : Force   : 5
			 * : Power   : 7
			 * : Vanq    : 9
			 */
			if ( m_DamageLevel != WeaponDamageLevel.Regular )
				damage += (2.0 * (int)m_DamageLevel) - 1.0;

			// Halve the computed damage and return
			damage /= 2.0;

			return ScaleDamageByDurability( (int)damage );
		}

		public virtual int ScaleDamageByDurability( int damage )
		{
			int scale = 100;

			if ( m_MaxHits > 0 && m_Hits < m_MaxHits )
				scale = 50 + ((50 * m_Hits) / m_MaxHits);

			return AOS.Scale( damage, scale );
		}

		public virtual int ComputeDamage( Mobile attacker, Mobile defender )
		{
			if ( Core.AOS )
				return ComputeDamageAOS( attacker, defender );

			return (int)ScaleDamageOld( attacker, GetBaseDamage( attacker ), true );
		}

		public virtual void PlayHurtAnimation( Mobile from )
		{
			int action;
			int frames;

			switch ( from.Body.Type )
			{
				case BodyType.Sea:
				case BodyType.Animal:
				{
					action = 7;
					frames = 5;
					break;
				}
				case BodyType.Monster:
				{
					action = 10;
					frames = 4;
					break;
				}
				case BodyType.Human:
				{
					action = 20;
					frames = 5;
					break;
				}
				default: return;
			}

			if ( from.Mounted )
				return;

			from.Animate( action, frames, 1, true, false, 0 );
		}

		public virtual void PlaySwingAnimation( Mobile from )
		{
			int action;

			switch ( from.Body.Type )
			{
				case BodyType.Sea:
				case BodyType.Animal:
				{
					action = Utility.Random( 5, 2 );
					break;
				}
				case BodyType.Monster:
				{
					switch ( Animation )
					{
						default:
						case WeaponAnimation.Wrestle:
						case WeaponAnimation.Bash1H:
						case WeaponAnimation.Pierce1H:
						case WeaponAnimation.Slash1H:
						case WeaponAnimation.Bash2H:
						case WeaponAnimation.Pierce2H:
						case WeaponAnimation.Slash2H: action = Utility.Random( 4, 3 ); break;
						case WeaponAnimation.ShootBow:  return; // 7
						case WeaponAnimation.ShootXBow: return; // 8
					}

					break;
				}
				case BodyType.Human:
				{
					if ( !from.Mounted )
					{
						action = (int)Animation;
					}
					else
					{
						switch ( Animation )
						{
							default:
							case WeaponAnimation.Wrestle:
							case WeaponAnimation.Bash1H:
							case WeaponAnimation.Pierce1H:
							case WeaponAnimation.Slash1H: action = 26; break;
							case WeaponAnimation.Bash2H:
							case WeaponAnimation.Pierce2H:
							case WeaponAnimation.Slash2H: action = 29; break;
							case WeaponAnimation.ShootBow: action = 27; break;
							case WeaponAnimation.ShootXBow: action = 28; break;
						}
					}

					break;
				}
				default: return;
			}

			from.Animate( action, 7, 1, true, false, 0 );
		}

		#region Serialization/Deserialization
		private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf )
		{
			if ( setIf )
				flags |= toSet;
		}

		private static bool GetSaveFlag( SaveFlag flags, SaveFlag toGet )
		{
			return ( (flags & toGet) != 0 );
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );
			
			writer.Write( (int) 8 ); // version

			SaveFlag flags = SaveFlag.None;

			SetSaveFlag( ref flags, SaveFlag.DamageLevel,		m_DamageLevel != WeaponDamageLevel.Regular );
			SetSaveFlag( ref flags, SaveFlag.AccuracyLevel,		m_AccuracyLevel != WeaponAccuracyLevel.Regular );
			SetSaveFlag( ref flags, SaveFlag.DurabilityLevel,	m_DurabilityLevel != WeaponDurabilityLevel.Regular );
			SetSaveFlag( ref flags, SaveFlag.Quality,			m_Quality != WeaponQuality.Regular );
			SetSaveFlag( ref flags, SaveFlag.Hits,				m_Hits != 0 );
			SetSaveFlag( ref flags, SaveFlag.MaxHits,			m_MaxHits != 0 );
			SetSaveFlag( ref flags, SaveFlag.Slayer,			m_Slayer != SlayerName.None );
			SetSaveFlag( ref flags, SaveFlag.Poison,			m_Poison != null );
			SetSaveFlag( ref flags, SaveFlag.PoisonCharges,		m_PoisonCharges != 0 );
			SetSaveFlag( ref flags, SaveFlag.Crafter,			m_Crafter != null );
			SetSaveFlag( ref flags, SaveFlag.Identified,		m_Identified != false );
			SetSaveFlag( ref flags, SaveFlag.StrReq,			m_StrReq != -1 );
			SetSaveFlag( ref flags, SaveFlag.DexReq,			m_DexReq != -1 );
			SetSaveFlag( ref flags, SaveFlag.IntReq,			m_IntReq != -1 );
			SetSaveFlag( ref flags, SaveFlag.MinDamage,			m_MinDamage != -1 );
			SetSaveFlag( ref flags, SaveFlag.MaxDamage,			m_MaxDamage != -1 );
			SetSaveFlag( ref flags, SaveFlag.HitSound,			m_HitSound != -1 );
			SetSaveFlag( ref flags, SaveFlag.MissSound,			m_MissSound != -1 );
			SetSaveFlag( ref flags, SaveFlag.Speed,				m_Speed != -1 );
			SetSaveFlag( ref flags, SaveFlag.MaxRange,			m_MaxRange != -1 );
			SetSaveFlag( ref flags, SaveFlag.Skill,				m_Skill != (SkillName)(-1) );
			SetSaveFlag( ref flags, SaveFlag.Type,				m_Type != (WeaponType)(-1) );
			SetSaveFlag( ref flags, SaveFlag.Animation,			m_Animation != (WeaponAnimation)(-1) );
			SetSaveFlag( ref flags, SaveFlag.Resource,			m_Resource != CraftResource.Iron );
			SetSaveFlag( ref flags, SaveFlag.xAttributes,		!m_AosAttributes.IsEmpty );
			SetSaveFlag( ref flags, SaveFlag.xWeaponAttributes,	!m_AosWeaponAttributes.IsEmpty );
			SetSaveFlag( ref flags, SaveFlag.PlayerConstructed,	m_PlayerConstructed );
			SetSaveFlag( ref flags, SaveFlag.SkillBonuses,		!m_AosSkillBonuses.IsEmpty );
			SetSaveFlag( ref flags, SaveFlag.Slayer2,			m_Slayer2 != SlayerName.None );
			SetSaveFlag( ref flags, SaveFlag.ElementalDamages,	!m_AosElementDamages.IsEmpty );
			SetSaveFlag( ref flags, SaveFlag.EngravedText,		!String.IsNullOrEmpty( m_EngravedText ) );

			writer.Write( (int) flags );

			if ( GetSaveFlag( flags, SaveFlag.DamageLevel ) )
				writer.Write( (int) m_DamageLevel );

			if ( GetSaveFlag( flags, SaveFlag.AccuracyLevel ) )
				writer.Write( (int) m_AccuracyLevel );

			if ( GetSaveFlag( flags, SaveFlag.DurabilityLevel ) )
				writer.Write( (int) m_DurabilityLevel );

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

			if ( GetSaveFlag( flags, SaveFlag.Hits ) )
				writer.Write( (int) m_Hits );

			if ( GetSaveFlag( flags, SaveFlag.MaxHits ) )
				writer.Write( (int) m_MaxHits );

			if ( GetSaveFlag( flags, SaveFlag.Slayer ) )
				writer.Write( (int) m_Slayer );

			if ( GetSaveFlag( flags, SaveFlag.Poison ) )
				Poison.Serialize( m_Poison, writer );

			if ( GetSaveFlag( flags, SaveFlag.PoisonCharges ) )
				writer.Write( (int) m_PoisonCharges );

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

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

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

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

			if ( GetSaveFlag( flags, SaveFlag.MinDamage ) )
				writer.Write( (int) m_MinDamage );

			if ( GetSaveFlag( flags, SaveFlag.MaxDamage ) )
				writer.Write( (int) m_MaxDamage );

			if ( GetSaveFlag( flags, SaveFlag.HitSound ) )
				writer.Write( (int) m_HitSound );

			if ( GetSaveFlag( flags, SaveFlag.MissSound ) )
				writer.Write( (int) m_MissSound );

			if ( GetSaveFlag( flags, SaveFlag.Speed ) )
				writer.Write( (int) m_Speed );

			if ( GetSaveFlag( flags, SaveFlag.MaxRange ) )
				writer.Write( (int) m_MaxRange );

			if ( GetSaveFlag( flags, SaveFlag.Skill ) )
				writer.Write( (int) m_Skill );

			if ( GetSaveFlag( flags, SaveFlag.Type ) )
				writer.Write( (int) m_Type );

			if ( GetSaveFlag( flags, SaveFlag.Animation ) )
				writer.Write( (int) m_Animation );

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

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

			if ( GetSaveFlag( flags, SaveFlag.xWeaponAttributes ) )
				m_AosWeaponAttributes.Serialize( writer );

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

			if ( GetSaveFlag( flags, SaveFlag.Slayer2 ) )
				writer.Write( (int)m_Slayer2 );

			if( GetSaveFlag( flags, SaveFlag.ElementalDamages ) )
				m_AosElementDamages.Serialize( writer );

			if( GetSaveFlag( flags, SaveFlag.EngravedText ) )
				writer.Write( (string) m_EngravedText );
		}

		[Flags]
		private enum SaveFlag
		{
			None					= 0x00000000,
			DamageLevel				= 0x00000001,
			AccuracyLevel			= 0x00000002,
			DurabilityLevel			= 0x00000004,
			Quality					= 0x00000008,
			Hits					= 0x00000010,
			MaxHits					= 0x00000020,
			Slayer					= 0x00000040,
			Poison					= 0x00000080,
			PoisonCharges			= 0x00000100,
			Crafter					= 0x00000200,
			Identified				= 0x00000400,
			StrReq					= 0x00000800,
			DexReq					= 0x00001000,
			IntReq					= 0x00002000,
			MinDamage				= 0x00004000,
			MaxDamage				= 0x00008000,
			HitSound				= 0x00010000,
			MissSound				= 0x00020000,
			Speed					= 0x00040000,
			MaxRange				= 0x00080000,
			Skill					= 0x00100000,
			Type					= 0x00200000,
			Animation				= 0x00400000,
			Resource				= 0x00800000,
			xAttributes				= 0x01000000,
			xWeaponAttributes		= 0x02000000,
			PlayerConstructed		= 0x04000000,
			SkillBonuses			= 0x08000000,
			Slayer2					= 0x10000000,
			ElementalDamages		= 0x20000000,
			EngravedText			= 0x40000000
		}

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

			int version = reader.ReadInt();

			switch ( version )
			{
				case 8:
				case 7:
				case 6:
				case 5:
				{
					SaveFlag flags = (SaveFlag)reader.ReadInt();

					if ( GetSaveFlag( flags, SaveFlag.DamageLevel ) )
					{
						m_DamageLevel = (WeaponDamageLevel)reader.ReadInt();

						if ( m_DamageLevel > WeaponDamageLevel.Vanq )
							m_DamageLevel = WeaponDamageLevel.Ruin;
					}

					if ( GetSaveFlag( flags, SaveFlag.AccuracyLevel ) )
					{
						m_AccuracyLevel = (WeaponAccuracyLevel)reader.ReadInt();

						if ( m_AccuracyLevel > WeaponAccuracyLevel.Supremely )
							m_AccuracyLevel = WeaponAccuracyLevel.Accurate;
					}

					if ( GetSaveFlag( flags, SaveFlag.DurabilityLevel ) )
					{
						m_DurabilityLevel = (WeaponDurabilityLevel)reader.ReadInt();

						if ( m_DurabilityLevel > WeaponDurabilityLevel.Indestructible )
							m_DurabilityLevel = WeaponDurabilityLevel.Durable;
					}

					if ( GetSaveFlag( flags, SaveFlag.Quality ) )
						m_Quality = (WeaponQuality)reader.ReadInt();
					else
						m_Quality = WeaponQuality.Regular;

					if ( GetSaveFlag( flags, SaveFlag.Hits ) )
						m_Hits = reader.ReadInt();

					if ( GetSaveFlag( flags, SaveFlag.MaxHits ) )
						m_MaxHits = reader.ReadInt();

					if ( GetSaveFlag( flags, SaveFlag.Slayer ) )
						m_Slayer = (SlayerName)reader.ReadInt();

					if ( GetSaveFlag( flags, SaveFlag.Poison ) )
						m_Poison = Poison.Deserialize( reader );

					if ( GetSaveFlag( flags, SaveFlag.PoisonCharges ) )
						m_PoisonCharges = reader.ReadInt();

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

					if ( GetSaveFlag( flags, SaveFlag.Identified ) )
						m_Identified = ( version >= 6 || reader.ReadBool() );

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

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

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

					if ( GetSaveFlag( flags, SaveFlag.MinDamage ) )
						m_MinDamage = reader.ReadInt();
					else
						m_MinDamage = -1;

					if ( GetSaveFlag( flags, SaveFlag.MaxDamage ) )
						m_MaxDamage = reader.ReadInt();
					else
						m_MaxDamage = -1;

					if ( GetSaveFlag( flags, SaveFlag.HitSound ) )
						m_HitSound = reader.ReadInt();
					else
						m_HitSound = -1;

					if ( GetSaveFlag( flags, SaveFlag.MissSound ) )
						m_MissSound = reader.ReadInt();
					else
						m_MissSound = -1;

					if ( GetSaveFlag( flags, SaveFlag.Speed ) )
						m_Speed = reader.ReadInt();
					else
						m_Speed = -1;

					if ( GetSaveFlag( flags, SaveFlag.MaxRange ) )
						m_MaxRange = reader.ReadInt();
					else
						m_MaxRange = -1;

					if ( GetSaveFlag( flags, SaveFlag.Skill ) )
						m_Skill = (SkillName)reader.ReadInt();
					else
						m_Skill = (SkillName)(-1);

					if ( GetSaveFlag( flags, SaveFlag.Type ) )
						m_Type = (WeaponType)reader.ReadInt();
					else
						m_Type = (WeaponType)(-1);

					if ( GetSaveFlag( flags, SaveFlag.Animation ) )
						m_Animation = (WeaponAnimation)reader.ReadInt();
					else
						m_Animation = (WeaponAnimation)(-1);

					if ( GetSaveFlag( flags, SaveFlag.Resource ) )
						m_Resource = (CraftResource)reader.ReadInt();
					else
						m_Resource = CraftResource.Iron;

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

					if ( GetSaveFlag( flags, SaveFlag.xWeaponAttributes ) )
						m_AosWeaponAttributes = new AosWeaponAttributes( this, reader );
					else
						m_AosWeaponAttributes = new AosWeaponAttributes( this );

					if ( UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile )
					{
						m_SkillMod = new DefaultSkillMod( AccuracySkill, true, (int)m_AccuracyLevel * 5 );
						((Mobile)Parent).AddSkillMod( m_SkillMod );
					}

					if ( version < 7 && m_AosWeaponAttributes.MageWeapon != 0 )
						m_AosWeaponAttributes.MageWeapon = 30 - m_AosWeaponAttributes.MageWeapon;

					if ( Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 && Parent is Mobile )
					{
						m_MageMod = new DefaultSkillMod( SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon );
						((Mobile)Parent).AddSkillMod( m_MageMod );
					}

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

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

					if( GetSaveFlag( flags, SaveFlag.Slayer2 ) )
						m_Slayer2 = (SlayerName)reader.ReadInt();

					if( GetSaveFlag( flags, SaveFlag.ElementalDamages ) )
						m_AosElementDamages = new AosElementAttributes( this, reader );
					else
						m_AosElementDamages = new AosElementAttributes( this );

					if( GetSaveFlag( flags, SaveFlag.EngravedText ) )
						m_EngravedText = reader.ReadString();

					break;
				}
				case 4:
				{
					m_Slayer = (SlayerName)reader.ReadInt();

					goto case 3;
				}
				case 3:
				{
					m_StrReq = reader.ReadInt();
					m_DexReq = reader.ReadInt();
					m_IntReq = reader.ReadInt();

					goto case 2;
				}
				case 2:
				{
					m_Identified = reader.ReadBool();

					goto case 1;
				}
				case 1:
				{
					m_MaxRange = reader.ReadInt();

					goto case 0;
				}
				case 0:
				{
					if ( version == 0 )
						m_MaxRange = 1; // default

					if ( version < 5 )
					{
						m_Resource = CraftResource.Iron;
						m_AosAttributes = new AosAttributes( this );
						m_AosWeaponAttributes = new AosWeaponAttributes( this );
						m_AosElementDamages = new AosElementAttributes( this );
						m_AosSkillBonuses = new AosSkillBonuses( this );
					}

					m_MinDamage = reader.ReadInt();
					m_MaxDamage = reader.ReadInt();

					m_Speed = reader.ReadInt();

					m_HitSound = reader.ReadInt();
					m_MissSound = reader.ReadInt();

					m_Skill = (SkillName)reader.ReadInt();
					m_Type = (WeaponType)reader.ReadInt();
					m_Animation = (WeaponAnimation)reader.ReadInt();
					m_DamageLevel = (WeaponDamageLevel)reader.ReadInt();
					m_AccuracyLevel = (WeaponAccuracyLevel)reader.ReadInt();
					m_DurabilityLevel = (WeaponDurabilityLevel)reader.ReadInt();
					m_Quality = (WeaponQuality)reader.ReadInt();

					m_Crafter = reader.ReadMobile();

					m_Poison = Poison.Deserialize( reader );
					m_PoisonCharges = reader.ReadInt();

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

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

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

					if ( m_MinDamage == OldMinDamage )
						m_MinDamage = -1;

					if ( m_MaxDamage == OldMaxDamage )
						m_MaxDamage = -1;

					if ( m_HitSound == OldHitSound )
						m_HitSound = -1;

					if ( m_MissSound == OldMissSound )
						m_MissSound = -1;

					if ( m_Speed == OldSpeed )
						m_Speed = -1;

					if ( m_MaxRange == OldMaxRange )
						m_MaxRange = -1;

					if ( m_Skill == OldSkill )
						m_Skill = (SkillName)(-1);

					if ( m_Type == OldType )
						m_Type = (WeaponType)(-1);

					if ( m_Animation == OldAnimation )
						m_Animation = (WeaponAnimation)(-1);

					if ( UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile )
					{
						m_SkillMod = new DefaultSkillMod( AccuracySkill, true, (int)m_AccuracyLevel * 5);
						((Mobile)Parent).AddSkillMod( m_SkillMod );
					}

					break;
				}
			}

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

			int strBonus = m_AosAttributes.BonusStr;
			int dexBonus = m_AosAttributes.BonusDex;
			int intBonus = m_AosAttributes.BonusInt;

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

				string modName = this.Serial.ToString();

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

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

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

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

			if ( m_Hits <= 0 && m_MaxHits <= 0 )
			{
				m_Hits = m_MaxHits = Utility.RandomMinMax( InitMinHits, InitMaxHits );
			}

			if ( version < 6 )
				m_PlayerConstructed = true; // we don't know, so, assume it's crafted
		}
		#endregion

		public BaseWeapon( int itemID ) : base( itemID )
		{
			Layer = (Layer)ItemData.Quality;

			m_Quality = WeaponQuality.Regular;
			m_StrReq = -1;
			m_DexReq = -1;
			m_IntReq = -1;
			m_MinDamage = -1;
			m_MaxDamage = -1;
			m_HitSound = -1;
			m_MissSound = -1;
			m_Speed = -1;
			m_MaxRange = -1;
			m_Skill = (SkillName)(-1);
			m_Type = (WeaponType)(-1);
			m_Animation = (WeaponAnimation)(-1);

			m_Hits = m_MaxHits = Utility.RandomMinMax( InitMinHits, InitMaxHits );

			m_Resource = CraftResource.Iron;

			m_AosAttributes = new AosAttributes( this );
			m_AosWeaponAttributes = new AosWeaponAttributes( this );
			m_AosSkillBonuses = new AosSkillBonuses( this );
			m_AosElementDamages = new AosElementAttributes( this );
		}

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

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

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

			return name;
		}

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

		public int GetElementalDamageHue()
		{
			int phys, fire, cold, pois, nrgy;
			GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );
			//Order is Cold, Energy, Fire, Poison, Physical left

			int currentMax = 50;
			int hue = 0;

			if( pois >= currentMax )
			{
				hue = 1267 + (pois - 50) / 10;
				currentMax = pois;
			}

			if( fire >= currentMax )
			{
				hue = 1255 + (fire - 50) / 10;
				currentMax = fire;
			}

			if( nrgy >= currentMax )
			{
				hue = 1273 + (nrgy - 50) / 10;
				currentMax = nrgy;
			}

			if( cold >= currentMax )
			{
				hue = 1261 + (cold - 50) / 10;
				currentMax = cold;
			}

			return hue;
		}

		public override void AddNameProperty( ObjectPropertyList list )
		{
			//Colored Item Name Mod Start
		//Getting Props code
		BaseWeapon wea = this as BaseWeapon;

		int props = 0;
		foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
		{
			if ( wea != null && wea.Attributes[ (AosAttribute)i ] > 0 ) ++props;
		}
		if ( wea != null ){ foreach( int i in Enum.GetValues(typeof( AosWeaponAttribute)) ) if ( wea.WeaponAttributes[ (AosWeaponAttribute)i ] > 0 ) ++props;}
		if ( wea != null ){ if(wea.Slayer != SlayerName.None) ++props; if (wea.Slayer2 != SlayerName.None) ++props; }
		if(this.SkillBonuses.Skill_1_Value > 0) ++props;
		if(this.SkillBonuses.Skill_2_Value > 0) ++props;
		if(this.SkillBonuses.Skill_3_Value > 0) ++props;
		if(this.SkillBonuses.Skill_4_Value > 0) ++props;
		if(this.SkillBonuses.Skill_5_Value > 0) ++props;

		//AddNamePropertiey Code
		string oreType = CraftResources.GetName( m_Resource );
		if ( oreType.ToLower() == "none" || oreType.ToLower() == "normal" ) oreType = "";

		// Props code display
		if( props == 0  ) 		//  No color (Common)
		{
			list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
		}
		if( props >= 1 && props <= 2 ) 	// Green (Uncommon)
		{
			list.Add(1053099, "<BASEFONT COLOR=#1EFF00>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 3 && props <= 4 ) 	// Blue (Rare)
		{
			list.Add(1053099, "<BASEFONT COLOR=#0070FF>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 5 && props <= 6 ) 	// Purple (Epic)
		{
			list.Add(1053099, "<BASEFONT COLOR=#A335EE>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 7 && props <= 8 ) 	// Orange (Legendary)
		{
			list.Add(1053099, "<BASEFONT COLOR=#FF8000>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 9 ) 		// Golden (Artifact)
		{
			list.Add(1053099, "<BASEFONT COLOR=#E6CC80>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
//Colored Item Name Mod End

			int oreType;

			switch ( m_Resource )
			{
				case CraftResource.DullCopper:		oreType = 1053108; break; // dull copper
				case CraftResource.ShadowIron:		oreType = 1053107; break; // shadow iron
				case CraftResource.Copper:			oreType = 1053106; break; // copper
				case CraftResource.Bronze:			oreType = 1053105; break; // bronze
				case CraftResource.Gold:			oreType = 1053104; break; // golden
				case CraftResource.Agapite:			oreType = 1053103; break; // agapite
				case CraftResource.Verite:			oreType = 1053102; break; // verite
				case CraftResource.Valorite:		oreType = 1053101; break; // valorite
				case CraftResource.SpinedLeather:	oreType = 1061118; break; // spined
				case CraftResource.HornedLeather:	oreType = 1061117; break; // horned
				case CraftResource.BarbedLeather:	oreType = 1061116; break; // barbed
				case CraftResource.RedScales:		oreType = 1060814; break; // red
				case CraftResource.YellowScales:	oreType = 1060818; break; // yellow
				case CraftResource.BlackScales:		oreType = 1060820; break; // black
				case CraftResource.GreenScales:		oreType = 1060819; break; // green
				case CraftResource.WhiteScales:		oreType = 1060821; break; // white
				case CraftResource.BlueScales:		oreType = 1060815; break; // blue
				default: oreType = 0; break;
			}

			if ( oreType != 0 )
				list.Add( 1053099, "#{0}\t{1}", oreType, GetNameString() ); // ~1_oretype~ ~2_armortype~
			else if ( Name == null )
				list.Add( LabelNumber );
			else
				list.Add( Name );
				
			if ( !String.IsNullOrEmpty( m_EngravedText ) )
				list.Add( 1062613, m_EngravedText );
		}

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

			return ( m_AosAttributes.SpellChanneling != 0 );
		}

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

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

			if ( resInfo == null )
				return 0;

			CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

			if ( attrInfo == null )
				return 0;

			return attrInfo.WeaponLuck;
		}

		public override void GetProperties( ObjectPropertyList list )
		{
			base.GetProperties( list );

			if ( m_Crafter != null )
				list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~

			#region Factions
			if ( m_FactionState != null )
				list.Add( 1041350 ); // faction item
			#endregion

			if ( m_AosSkillBonuses != null )
				m_AosSkillBonuses.GetProperties( list );

			if ( m_Quality == WeaponQuality.Exceptional )
				list.Add( 1060636 ); // exceptional

			if( RequiredRace == Race.Elf )
				list.Add( 1075086 ); // Elves Only

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

			if ( this is IUsesRemaining && ((IUsesRemaining)this).ShowUsesRemaining )
				list.Add( 1060584, ((IUsesRemaining)this).UsesRemaining.ToString() ); // uses remaining: ~1_val~

			if ( m_Poison != null && m_PoisonCharges > 0 )
				list.Add( 1062412 + m_Poison.Level, m_PoisonCharges.ToString() );

			if( m_Slayer != SlayerName.None )
			{
				SlayerEntry entry = SlayerGroup.GetEntryByName( m_Slayer );
				if( entry != null )
					list.Add( entry.Title );
			}

			if( m_Slayer2 != SlayerName.None )
			{
				SlayerEntry entry = SlayerGroup.GetEntryByName( m_Slayer2 );
				if( entry != null )
					list.Add( entry.Title );
			}


			base.AddResistanceProperties( list );

			int prop;

			if ( (prop = m_AosWeaponAttributes.UseBestSkill) != 0 )
				list.Add( 1060400 ); // use best weapon skill

			if ( (prop = (GetDamageBonus() + m_AosAttributes.WeaponDamage)) != 0 )
				list.Add( 1060401, prop.ToString() ); // damage increase ~1_val~%

			if ( (prop = m_AosAttributes.DefendChance) != 0 )
				list.Add( 1060408, prop.ToString() ); // defense chance increase ~1_val~%

			if ( (prop = m_AosAttributes.EnhancePotions) != 0 )
				list.Add( 1060411, prop.ToString() ); // enhance potions ~1_val~%

			if ( (prop = m_AosAttributes.CastRecovery) != 0 )
				list.Add( 1060412, prop.ToString() ); // faster cast recovery ~1_val~

			if ( (prop = m_AosAttributes.CastSpeed) != 0 )
				list.Add( 1060413, prop.ToString() ); // faster casting ~1_val~

			if ( (prop = (GetHitChanceBonus() + m_AosAttributes.AttackChance)) != 0 )
				list.Add( 1060415, prop.ToString() ); // hit chance increase ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitColdArea) != 0 )
				list.Add( 1060416, prop.ToString() ); // hit cold area ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitDispel) != 0 )
				list.Add( 1060417, prop.ToString() ); // hit dispel ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitEnergyArea) != 0 )
				list.Add( 1060418, prop.ToString() ); // hit energy area ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitFireArea) != 0 )
				list.Add( 1060419, prop.ToString() ); // hit fire area ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitFireball) != 0 )
				list.Add( 1060420, prop.ToString() ); // hit fireball ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitHarm) != 0 )
				list.Add( 1060421, prop.ToString() ); // hit harm ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitLeechHits) != 0 )
				list.Add( 1060422, prop.ToString() ); // hit life leech ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitLightning) != 0 )
				list.Add( 1060423, prop.ToString() ); // hit lightning ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitLowerAttack) != 0 )
				list.Add( 1060424, prop.ToString() ); // hit lower attack ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitLowerDefend) != 0 )
				list.Add( 1060425, prop.ToString() ); // hit lower defense ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitMagicArrow) != 0 )
				list.Add( 1060426, prop.ToString() ); // hit magic arrow ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitLeechMana) != 0 )
				list.Add( 1060427, prop.ToString() ); // hit mana leech ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitPhysicalArea) != 0 )
				list.Add( 1060428, prop.ToString() ); // hit physical area ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitPoisonArea) != 0 )
				list.Add( 1060429, prop.ToString() ); // hit poison area ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitLeechStam) != 0 )
				list.Add( 1060430, prop.ToString() ); // hit stamina leech ~1_val~%

			if ( (prop = m_AosAttributes.BonusDex) != 0 )
				list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~

			if ( (prop = m_AosAttributes.BonusHits) != 0 )
				list.Add( 1060431, prop.ToString() ); // hit point increase ~1_val~

			if ( (prop = m_AosAttributes.BonusInt) != 0 )
				list.Add( 1060432, prop.ToString() ); // intelligence bonus ~1_val~

			if ( (prop = m_AosAttributes.LowerManaCost) != 0 )
				list.Add( 1060433, prop.ToString() ); // lower mana cost ~1_val~%

			if ( (prop = m_AosAttributes.LowerRegCost) != 0 )
				list.Add( 1060434, prop.ToString() ); // lower reagent cost ~1_val~%

			if ( (prop = GetLowerStatReq()) != 0 )
				list.Add( 1060435, prop.ToString() ); // lower requirements ~1_val~%

			if ( (prop = (GetLuckBonus() + m_AosAttributes.Luck)) != 0 )
				list.Add( 1060436, prop.ToString() ); // luck ~1_val~

			if ( (prop = m_AosWeaponAttributes.MageWeapon) != 0 )
				list.Add( 1060438, (30 - prop).ToString() ); // mage weapon -~1_val~ skill

			if ( (prop = m_AosAttributes.BonusMana) != 0 )
				list.Add( 1060439, prop.ToString() ); // mana increase ~1_val~

			if ( (prop = m_AosAttributes.RegenMana) != 0 )
				list.Add( 1060440, prop.ToString() ); // mana regeneration ~1_val~

			if ( (prop = m_AosAttributes.NightSight) != 0 )
				list.Add( 1060441 ); // night sight

			if ( (prop = m_AosAttributes.ReflectPhysical) != 0 )
				list.Add( 1060442, prop.ToString() ); // reflect physical damage ~1_val~%

			if ( (prop = m_AosAttributes.RegenStam) != 0 )
				list.Add( 1060443, prop.ToString() ); // stamina regeneration ~1_val~

			if ( (prop = m_AosAttributes.RegenHits) != 0 )
				list.Add( 1060444, prop.ToString() ); // hit point regeneration ~1_val~

			if ( (prop = m_AosWeaponAttributes.SelfRepair) != 0 )
				list.Add( 1060450, prop.ToString() ); // self repair ~1_val~

			if ( (prop = m_AosAttributes.SpellChanneling) != 0 )
				list.Add( 1060482 ); // spell channeling

			if ( (prop = m_AosAttributes.SpellDamage) != 0 )
				list.Add( 1060483, prop.ToString() ); // spell damage increase ~1_val~%

			if ( (prop = m_AosAttributes.BonusStam) != 0 )
				list.Add( 1060484, prop.ToString() ); // stamina increase ~1_val~

			if ( (prop = m_AosAttributes.BonusStr) != 0 )
				list.Add( 1060485, prop.ToString() ); // strength bonus ~1_val~

			if ( (prop = m_AosAttributes.WeaponSpeed) != 0 )
				list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~%

			int phys, fire, cold, pois, nrgy;

			GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );

			if ( phys != 0 )
				list.Add( 1060403, phys.ToString() ); // physical damage ~1_val~%

			if ( fire != 0 )
				list.Add( 1060405, fire.ToString() ); // fire damage ~1_val~%

			if ( cold != 0 )
				list.Add( 1060404, cold.ToString() ); // cold damage ~1_val~%

			if ( pois != 0 )
				list.Add( 1060406, pois.ToString() ); // poison damage ~1_val~%

			if ( nrgy != 0 )
				list.Add( 1060407, nrgy.ToString() ); // energy damage ~1_val~%

			list.Add( 1061168, "{0}\t{1}", MinDamage.ToString(), MaxDamage.ToString() ); // weapon damage ~1_val~ - ~2_val~
			list.Add( 1061167, Speed.ToString() ); // weapon speed ~1_val~

			if ( MaxRange > 1 )
				list.Add( 1061169, MaxRange.ToString() ); // range ~1_val~

			int strReq = AOS.Scale( StrRequirement, 100 - GetLowerStatReq() );

			if ( strReq > 0 )
				list.Add( 1061170, strReq.ToString() ); // strength requirement ~1_val~

			if ( Layer == Layer.TwoHanded )
				list.Add( 1061171 ); // two-handed weapon
			else
				list.Add( 1061824 ); // one-handed weapon

			if ( Core.SE || m_AosWeaponAttributes.UseBestSkill == 0 )
			{
				switch ( Skill )
				{
					case SkillName.Swords:  list.Add( 1061172 ); break; // skill required: swordsmanship
					case SkillName.Macing:  list.Add( 1061173 ); break; // skill required: mace fighting
					case SkillName.Fencing: list.Add( 1061174 ); break; // skill required: fencing
					case SkillName.Archery: list.Add( 1061175 ); break; // skill required: archery
				}
			}

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

		public override void OnSingleClick( Mobile from )
		{
			List<EquipInfoAttribute> attrs = new List<EquipInfoAttribute>();

			if ( DisplayLootType )
			{
				if ( LootType == LootType.Blessed )
					attrs.Add( new EquipInfoAttribute( 1038021 ) ); // blessed
				else if ( LootType == LootType.Cursed )
					attrs.Add( new EquipInfoAttribute( 1049643 ) ); // cursed
			}

			#region Factions
			if ( m_FactionState != null )
				attrs.Add( new EquipInfoAttribute( 1041350 ) ); // faction item
			#endregion

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

			if ( m_Identified || from.AccessLevel >= AccessLevel.GameMaster )
			{
				if( m_Slayer != SlayerName.None )
				{
					SlayerEntry entry = SlayerGroup.GetEntryByName( m_Slayer );
					if( entry != null )
						attrs.Add( new EquipInfoAttribute( entry.Title ) );
				}

				if( m_Slayer2 != SlayerName.None )
				{
					SlayerEntry entry = SlayerGroup.GetEntryByName( m_Slayer2 );
					if( entry != null )
						attrs.Add( new EquipInfoAttribute( entry.Title ) );
				}

				if ( m_DurabilityLevel != WeaponDurabilityLevel.Regular )
					attrs.Add( new EquipInfoAttribute( 1038000 + (int)m_DurabilityLevel ) );

				if ( m_DamageLevel != WeaponDamageLevel.Regular )
					attrs.Add( new EquipInfoAttribute( 1038015 + (int)m_DamageLevel ) );

				if ( m_AccuracyLevel != WeaponAccuracyLevel.Regular )
					attrs.Add( new EquipInfoAttribute( 1038010 + (int)m_AccuracyLevel ) );
			}
			else if( m_Slayer != SlayerName.None || m_Slayer2 != SlayerName.None || m_DurabilityLevel != WeaponDurabilityLevel.Regular || m_DamageLevel != WeaponDamageLevel.Regular || m_AccuracyLevel != WeaponAccuracyLevel.Regular )
				attrs.Add( new EquipInfoAttribute( 1038000 ) ); // Unidentified

			if ( m_Poison != null && m_PoisonCharges > 0 )
				attrs.Add( new EquipInfoAttribute( 1017383, m_PoisonCharges ) );

			int number;

			if ( Name == null )
			{
				number = LabelNumber;
			}
			else
			{
				this.LabelTo( from, Name );
				number = 1041000;
			}

			if ( attrs.Count == 0 && Crafter == null && Name != null )
				return;

			EquipmentInfo eqInfo = new EquipmentInfo( number, m_Crafter, false, attrs.ToArray() );

			from.Send( new DisplayEquipmentInfo( this, eqInfo ) );
		}

		private static BaseWeapon m_Fists; // This value holds the default--fist--weapon

		public static BaseWeapon Fists
		{
			get{ return m_Fists; }
			set{ m_Fists = value; }
		}

		#region ICraftable Members

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

			if ( makersMark )
				Crafter = from;

			PlayerConstructed = true;

			Type resourceType = typeRes;

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

			if ( Core.AOS )
			{
				Resource = CraftResources.GetFromType( resourceType );

				CraftContext context = craftSystem.GetContext( from );

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

				if ( tool is BaseRunicTool )
					((BaseRunicTool)tool).ApplyAttributesTo( this );

				if ( Quality == WeaponQuality.Exceptional )
				{
					if ( Attributes.WeaponDamage > 35 )
						Attributes.WeaponDamage -= 20;
					else
						Attributes.WeaponDamage = 15;

					if( Core.ML )
					{
						Attributes.WeaponDamage += (int)(from.Skills.ArmsLore.Value / 20);

						if ( Attributes.WeaponDamage > 50 )
							Attributes.WeaponDamage = 50;

						from.CheckSkill( SkillName.ArmsLore, 0, 100 );
					}
				}
			}
			else if ( tool is BaseRunicTool )
			{
				CraftResource thisResource = CraftResources.GetFromType( resourceType );

				if ( thisResource == ((BaseRunicTool)tool).Resource )
				{
					Resource = thisResource;

					CraftContext context = craftSystem.GetContext( from );

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

					switch ( thisResource )
					{
						case CraftResource.DullCopper:
						{
							Identified = true;
							DurabilityLevel = WeaponDurabilityLevel.Durable;
							AccuracyLevel = WeaponAccuracyLevel.Accurate;
							break;
						}
						case CraftResource.ShadowIron:
						{
							Identified = true;
							DurabilityLevel = WeaponDurabilityLevel.Durable;
							DamageLevel = WeaponDamageLevel.Ruin;
							break;
						}
						case CraftResource.Copper:
						{
							Identified = true;
							DurabilityLevel = WeaponDurabilityLevel.Fortified;
							DamageLevel = WeaponDamageLevel.Ruin;
							AccuracyLevel = WeaponAccuracyLevel.Surpassingly;
							break;
						}
						case CraftResource.Bronze:
						{
							Identified = true;
							DurabilityLevel = WeaponDurabilityLevel.Fortified;
							DamageLevel = WeaponDamageLevel.Might;
							AccuracyLevel = WeaponAccuracyLevel.Surpassingly;
							break;
						}
						case CraftResource.Gold:
						{
							Identified = true;
							DurabilityLevel = WeaponDurabilityLevel.Indestructible;
							DamageLevel = WeaponDamageLevel.Force;
							AccuracyLevel = WeaponAccuracyLevel.Eminently;
							break;
						}
						case CraftResource.Agapite:
						{
							Identified = true;
							DurabilityLevel = WeaponDurabilityLevel.Indestructible;
							DamageLevel = WeaponDamageLevel.Power;
							AccuracyLevel = WeaponAccuracyLevel.Eminently;
							break;
						}
						case CraftResource.Verite:
						{
							Identified = true;
							DurabilityLevel = WeaponDurabilityLevel.Indestructible;
							DamageLevel = WeaponDamageLevel.Power;
							AccuracyLevel = WeaponAccuracyLevel.Exceedingly;
							break;
						}
						case CraftResource.Valorite:
						{
							Identified = true;
							DurabilityLevel = WeaponDurabilityLevel.Indestructible;
							DamageLevel = WeaponDamageLevel.Vanq;
							AccuracyLevel = WeaponAccuracyLevel.Supremely;
							break;
						}
					}
				}
			}

			return quality;
		}

		#endregion
	}

	public enum CheckSlayerResult
	{
		None,
		Slayer,
		Opposition
	}
}


Base Clothing

Code:
using System;
using System.Collections.Generic;
using Server;
using Server.Engines.Craft;
using Server.Factions;
using Server.Network;

namespace Server.Items
{
	public enum ClothingQuality
	{
		Low,
		Regular,
		Exceptional
	}

	public interface IArcaneEquip
	{
		bool IsArcane{ get; }
		int CurArcaneCharges{ get; set; }
		int MaxArcaneCharges{ get; set; }
	}

	public abstract class BaseClothing : Item, IDyable, IScissorable, IFactionItem, ICraftable, IWearableDurability
	{
		#region Factions
		private FactionItem m_FactionState;

		public FactionItem FactionItemState
		{
			get{ return m_FactionState; }
			set
			{
				m_FactionState = value;

				if ( m_FactionState == null )
					Hue = 0;

				LootType = ( m_FactionState == null ? LootType.Regular : LootType.Blessed );
			}
		}
		#endregion

		public virtual bool CanFortify{ get{ return true; } }

		private int m_MaxHitPoints;
		private int m_HitPoints;
		private Mobile m_Crafter;
		private ClothingQuality m_Quality;
		private bool m_PlayerConstructed;
		protected CraftResource m_Resource;
		private int m_StrReq = -1;

		private AosAttributes m_AosAttributes;
		private AosArmorAttributes m_AosClothingAttributes;
		private AosSkillBonuses m_AosSkillBonuses;
		private AosElementAttributes m_AosResistances;

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

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

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

					InvalidateProperties();
				}
			}
		}

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

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

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

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

		public virtual CraftResource DefaultResource{ get{ return CraftResource.None; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public CraftResource Resource
		{
			get{ return m_Resource; }
			set{ m_Resource = value; Hue = CraftResources.GetHue( m_Resource ); InvalidateProperties(); }
		}

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

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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public AosElementAttributes Resistances
		{
			get{ return m_AosResistances; }
			set{}
		}

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

		public override int PhysicalResistance{ get{ return BasePhysicalResistance + m_AosResistances.Physical; } }
		public override int FireResistance{ get{ return BaseFireResistance + m_AosResistances.Fire; } }
		public override int ColdResistance{ get{ return BaseColdResistance + m_AosResistances.Cold; } }
		public override int PoisonResistance{ get{ return BasePoisonResistance + m_AosResistances.Poison; } }
		public override int EnergyResistance{ get{ return BaseEnergyResistance + m_AosResistances.Energy; } }

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

		public virtual int BaseStrBonus{ get{ return 0; } }
		public virtual int BaseDexBonus{ get{ return 0; } }
		public virtual int BaseIntBonus { get { return 0; } }

		public override bool AllowSecureTrade( Mobile from, Mobile to, Mobile newOwner, bool accepted )
		{
			if ( !Ethics.Ethic.CheckTrade( from, to, newOwner, this ) )
				return false;

			return base.AllowSecureTrade( from, to, newOwner, accepted );
		}

		public virtual Race RequiredRace { get { return null; } }

		public override bool CanEquip( Mobile from )
		{
			if ( !Ethics.Ethic.CheckEquip( from, this ) )
				return false;

			if( from.AccessLevel < AccessLevel.GameMaster )
			{
				if( RequiredRace != null && from.Race != RequiredRace )
				{
					if( RequiredRace == Race.Elf )
						from.SendLocalizedMessage( 1072203 ); // Only Elves may use this.
					else
						from.SendMessage( "Only {0} may use this.", RequiredRace.PluralName );

					return false;
				}
				else if( !AllowMaleWearer && !from.Female )
				{
					if( AllowFemaleWearer )
						from.SendLocalizedMessage( 1010388 ); // Only females can wear this.
					else
						from.SendMessage( "You may not wear this." );

					return false;
				}
				else if( !AllowFemaleWearer && from.Female )
				{
					if( AllowMaleWearer )
						from.SendLocalizedMessage( 1063343 ); // Only males can wear this.
					else
						from.SendMessage( "You may not wear this." );

					return false;
				}
				else
				{
					int strBonus = ComputeStatBonus( StatType.Str );
					int strReq = ComputeStatReq( StatType.Str );

					if( from.Str < strReq || (from.Str + strBonus) < 1 )
					{
						from.SendLocalizedMessage( 500213 ); // You are not strong enough to equip that.
						return false;
					}
				}
			}

			return base.CanEquip( from );
		}

		public virtual int AosStrReq{ get{ return 10; } }
		public virtual int OldStrReq{ get{ return 0; } }

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

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

		public int ComputeStatReq( StatType type )
		{
			int v;

			//if ( type == StatType.Str )
				v = StrRequirement;

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

		public int ComputeStatBonus( StatType type )
		{
			if ( type == StatType.Str )
				return BaseStrBonus + Attributes.BonusStr;
			else if ( type == StatType.Dex )
				return BaseDexBonus + Attributes.BonusDex;
			else
				return BaseIntBonus + Attributes.BonusInt;
		}

		public virtual void AddStatBonuses( Mobile parent )
		{
			if ( parent == null )
				return;

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

			if ( strBonus == 0 && dexBonus == 0 && intBonus == 0 )
				return;

			string modName = this.Serial.ToString();

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

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

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

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

				Item item = m.Items[i];

				if ( item is BaseClothing )
				{
					BaseClothing clothing = (BaseClothing)item;

					if( clothing.RequiredRace != null && m.Race != clothing.RequiredRace )
					{
						if( clothing.RequiredRace == Race.Elf )
							m.SendLocalizedMessage( 1072203 ); // Only Elves may use this.
						else
							m.SendMessage( "Only {0} may use this.", clothing.RequiredRace.PluralName );

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

						m.AddToBackpack( clothing );
					}
					else if ( !clothing.AllowFemaleWearer && m.Female && m.AccessLevel < AccessLevel.GameMaster )
					{
						if ( clothing.AllowMaleWearer )
							m.SendLocalizedMessage( 1063343 ); // Only males can wear this.
						else
							m.SendMessage( "You may not wear this." );

						m.AddToBackpack( clothing );
					}
				}
			}
		}

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

			return m_AosClothingAttributes.LowerStatReq;
		}

		public override void OnAdded( object parent )
		{
			Mobile mob = parent as Mobile;

			if ( mob != null )
			{
				if ( Core.AOS )
					m_AosSkillBonuses.AddTo( mob );

				AddStatBonuses( mob );
				mob.CheckStatTimers();
			}

			base.OnAdded( parent );
		}

		public override void OnRemoved( object parent )
		{
			Mobile mob = parent as Mobile;

			if ( mob != null )
			{
				if ( Core.AOS )
					m_AosSkillBonuses.Remove();

				string modName = this.Serial.ToString();

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

				mob.CheckStatTimers();
			}

			base.OnRemoved( parent );
		}

		public virtual int OnHit( BaseWeapon weapon, int damageTaken )
		{
			int Absorbed = Utility.RandomMinMax( 1, 4 );

			damageTaken -= Absorbed;

			if ( damageTaken < 0 ) 
				damageTaken = 0;

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

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

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

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

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

			return damageTaken;
		}

		public BaseClothing( int itemID, Layer layer ) : this( itemID, layer, 0 )
		{
		}

		public BaseClothing( int itemID, Layer layer, int hue ) : base( itemID )
		{
			Layer = layer;
			Hue = hue;

			m_Resource = DefaultResource;
			m_Quality = ClothingQuality.Regular;

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

			m_AosAttributes = new AosAttributes( this );
			m_AosClothingAttributes = new AosArmorAttributes( this );
			m_AosSkillBonuses = new AosSkillBonuses( this );
			m_AosResistances = new AosElementAttributes( this );
		}

		public override void OnAfterDuped( Item newItem )
		{
			BaseClothing clothing = newItem as BaseClothing;

			if ( clothing == null )
				return;

			clothing.m_AosAttributes = new AosAttributes( newItem, m_AosAttributes );
			clothing.m_AosResistances = new AosElementAttributes( newItem, m_AosResistances );
			clothing.m_AosSkillBonuses = new AosSkillBonuses( newItem, m_AosSkillBonuses );
			clothing.m_AosClothingAttributes = new AosArmorAttributes( newItem, m_AosClothingAttributes );
		}

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

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

			return ( m_AosAttributes.SpellChanneling != 0 );
		}

		public void UnscaleDurability()
		{
			int scale = 100 + m_AosClothingAttributes.DurabilityBonus;

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

			InvalidateProperties();
		}

		public void ScaleDurability()
		{
			int scale = 100 + m_AosClothingAttributes.DurabilityBonus;

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

			InvalidateProperties();
		}

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

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

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

			return false;
		}

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

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

			return name;
		}

		public override void AddNameProperty( ObjectPropertyList list )
		{
			//Colored Item Name Mod Start
			//Getting Props code
			BaseClothing clo = this;

			int props = 0;
			foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
			{
				if ( clo != null && clo.Attributes[ (AosAttribute)i ] > 0 ) ++props;
			}
			if ( clo != null ){ foreach( int i in Enum.GetValues(typeof( AosArmorAttribute ) ) ) if ( clo.ClothingAttributes[ (AosArmorAttribute)i ] > 0 ) ++props;}
			if(this.SkillBonuses.Skill_1_Value > 0) ++props;
			if(this.SkillBonuses.Skill_2_Value > 0) ++props;
			if(this.SkillBonuses.Skill_3_Value > 0) ++props;
			if(this.SkillBonuses.Skill_4_Value > 0) ++props;
			if(this.SkillBonuses.Skill_5_Value > 0) ++props;

			//AddNamePropertiey Code
			string oreType = CraftResources.GetName( m_Resource );
			if ( oreType.ToLower() == "none" || oreType.ToLower() == "normal" ) oreType = "";

			// Props code display
			if( props == 0  ) 		//  No color (Common)
			{
				list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
			}
			if( props >= 1 && props <= 2 ) 	// Green (Uncommon)
			{
				list.Add(1053099, "<BASEFONT COLOR=#1EFF00>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
			if( props >= 3 && props <= 4 ) 	// Blue (Rare)
			{
				list.Add(1053099, "<BASEFONT COLOR=#0070FF>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
			if( props >= 5 && props <= 6 ) 	// Purple (Epic)
			{
				list.Add(1053099, "<BASEFONT COLOR=#A335EE>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
			if( props >= 7 && props <= 8 ) 	// Orange (Legendary)
			{
				list.Add(1053099, "<BASEFONT COLOR=#FF8000>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
			if( props >= 9 ) 		// Golden (Artifact)
			{
				list.Add(1053099, "<BASEFONT COLOR=#E6CC80>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
			}
//Colored Item Name Mod End

			int oreType;

			switch ( m_Resource )
			{
				case CraftResource.DullCopper:		oreType = 1053108; break; // dull copper
				case CraftResource.ShadowIron:		oreType = 1053107; break; // shadow iron
				case CraftResource.Copper:			oreType = 1053106; break; // copper
				case CraftResource.Bronze:			oreType = 1053105; break; // bronze
				case CraftResource.Gold:			oreType = 1053104; break; // golden
				case CraftResource.Agapite:			oreType = 1053103; break; // agapite
				case CraftResource.Verite:			oreType = 1053102; break; // verite
				case CraftResource.Valorite:		oreType = 1053101; break; // valorite
				case CraftResource.SpinedLeather:	oreType = 1061118; break; // spined
				case CraftResource.HornedLeather:	oreType = 1061117; break; // horned
				case CraftResource.BarbedLeather:	oreType = 1061116; break; // barbed
				case CraftResource.RedScales:		oreType = 1060814; break; // red
				case CraftResource.YellowScales:	oreType = 1060818; break; // yellow
				case CraftResource.BlackScales:		oreType = 1060820; break; // black
				case CraftResource.GreenScales:		oreType = 1060819; break; // green
				case CraftResource.WhiteScales:		oreType = 1060821; break; // white
				case CraftResource.BlueScales:		oreType = 1060815; break; // blue
				default: oreType = 0; break;
			}

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

		public override void GetProperties( ObjectPropertyList list )
		{
			base.GetProperties( list );

			if ( m_Crafter != null )
				list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~

			#region Factions
			if ( m_FactionState != null )
				list.Add( 1041350 ); // faction item
			#endregion

			if ( m_Quality == ClothingQuality.Exceptional )
				list.Add( 1060636 ); // exceptional

			if( RequiredRace == Race.Elf )
				list.Add( 1075086 ); // Elves Only

			if ( m_AosSkillBonuses != null )
				m_AosSkillBonuses.GetProperties( list );

			int prop;

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

			if ( (prop = m_AosAttributes.WeaponDamage) != 0 )
				list.Add( 1060401, prop.ToString() ); // damage increase ~1_val~%

			if ( (prop = m_AosAttributes.DefendChance) != 0 )
				list.Add( 1060408, prop.ToString() ); // defense chance increase ~1_val~%

			if ( (prop = m_AosAttributes.BonusDex) != 0 )
				list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~

			if ( (prop = m_AosAttributes.EnhancePotions) != 0 )
				list.Add( 1060411, prop.ToString() ); // enhance potions ~1_val~%

			if ( (prop = m_AosAttributes.CastRecovery) != 0 )
				list.Add( 1060412, prop.ToString() ); // faster cast recovery ~1_val~

			if ( (prop = m_AosAttributes.CastSpeed) != 0 )
				list.Add( 1060413, prop.ToString() ); // faster casting ~1_val~

			if ( (prop = m_AosAttributes.AttackChance) != 0 )
				list.Add( 1060415, prop.ToString() ); // hit chance increase ~1_val~%

			if ( (prop = m_AosAttributes.BonusHits) != 0 )
				list.Add( 1060431, prop.ToString() ); // hit point increase ~1_val~

			if ( (prop = m_AosAttributes.BonusInt) != 0 )
				list.Add( 1060432, prop.ToString() ); // intelligence bonus ~1_val~

			if ( (prop = m_AosAttributes.LowerManaCost) != 0 )
				list.Add( 1060433, prop.ToString() ); // lower mana cost ~1_val~%

			if ( (prop = m_AosAttributes.LowerRegCost) != 0 )
				list.Add( 1060434, prop.ToString() ); // lower reagent cost ~1_val~%

			if ( (prop = m_AosClothingAttributes.LowerStatReq) != 0 )
				list.Add( 1060435, prop.ToString() ); // lower requirements ~1_val~%

			if ( (prop = m_AosAttributes.Luck) != 0 )
				list.Add( 1060436, prop.ToString() ); // luck ~1_val~

			if ( (prop = m_AosClothingAttributes.MageArmor) != 0 )
				list.Add( 1060437 ); // mage armor

			if ( (prop = m_AosAttributes.BonusMana) != 0 )
				list.Add( 1060439, prop.ToString() ); // mana increase ~1_val~

			if ( (prop = m_AosAttributes.RegenMana) != 0 )
				list.Add( 1060440, prop.ToString() ); // mana regeneration ~1_val~

			if ( (prop = m_AosAttributes.NightSight) != 0 )
				list.Add( 1060441 ); // night sight

			if ( (prop = m_AosAttributes.ReflectPhysical) != 0 )
				list.Add( 1060442, prop.ToString() ); // reflect physical damage ~1_val~%

			if ( (prop = m_AosAttributes.RegenStam) != 0 )
				list.Add( 1060443, prop.ToString() ); // stamina regeneration ~1_val~

			if ( (prop = m_AosAttributes.RegenHits) != 0 )
				list.Add( 1060444, prop.ToString() ); // hit point regeneration ~1_val~

			if ( (prop = m_AosClothingAttributes.SelfRepair) != 0 )
				list.Add( 1060450, prop.ToString() ); // self repair ~1_val~

			if ( (prop = m_AosAttributes.SpellChanneling) != 0 )
				list.Add( 1060482 ); // spell channeling

			if ( (prop = m_AosAttributes.SpellDamage) != 0 )
				list.Add( 1060483, prop.ToString() ); // spell damage increase ~1_val~%

			if ( (prop = m_AosAttributes.BonusStam) != 0 )
				list.Add( 1060484, prop.ToString() ); // stamina increase ~1_val~

			if ( (prop = m_AosAttributes.BonusStr) != 0 )
				list.Add( 1060485, prop.ToString() ); // strength bonus ~1_val~

			if ( (prop = m_AosAttributes.WeaponSpeed) != 0 )
				list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~%

			base.AddResistanceProperties( list );

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

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

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

		public override void OnSingleClick( Mobile from )
		{
			List<EquipInfoAttribute> attrs = new List<EquipInfoAttribute>();

			AddEquipInfoAttributes( from, attrs );

			int number;

			if ( Name == null )
			{
				number = LabelNumber;
			}
			else
			{
				this.LabelTo( from, Name );
				number = 1041000;
			}

			if ( attrs.Count == 0 && Crafter == null && Name != null )
				return;

			EquipmentInfo eqInfo = new EquipmentInfo( number, m_Crafter, false, attrs.ToArray() );

			from.Send( new DisplayEquipmentInfo( this, eqInfo ) );
		}

		public virtual void AddEquipInfoAttributes( Mobile from, List<EquipInfoAttribute> attrs )
		{
			if ( DisplayLootType )
			{
				if ( LootType == LootType.Blessed )
					attrs.Add( new EquipInfoAttribute( 1038021 ) ); // blessed
				else if ( LootType == LootType.Cursed )
					attrs.Add( new EquipInfoAttribute( 1049643 ) ); // cursed
			}

			#region Factions
			if ( m_FactionState != null )
				attrs.Add( new EquipInfoAttribute( 1041350 ) ); // faction item
			#endregion

			if ( m_Quality == ClothingQuality.Exceptional )
				attrs.Add( new EquipInfoAttribute( 1018305 - (int)m_Quality ) );
		}

		#region Serialization
		private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf )
		{
			if ( setIf )
				flags |= toSet;
		}

		private static bool GetSaveFlag( SaveFlag flags, SaveFlag toGet )
		{
			return ( (flags & toGet) != 0 );
		}

		[Flags]
		private enum SaveFlag
		{
			None				= 0x00000000,
			Resource			= 0x00000001,
			Attributes			= 0x00000002,
			ClothingAttributes	= 0x00000004,
			SkillBonuses		= 0x00000008,
			Resistances			= 0x00000010,
			MaxHitPoints		= 0x00000020,
			HitPoints			= 0x00000040,
			PlayerConstructed	= 0x00000080,
			Crafter				= 0x00000100,
			Quality				= 0x00000200,
			StrReq				= 0x00000400
		}

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

			writer.Write( (int) 5 ); // version

			SaveFlag flags = SaveFlag.None;

			SetSaveFlag( ref flags, SaveFlag.Resource,			m_Resource != DefaultResource );
			SetSaveFlag( ref flags, SaveFlag.Attributes,		!m_AosAttributes.IsEmpty );
			SetSaveFlag( ref flags, SaveFlag.ClothingAttributes,!m_AosClothingAttributes.IsEmpty );
			SetSaveFlag( ref flags, SaveFlag.SkillBonuses,		!m_AosSkillBonuses.IsEmpty );
			SetSaveFlag( ref flags, SaveFlag.Resistances,		!m_AosResistances.IsEmpty );
			SetSaveFlag( ref flags, SaveFlag.MaxHitPoints,		m_MaxHitPoints != 0 );
			SetSaveFlag( ref flags, SaveFlag.HitPoints,			m_HitPoints != 0 );
			SetSaveFlag( ref flags, SaveFlag.PlayerConstructed,	m_PlayerConstructed != false );
			SetSaveFlag( ref flags, SaveFlag.Crafter,			m_Crafter != null );
			SetSaveFlag( ref flags, SaveFlag.Quality,			m_Quality != ClothingQuality.Regular );
			SetSaveFlag( ref flags, SaveFlag.StrReq,			m_StrReq != -1 );

			writer.WriteEncodedInt( (int) flags );

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

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

			if ( GetSaveFlag( flags, SaveFlag.ClothingAttributes ) )
				m_AosClothingAttributes.Serialize( writer );

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

			if ( GetSaveFlag( flags, SaveFlag.Resistances ) )
				m_AosResistances.Serialize( writer );

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

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

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

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

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

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

			int version = reader.ReadInt();

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

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

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

					if ( GetSaveFlag( flags, SaveFlag.ClothingAttributes ) )
						m_AosClothingAttributes = new AosArmorAttributes( this, reader );
					else
						m_AosClothingAttributes = new AosArmorAttributes( this );

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

					if ( GetSaveFlag( flags, SaveFlag.Resistances ) )
						m_AosResistances = new AosElementAttributes( this, reader );
					else
						m_AosResistances = new AosElementAttributes( this );

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

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

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

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

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

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

					break;
				}
				case 4:
				{
					m_Resource = (CraftResource)reader.ReadInt();

					goto case 3;
				}
				case 3:
				{
					m_AosAttributes = new AosAttributes( this, reader );
					m_AosClothingAttributes = new AosArmorAttributes( this, reader );
					m_AosSkillBonuses = new AosSkillBonuses( this, reader );
					m_AosResistances = new AosElementAttributes( this, reader );

					goto case 2;
				}
				case 2:
				{
					m_PlayerConstructed = reader.ReadBool();
					goto case 1;
				}
				case 1:
				{
					m_Crafter = reader.ReadMobile();
					m_Quality = (ClothingQuality)reader.ReadInt();
					break;
				}
				case 0:
				{
					m_Crafter = null;
					m_Quality = ClothingQuality.Regular;
					break;
				}
			}

			if ( version < 2 )
				m_PlayerConstructed = true; // we don't know, so, assume it's crafted

			if ( version < 3 )
			{
				m_AosAttributes = new AosAttributes( this );
				m_AosClothingAttributes = new AosArmorAttributes( this );
				m_AosSkillBonuses = new AosSkillBonuses( this );
				m_AosResistances = new AosElementAttributes( this );
			}

			if ( version < 4 )
				m_Resource = DefaultResource;

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

			Mobile parent = Parent as Mobile;

			if ( parent != null )
			{
				if ( Core.AOS )
					m_AosSkillBonuses.AddTo( parent );

				AddStatBonuses( parent );
				parent.CheckStatTimers();
			}
		}
		#endregion

		public virtual bool Dye( Mobile from, DyeTub sender )
		{
			if ( Deleted )
				return false;
			else if ( RootParent is Mobile && from != RootParent )
				return false;

			Hue = sender.DyedHue;

			return true;
		}

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

			if ( Ethics.Ethic.IsImbued( this ) )
			{
				from.SendLocalizedMessage( 502440 ); // Scissors can not be used on that to produce anything.
				return false;
			}

			CraftSystem system = DefTailoring.CraftSystem;

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

			if ( item != null && item.Resources.Count == 1 && item.Resources.GetAt( 0 ).Amount >= 2 )
			{
				try
				{
					Type resourceType = null;

					CraftResourceInfo info = CraftResources.GetInfo( m_Resource );

					if ( info != null && info.ResourceTypes.Length > 0 )
						resourceType = info.ResourceTypes[0];

					if ( resourceType == null )
						resourceType = item.Resources.GetAt( 0 ).ItemType;

					Item res = (Item)Activator.CreateInstance( resourceType );

					ScissorHelper( from, res, m_PlayerConstructed ? (item.Resources.GetAt( 0 ).Amount / 2) : 1 );

					res.LootType = LootType.Regular;

					return true;
				}
				catch
				{
				}
			}

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

		public void DistributeBonuses( int amount )
		{
			for ( int i = 0; i < amount; ++i )
			{
				switch ( Utility.Random( 5 ) )
				{
					case 0: ++m_AosResistances.Physical; break;
					case 1: ++m_AosResistances.Fire; break;
					case 2: ++m_AosResistances.Cold; break;
					case 3: ++m_AosResistances.Poison; break;
					case 4: ++m_AosResistances.Energy; break;
				}
			}

			InvalidateProperties();
		}

		#region ICraftable Members

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

			if ( makersMark )
				Crafter = from;

			if ( DefaultResource != CraftResource.None )
			{
				Type resourceType = typeRes;

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

				Resource = CraftResources.GetFromType( resourceType );
			}
			else
			{
				Hue = resHue;
			}

			PlayerConstructed = true;

			CraftContext context = craftSystem.GetContext( from );

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

			return quality;
		}

		#endregion
	}
}
 

Nockar

Sorceror
rmacham - I only have time to look at baseweapon. But you’ll probably have the same problems with the other two. All you have to do it copy what I have in mine up above. Compare what yours looks like to what my original code looks like.

Your code
Code:
	public override void AddNameProperty( ObjectPropertyList list )
	{
		//Colored Item Name Mod Start
		//Getting Props code
		BaseWeapon wea = this as BaseWeapon;

		int props = 0;
		foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
		{
			if ( wea != null && wea.Attributes[ (AosAttribute)i ] > 0 ) ++props;
		}
		if ( wea != null ){ foreach( int i in Enum.GetValues(typeof( AosWeaponAttribute)) ) if ( wea.WeaponAttributes[ (AosWeaponAttribute)i ] > 0 ) ++props;}
		if ( wea != null ){ if(wea.Slayer != SlayerName.None) ++props; if (wea.Slayer2 != SlayerName.None) ++props; }
		if(this.SkillBonuses.Skill_1_Value > 0) ++props;
		if(this.SkillBonuses.Skill_2_Value > 0) ++props;
		if(this.SkillBonuses.Skill_3_Value > 0) ++props;
		if(this.SkillBonuses.Skill_4_Value > 0) ++props;
		if(this.SkillBonuses.Skill_5_Value > 0) ++props;

		//AddNamePropertiey Code
		string oreType = CraftResources.GetName( m_Resource );
		if ( oreType.ToLower() == "none" || oreType.ToLower() == "normal" ) oreType = "";

		// Props code display
		if( props == 0  ) 		//  No color (Common)
		{
			list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
		}
		if( props >= 1 && props <= 2 ) 	// Green (Uncommon)
		{
			list.Add(1053099, "<BASEFONT COLOR=#1EFF00>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 3 && props <= 4 ) 	// Blue (Rare)
		{
			list.Add(1053099, "<BASEFONT COLOR=#0070FF>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 5 && props <= 6 ) 	// Purple (Epic)
		{
			list.Add(1053099, "<BASEFONT COLOR=#A335EE>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 7 && props <= 8 ) 	// Orange (Legendary)
		{
			list.Add(1053099, "<BASEFONT COLOR=#FF8000>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 9 ) 		// Golden (Artifact)
		{
			list.Add(1053099, "<BASEFONT COLOR=#E6CC80>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
//Colored Item Name Mod End

[COLOR="Red"]			int oreType;

			switch ( m_Resource )
			{
				case CraftResource.DullCopper:		oreType = 1053108; break; // dull copper
				case CraftResource.ShadowIron:		oreType = 1053107; break; // shadow iron
				case CraftResource.Copper:			oreType = 1053106; break; // copper
				case CraftResource.Bronze:			oreType = 1053105; break; // bronze
				case CraftResource.Gold:			oreType = 1053104; break; // golden
				case CraftResource.Agapite:			oreType = 1053103; break; // agapite
				case CraftResource.Verite:			oreType = 1053102; break; // verite
				case CraftResource.Valorite:		oreType = 1053101; break; // valorite
				case CraftResource.SpinedLeather:	oreType = 1061118; break; // spined
				case CraftResource.HornedLeather:	oreType = 1061117; break; // horned
				case CraftResource.BarbedLeather:	oreType = 1061116; break; // barbed
				case CraftResource.RedScales:		oreType = 1060814; break; // red
				case CraftResource.YellowScales:	oreType = 1060818; break; // yellow
				case CraftResource.BlackScales:		oreType = 1060820; break; // black
				case CraftResource.GreenScales:		oreType = 1060819; break; // green
				case CraftResource.WhiteScales:		oreType = 1060821; break; // white
				case CraftResource.BlueScales:		oreType = 1060815; break; // blue
				default: oreType = 0; break;
			}

			if ( oreType != 0 )
				list.Add( 1053099, "#{0}\t{1}", oreType, GetNameString() ); // ~1_oretype~ ~2_armortype~
			else if ( Name == null )
				list.Add( LabelNumber );
			else
				list.Add( Name );
				[/COLOR]
			if ( !String.IsNullOrEmpty( m_EngravedText ) )
				list.Add( 1062613, m_EngravedText );		
}

VS My Code
Code:
	public override void AddNameProperty(ObjectPropertyList list)
	{
[B]//Colored Item Name Mod Start
		//Getting Props code
		BaseWeapon wea = this as BaseWeapon;

		int props = 0;
		foreach( int i in Enum.GetValues(typeof( AosAttribute ) ) )
		{
			if ( wea != null && wea.Attributes[ (AosAttribute)i ] > 0 ) ++props;
		}
		if ( wea != null ){ foreach( int i in Enum.GetValues(typeof( AosWeaponAttribute)) ) if ( wea.WeaponAttributes[ (AosWeaponAttribute)i ] > 0 ) ++props;}
		if ( wea != null ){ if(wea.Slayer != SlayerName.None) ++props; if (wea.Slayer2 != SlayerName.None) ++props; }
		if(this.SkillBonuses.Skill_1_Value > 0) ++props;
		if(this.SkillBonuses.Skill_2_Value > 0) ++props;
		if(this.SkillBonuses.Skill_3_Value > 0) ++props;
		if(this.SkillBonuses.Skill_4_Value > 0) ++props;
		if(this.SkillBonuses.Skill_5_Value > 0) ++props;

		//AddNamePropertiey Code
		string oreType = CraftResources.GetName( m_Resource );
		if ( oreType.ToLower() == "none" || oreType.ToLower() == "normal" ) oreType = "";

		// Props code display
		if( props == 0  ) 		//  No color (Common)
		{
			list.Add(1053099, "{0}\t{1}", oreType, GetNameString());
		}
		if( props >= 1 && props <= 2 ) 	// Green (Uncommon)
		{
			list.Add(1053099, "<BASEFONT COLOR=#1EFF00>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 3 && props <= 4 ) 	// Blue (Rare)
		{
			list.Add(1053099, "<BASEFONT COLOR=#0070FF>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 5 && props <= 6 ) 	// Purple (Epic)
		{
			list.Add(1053099, "<BASEFONT COLOR=#A335EE>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 7 && props <= 8 ) 	// Orange (Legendary)
		{
			list.Add(1053099, "<BASEFONT COLOR=#FF8000>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
		if( props >= 9 ) 		// Golden (Artifact)
		{
			list.Add(1053099, "<BASEFONT COLOR=#E6CC80>{0}\t{1}<BASEFONT COLOR=#FFFFFF>", oreType, GetNameString());
		}
//Colored Item Name Mod End[/B]
		if (!String.IsNullOrEmpty(m_EngravedText))
			list.Add(1062613, m_EngravedText);
	}
 

Azulai

Sorceror
Got a small error. Not much coding experiance so I don't know how to fix.

Code:
RunUO - [www.runuo.com] Version 2.0, Build 3567.2838
Core: Running on .NET Framework Version 2.0.50727
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
 + Misc/LootPack.cs:
    CS0161: Line 603: 'Server.LootPackEntry.Mutate(Server.Mobile, int, Server.It
em)': not all code paths return a value
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.
 

Nockar

Sorceror
Azulai;845300 said:
Got a small error. Not much coding experiance so I don't know how to fix.

Code:
RunUO - [www.runuo.com] Version 2.0, Build 3567.2838
Core: Running on .NET Framework Version 2.0.50727
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
[COLOR="Red"] + Misc/LootPack.cs:
    CS0161: Line 603: 'Server.LootPackEntry.Mutate(Server.Mobile, int, Server.It
em)': not all code paths return a value[/COLOR]
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.

The error is in your lootpack.cs file.
 

Azulai

Sorceror
I know this, just not how to fix it. It says not all codes return a value. I looked at it and I saw the wood items. My server has no Log.cs. How would I fix this without having to get a log.cs? I would like to do this mod with as little difficulty as possible.

~EDIT:~
Figured it out. Just didn't add any of the code for wood and took it out of the lootpack.cs
 

jokik

Sorceror
this is neat and all but is there a way to stop it from making artifacts have the resource? iron soulseekers and iron blaze of death are dropping and its a bit odd.


maybe add a piece of code to each of the basic weapons, ironlongsword.cs etc
 

sacranym

Sorceror
Here's a Question. ~ mind you I haven't added this yet since it takes a few manual mods. *Will in a min though ^_^* ~ If properties are added after the initial item creation or drop, like if it drops green with max green attributes before it goes to blue if it was enhanced or an attribute / ability was added will it change color? *~ After applying it. It does work perfectly ^_^ TY for the new feature. and the object does change color I am extreemly happy with that.~* Thank you much!
 
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