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Saving time of evry gain for each skill.

Morgan

Sorceror
Saving time of evry gain for each skill.

I am trying to make antimacro system like the one on siege perilous beck in 1999 (Rate Over Time)
I need to save time of the last gain for every skill. So far iv made this. But now im stuck.
everytime i try to run server it gives me error like this one:
Code:
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
 - Error: Scripts\Mobiles\PlayerMobile.cs: CS1520: (line 3804, column 11) Class,
 struct, or interface method must have a return type
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.

my PlayerMobile.cs
Code:
using System;
using System.Collections;
using Server;
using Server.Misc;
using Server.Items;
using Server.Gumps;
using Server.Multis;
using Server.Engines.Help;
using Server.ContextMenus;
using Server.Network;
using Server.Spells;
using Server.Spells.Fifth;
using Server.Spells.Seventh;
using Server.Targeting;
using Server.Engines.Quests;
using Server.Factions;
using Server.Regions;
using Server.Accounting;
namespace Server.Mobiles
{
 [Flags]
 public enum PlayerFlag // First 16 bits are reserved for default-distro use, start custom flags at 0x00010000
 {
  None	= 0x00000000,
  Glassblowing  = 0x00000001,
  Masonry	= 0x00000002,
  SandMining   = 0x00000004,
  StoneMining   = 0x00000008,
  ToggleMiningStone = 0x00000010,
  KarmaLocked   = 0x00000020,
  AutoRenewInsurance = 0x00000040,
  UseOwnFilter  = 0x00000080,
  PublicMyRunUO  = 0x00000100,
  PagingSquelched  = 0x00000200,
  Young	= 0x00000400,
////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit///////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
				Sick			  = 0x00010000,
				Sickness		   = 0x00020000,
				SickContagious		  = 0x00040000
 }
	public enum SickFlag
	{
		None,
		TempImmunity,
		PermImmunity,
	   Cold,
	   Flu,
		Headache,
		Virus,
		VampTurn
   }
   public enum VampType
		{
			  None,
			  Vampire,
			  Master,
			  Ancient
		}
///////////////////////////////////////////////////////////////////////////////
//End Sickness Edit////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////

 public enum NpcGuild
 {
  None,
  MagesGuild,
  WarriorsGuild,
  ThievesGuild,
  RangersGuild,
  HealersGuild,
  MinersGuild,
  MerchantsGuild,
  TinkersGuild,
  TailorsGuild,
  FishermensGuild,
  BardsGuild,
  BlacksmithsGuild
 }
 public enum SolenFriendship
 {
  None,
  Red,
  Black
 }
 public class PlayerMobile : Mobile
 {
  public override void DoSpeech( string text, int[] keywords, MessageType type, int hue )
  {
   if ( type == MessageType.GM ) // If the message is of type GM
	text = String.Format( "{0}{1}", Commands.CommandPrefix, text ); // then add the prefix to it
   base.DoSpeech( text, keywords, type, hue ); // Process the same way as always
  }
  private class CountAndTimeStamp
  {
   private int m_Count;
   private DateTime m_Stamp;
   public CountAndTimeStamp()
   {
   }
   public DateTime TimeStamp { get{ return m_Stamp; } }
   public int Count 
   { 
	get { return m_Count; } 
	set { m_Count = value; m_Stamp = DateTime.Now; } 
   }
  }
////////////////////////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit///////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////
	  #region Vampires
  
  public VampType m_VampType = VampType.None;
  private bool m_Vampirism = false;
  private bool m_VampBurn = false;
  private bool m_VampHunger = false;
  public int m_Blood = 100;
  private PlayerFlag m_Flags;
  
  public bool GetDFlag( PlayerFlag flag )
  {
   return ( (m_Flags & flag) != 0 );
  }
  
  public void SetDFlag( PlayerFlag flag, bool value )
  {
   if ( value )
	m_Flags |= flag;
   else
	m_Flags &= ~flag;
  }
  
  [CommandProperty( AccessLevel.GameMaster )]
  public VampType VampireType
  {
   get { return m_VampType; }
   set { m_VampType = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public int Blood
  {
   get { return m_Blood; }
   set { m_Blood = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool Vampirism
  {
   get{ return m_Vampirism; }
   set{ m_Vampirism = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool VampHunger
  {
   get{ return m_VampHunger; }
   set{ m_VampHunger = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool VampBurn
  {
   get{ return m_VampBurn; }
   set{ m_VampBurn = value; }
  }
  
  public class VampBurnTimer : Timer
  {
   public const double SecondsPerUOMinute = 5.0;
   public const double MinutesPerUODay = SecondsPerUOMinute * 24;
   private static DateTime WorldStart = new DateTime( 1997, 9, 1 );
   
   public static void Initialize()
   {
	// m_ServerStart = DateTime.Now;
	new VampBurnTimer().Start();
   }
   
   public VampBurnTimer() : base( TimeSpan.FromMinutes( .10 ), TimeSpan.FromMinutes( .10 ) )
   {
	Priority = TimerPriority.OneSecond;
   }
   protected override void OnTick()
   {
	CheckBurn(); //Every tick run function burn
   }
   private bool GetBurning( int XPos )
   {
	TimeSpan timeSpan = DateTime.Now - WorldStart;
	int totalMinutes = (int)( timeSpan.TotalSeconds / SecondsPerUOMinute );
	totalMinutes += Map.Felucca.MapIndex * 320;
	totalMinutes += XPos / 16;
	int currentHour = ( totalMinutes / 60 ) % 24;
	int currentMinute = totalMinutes % 60;
	
	if ( currentHour <= 18 && currentHour >= 6)
	 //if (( currentHour >= 18 && currentMinute >= 01 ) ||(currentHour <= 5 && currentMinute <= 59))
	 return true;
	//if ( currentHour <= 7 && ( currentHour >= 18 /*&& currentMinute <= 59 */))
	// return false;
	return false;
   }
   private void CheckBurn( )
   {
	ArrayList mobs = new ArrayList( World.Mobiles.Values );
	for( int i = 0; i<mobs.Count; i++)
	{
	 Mobile m = mobs[i] as Mobile;
	 
	 if (m is PlayerMobile && m.Alive && m.Map != Map.Internal)
	 {
	  PlayerMobile mplayer = m as PlayerMobile;
	  if (mplayer.Vampirism == true && mplayer.VampBurn == true )
	  {
	   BaseHouse house = BaseHouse.FindHouseAt( m );
	   //StaticHouseSign staticHouse = StaticHouseSign.StaticFindHouseAt( m );
	   if (house == null /*&& staticHouse == null*/ && Validate(m) == true)
	   {
		if ( GetBurning( m.X ) )
		{
		 m.Stam -= 10; //tick away some stamina
		 m.FixedParticles( 0x3735, 1, 30, 9503, EffectLayer.Waist );
		 Effects.SendLocationEffect(m.Location, m.Map,0x371C, 20); //0x36BD,0x398C
		 m.PrivateOverheadMessage(0, 0, false, "You feel as if your skin is melting", m.NetState );
		 m.PlaySound( m.Female ? 814 : 1088 );
		 m.Say( "*ahhhh!*" );
		 m.Damage( Utility.Random( 40, 75 ) );
		}
		else
		 m.PrivateOverheadMessage(0, 0, false, "Be glad your not a vampire", m.NetState );
		return;
	   }
	  }
	 }
	}
   }
   
   public bool Validate(Mobile from)
   {
				   if(from.Region.Name != "Wind" &&   //towns
				   from.Region.Name != "Covetous" && from.Region.Name != "Deceit" &&//dungeons
				   from.Region.Name != "Despise" && from.Region.Name != "Destard" &&//dungeons
				   from.Region.Name != "Hythloth" && from.Region.Name != "Shame" &&//dungeons
				   from.Region.Name != "Wrong" && from.Region.Name != "Terathan Keep" &&//dungeons
				   from.Region.Name != "Fire" && from.Region.Name != "Ice" &&//dungeons
	   from.Region.Name != "Rock Dungeon" && from.Region.Name != "Spider Cave" &&//dungeons
	   from.Region.Name != "Spectre Dungeon" && from.Region.Name != "Blood Dungeon" &&//dungeons
	   from.Region.Name != "Wisp Dungeon" && from.Region.Name != "Ankh Dungeon" &&//dungeons
	   from.Region.Name != "Exodus Dungeon" && from.Region.Name != "Sorcerer's Dungeon" &&//dungeons
	   from.Region.Name != "Ancient Lair" && from.Region.Name != "Doom" &&//dungeons
				   from.Region.Name != "Jail")
	   {
		return true;
	   }
	   else
	   {
		return false;
	   }
   }
  }
  #endregion
				
  #region Sicknesses
  private SickFlag flag;
  public SickTimer m_SickTimer;
  public ImmunTimer m_ImmunTimer;
  [CommandProperty( AccessLevel.GameMaster )]
  public bool Sick
  {
   get{ return GetDFlag( PlayerFlag.Sick ); }
   set
   {
	if ( this.Sickness != SickFlag.TempImmunity && this.Sickness != SickFlag.PermImmunity && this.Sickness != SickFlag.None && this.Sickness != SickFlag.VampTurn && !value )
	 this.SendMessage( "You feel better!" );
	
	if ( this.Sickness != SickFlag.None ) //&& this.Sickness != SickFlag.VampTurn
	 SetDFlag( PlayerFlag.Sick, value );
	else
	{
	 SetDFlag( PlayerFlag.Sick, false );
	 this.SickContagious = false;
	}
	if ( !value )
	{
	 this.Sickness = SickFlag.None;
	}
   }
  }
	  [CommandProperty( AccessLevel.GameMaster )]
	  public bool SickContagious
	  {
	   get{ return GetDFlag( PlayerFlag.SickContagious ); }
	   set
	   {
		if ( !this.Sick || this.Sickness == SickFlag.TempImmunity || this.Sickness == SickFlag.PermImmunity || this.Sickness == SickFlag.VampTurn)
		 SetDFlag( PlayerFlag.SickContagious, false );
		else
		 SetDFlag( PlayerFlag.SickContagious, value );
	   }
	  }
	  [CommandProperty( AccessLevel.GameMaster )]
	  public SickFlag Sickness
	  {
	   get{ return flag; }
	   set
	   {
		flag = value;
		ChangeSickness( this, flag );
	   }
	  }
	  public class ImmunTimer : Timer
	  {
	   private Mobile m_defender;
	   private PlayerMobile m_pmdefender;
	   private int cnt = 0;
	   public ImmunTimer( Mobile defender ) : base( TimeSpan.Zero, TimeSpan.FromSeconds( 0.6 ), 480 )
	   {
		m_defender = defender;
		m_pmdefender = (PlayerMobile) defender;
	   }
	   protected override void OnTick()
	   {
		cnt += 1;
		if ( !m_pmdefender.Sick && m_pmdefender.Sickness == SickFlag.VampTurn)
		 Stop();
		if ( m_pmdefender.Sickness == SickFlag.TempImmunity && m_pmdefender.Sickness != SickFlag.VampTurn && cnt == 480)//&& m_pmdefender.Vampirism == false
		m_pmdefender.Sick = false;
	   }
	  }
	  public class SickTimer : Timer
	  {
	   private Mobile m_defender;
	   private int cnt = 0;
	   private int m_count = 0;
	   private int m_countmax;
	   private PlayerMobile m_pmdefender;
	   private SickFlag m_flag;
	   public SickTimer( Mobile defender, int count, SickFlag flag ) : base( TimeSpan.Zero, TimeSpan.FromSeconds( 20 ), count )
	   {
		m_defender = defender;
		m_countmax = count;
		m_pmdefender = (PlayerMobile) defender;
		m_flag = flag;
	   }
	   protected override void OnTick()
	   {
		if ( !m_defender.Alive && m_pmdefender.Sickness != SickFlag.VampTurn)
		{
		 m_pmdefender.Sick = false;
		 m_pmdefender.SickContagious = false;
		 Stop();
		}
		
		if ( ((!m_pmdefender.Sick) || (m_pmdefender.Sickness == SickFlag.None) || (m_pmdefender.Sickness == SickFlag.TempImmunity) || (m_pmdefender.Sickness == SickFlag.PermImmunity)) && (m_pmdefender.Sickness != SickFlag.VampTurn ))
		 Stop();
		
		if ( m_flag == SickFlag.Cold )
		{
		   cnt += 1;
		 m_count += 1;
		   m_defender.Damage( Utility.Random( 5, 10 ) );
		   //m_defender.Hits = m_defender.Hits - Utility.Random( 1, 3 );
		   if ( cnt > 2 )
		   {
			m_defender.SendMessage( "You have a cold!" );
			m_defender.Emote("cough*cough");
			
			if ( !m_defender.Female )
			 m_defender.PlaySound( 0x420 );
			else
			 m_defender.PlaySound( 0x311 );
			
			cnt = 0;
		   }
		  }
		  if( m_flag == SickFlag.Flu )
		  {
		   cnt += 1;
		   m_count += 1;
		   m_defender.Damage( Utility.Random( 10, 15 ) );
		   //m_defender.Hits = m_defender.Hits - Utility.Random( 1, 5 );
		   if ( cnt > 2 )
		   {
			m_defender.SendMessage( "You have influenza!" );
			m_defender.Emote("*feels feverish*");
			if ( !m_defender.Female )
			 m_defender.PlaySound( 0x42B );
			else
			 m_defender.PlaySound( 0x31B );
			cnt = 0;
		   }
		  }
		  if ( m_flag == SickFlag.Headache )
		  {
		   cnt += 1;
		   m_count += 1;
		   m_defender.Damage( Utility.Random( 1, 5 ) );
		   //m_defender.Hits = m_defender.Hits - Utility.Random( 1, 2 );
		   if ( cnt > 2 )
		   {
			m_defender.SendMessage( "You have a bad headache!" );
			m_defender.Emote("*head throbbing*");
			
			if ( !m_defender.Female )
			 m_defender.PlaySound( 0x42B );
			else
			 m_defender.PlaySound( 0x31B );
			
			cnt = 0;
		   }
		  }
		  if ( m_flag == SickFlag.Virus )
		  {
		   cnt += 1;
		   m_count += 1;
		   m_defender.Damage( Utility.Random( 15, 20 ) );
		   //m_defender.Hits = m_defender.Hits - Utility.Random( 1, 4 );
		   if ( cnt > 2 )
		   {
			m_defender.SendMessage( "You have a virus!" );
			m_defender.Emote("*stomach wretching*");
			
			if ( !m_defender.Female )
			 m_defender.PlaySound( 0x43F );
			else
			 m_defender.PlaySound( 0x32D );
			
			cnt = 0;
		   }
		  }
		  if ( m_flag == SickFlag.VampTurn )
		  {
		   cnt += 1;
		   m_count += 12;
		   
		   if ( cnt == 2 )
		   {
			m_defender.SendMessage( "You feel the blood in your body changing!" );
			m_defender.Emote("*stomach wretching*");
			m_defender.Damage( Utility.Random( 1, 1 ) );
			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
			m_defender.Say( "*pukes*" );
			if ( !m_defender.Mounted )
			{
			 m_defender.Animate( 32, 5, 1, true, false, 0 );
			}
			Point3D p = new Point3D( m_defender.Location );
			switch( m_defender.Direction )
			{
				  case Direction.North:
	   p.Y--; break;
				  case Direction.South:
	   p.Y++; break;
				  case Direction.East:
					 p.X++; break;
				  case Direction.West:
					 p.X--; break;
				  case Direction.Right:
					 p.X++; p.Y--; break;
				  case Direction.Down:
					 p.X++; p.Y++; break;
				  case Direction.Left:
					 p.X--; p.Y++; break;
				  case Direction.Up:
					 p.X--; p.Y--; break;
				  default:
					 break;
	 }
	 p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
			
			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 1 );
		   }
		   if ( cnt == 4 )
		   {
			m_defender.SendMessage( "You feel your body drying up!" );
			m_defender.Emote("*stomach wretching*");
			m_defender.Damage( Utility.Random( 1, 2 ) );
			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
			m_defender.Say( "*pukes*" );
			if ( !m_defender.Mounted )
			{
			 m_defender.Animate( 32, 5, 1, true, false, 0 );
			}
			Point3D p = new Point3D( m_defender.Location );
			switch( m_defender.Direction )
			{
				  case Direction.North:
	   p.Y--; break;
				  case Direction.South:
	   p.Y++; break;
				  case Direction.East:
					 p.X++; break;
				  case Direction.West:
					 p.X--; break;
				  case Direction.Right:
					 p.X++; p.Y--; break;
				  case Direction.Down:
					 p.X++; p.Y++; break;
				  case Direction.Left:
					 p.X--; p.Y++; break;
				  case Direction.Up:
					 p.X--; p.Y--; break;
				  default:
					 break;
	 }
	 p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
			
			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 2 );
		   }
		   if ( cnt == 6 )
		   {
			m_defender.SendMessage( "You feel as if you are dying!" );
			m_defender.Emote("*stomach wretching*");
			m_defender.Damage( Utility.Random( 1, 3 ) );
			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
			m_defender.Say( "*pukes*" );
			if ( !m_defender.Mounted )
			{
			 m_defender.Animate( 32, 5, 1, true, false, 0 );
			}
			Point3D p = new Point3D( m_defender.Location );
			  switch( m_defender.Direction )
			  {
				  case Direction.North:
	   p.Y--; break;
				  case Direction.South:
	   p.Y++; break;
				  case Direction.East:
					 p.X++; break;
				  case Direction.West:
					 p.X--; break;
				  case Direction.Right:
					 p.X++; p.Y--; break;
				  case Direction.Down:
					 p.X++; p.Y++; break;
				  case Direction.Left:
					 p.X--; p.Y++; break;
				  case Direction.Up:
					 p.X--; p.Y--; break;
				  default:
					 break;
	 }
	 p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
			
			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 3 );
		   }
		   if ( cnt == 8 )
		   {
			m_defender.SendMessage( "You feel extremely dizzy and light headed!" );
			m_defender.Emote("*stomach wretching*");
			m_defender.Damage( Utility.Random( 1, 4 ) );
			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
			m_defender.Say( "*pukes*" );
			if ( !m_defender.Mounted )
			{
			 m_defender.Animate( 32, 5, 1, true, false, 0 );
			}
			Point3D p = new Point3D( m_defender.Location );
			  switch( m_defender.Direction )
			  {
				  case Direction.North:
	   p.Y--; break;
				  case Direction.South:
	   p.Y++; break;
				  case Direction.East:
					 p.X++; break;
				  case Direction.West:
					 p.X--; break;
				  case Direction.Right:
					 p.X++; p.Y--; break;
				  case Direction.Down:
					 p.X++; p.Y++; break;
				  case Direction.Left:
					 p.X--; p.Y++; break;
				  case Direction.Up:
					 p.X--; p.Y--; break;
				  default:
					 break;
	 }
	 p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
			
			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 4 );
		   }
		   if ( cnt == 10 )
		   {
			m_defender.SendMessage( "You can hardly control yourself!" );
			m_defender.Emote("*stomach tightens*");
			m_defender.Damage( Utility.Random( 1, 5 ) );
			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
			m_defender.Say( "*pukes*" );
			if ( !m_defender.Mounted )
			{
			 m_defender.Animate( 32, 5, 1, true, false, 0 );
			}
			Point3D p = new Point3D( m_defender.Location );
			  switch( m_defender.Direction )
			  {
				  case Direction.North:
	   p.Y--; break;
				  case Direction.South:
	   p.Y++; break;
				  case Direction.East:
					 p.X++; break;
				  case Direction.West:
					 p.X--; break;
				  case Direction.Right:
					 p.X++; p.Y--; break;
				  case Direction.Down:
					 p.X++; p.Y++; break;
				  case Direction.Left:
					 p.X--; p.Y++; break;
				  case Direction.Up:
					 p.X--; p.Y--; break;
				  default:
					 break;
	 }
	 p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
			
			//break;
			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 5 );
		   }
		   if ( cnt == 12 )
				   {
				   m_defender.SendMessage( "You begin to fall over and feel death upon you!" );
				   m_defender.PlaySound( m_defender.Female ? 814 : 1088 );
				   m_defender.Say( "*ahhhh!*" );
				   m_defender.PublicOverheadMessage( MessageType.Spell, m_defender.SpeechHue, true, "*you shuffle off your mortal coil*", false );
				   m_defender.Damage( Utility.Random( 150, 150 ) );
				   //m_defender.Hits = m_defender.Hits - Utility.Random( 1, 150 );
				   m_pmdefender.Vampirism = true;
				   m_pmdefender.VampHunger = true;
				   m_pmdefender.VampBurn = true;
				   m_pmdefender.Title = "The Vampire";
				   m_pmdefender.Hue = 1154;
				   m_pmdefender.VampireType = VampType.Vampire;
				   m_pmdefender.Sickness = SickFlag.PermImmunity;
				   m_pmdefender.Resurrect();
				   m_defender.Hunger = 3;
				   m_defender.Kills = 5;
				   m_defender.SendMessage( "You have been reborn into a Vampire, you'll need Blood to survive now!" );
   /////////////////////////////////////////////////////////////////////////////////////////
   ///////THIS IS FOR RESETTING SKILLS AND CAP ON TURN//////////////////////////////////////
   /////////////////////////////////////////////////////////////////////////////////////////
   //Server.Skills skills = m_defender.Skills;
   //
   //for ( int i = 0; i < skills.Length; ++i )
   //{
   //skills[i].Base = 0.0;
   //skills[i].Cap = 100.0;
   //}
   ///////////////////////////////////////////////////////////////////////////////////////
			}
	 }
		  
		  if ( m_count == m_countmax )//&& m_pmdefender.Vampirism != true
			{
			   m_pmdefender.Sickness = SickFlag.TempImmunity;
			   return;
			}
		  int randominfect = Utility.Random( 1, 99 );
		  
		  ArrayList li = new ArrayList();
		  foreach ( Mobile o in m_defender.Map.GetMobilesInRange( m_defender.Location, 5 ) )
		  {
		   li.Add(o);
		  }
		  for (int i = 0; i < li.Count; i++)
		  {
		   Mobile o = li[i] as Mobile;
		   
		   if ( o is PlayerMobile && m_defender != o )
		   {
			PlayerMobile mob = (PlayerMobile) o;
			
			if (( mob.Sickness == SickFlag.TempImmunity || mob.Sickness == SickFlag.PermImmunity || !mob.SickContagious )|| (mob.Vampirism == true))
			{
			}
			else if ( mob.Sickness == SickFlag.None )
			{
			 if ( randominfect > 43 && randominfect < 50 )
			  mob.Sickness = m_flag;
			}
		   }
		  }
		 }
	  }
	  public virtual void ChangeSickness( PlayerMobile m, SickFlag newsick )
	  {
	   int count = Utility.Random( 5, 20 );
	   Mobile pm = (Mobile) m;
	   
	   switch ( newsick )
	   {
		case SickFlag.None:
		 {
		  if ( m.Sick )
		  {
		   m.Sick = false;
		   m.SickContagious = false;
		  }
		  break;
		 }
			case SickFlag.TempImmunity:
			 {
			  m.SendMessage( "You feel better!" );
			  m.Sick = true;
			  m.SickContagious= false;
			  m_ImmunTimer = new ImmunTimer ( pm );
			  m_ImmunTimer.Start();
			  break;
			 }
			case SickFlag.PermImmunity:
			 {
			  m.SendMessage( "You feel permanently immune to sicknesses!" );
			  m.Sick = true;
			  m.SickContagious= false;
			  break;
			 }
			case SickFlag.Cold:
			 {
			  m.SendMessage( "You have caught a cold!" );
			  m.Sick = true;
			  m.SickContagious= true;
			  m_SickTimer = new SickTimer ( pm, count, SickFlag.Cold );
			  m_SickTimer.Start();
			  break;
			 }
			case SickFlag.Flu:
			 {
			  m.SendMessage( "You came down with influenza!" );
			  m.Sick = true;
			  m.SickContagious= true;
			  m_SickTimer = new SickTimer ( pm, count, SickFlag.Flu );
			  m_SickTimer.Start();
			  break;
			 }
			case SickFlag.Headache:
			 {
			  m.SendMessage( "You feel a bad headache coming on!" );
			  m.Sick = true;
			  m.SickContagious= false;
			  m_SickTimer = new SickTimer ( pm, count, SickFlag.Headache );
			  m_SickTimer.Start();
			  break;
			 }
			case SickFlag.Virus:
			 {
			  m.SendMessage( "You caught a bad virus!" );
			  m.Sick = true;
			  m.SickContagious= true;
			  m_SickTimer = new SickTimer ( pm, count, SickFlag.Virus );
			  m_SickTimer.Start();
			  break;
			 }
			case SickFlag.VampTurn:
			 {
			  m.SendMessage( "You have been infected by a Vampire!" );
			  m.Sick = true;
			  m.SickContagious= false;
			  m_SickTimer = new SickTimer ( pm, count, SickFlag.VampTurn );
			  m_SickTimer.Start();
			  break;
			}
	}
 }
  #endregion
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//End Sickness Edit///////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  private SkillsTimers m_SkillsTimers;
  private DesignContext m_DesignContext;
  private NpcGuild m_NpcGuild;
  private DateTime m_NpcGuildJoinTime;
  private TimeSpan m_NpcGuildGameTime;
  //private PlayerFlag m_Flags; <<<<Edit this out for Sickness system
  private int m_StepsTaken;
  private int m_Profession;
  [CommandProperty( AccessLevel.GameMaster )]
  public int Profession
  {
   get{ return m_Profession; }
   set{ m_Profession = value; }
  }
  public int StepsTaken
  {
   get{ return m_StepsTaken; }
   set{ m_StepsTaken = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public NpcGuild NpcGuild
  {
   get{ return m_NpcGuild; }
   set{ m_NpcGuild = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public DateTime NpcGuildJoinTime
  {
   get{ return m_NpcGuildJoinTime; }
   set{ m_NpcGuildJoinTime = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public TimeSpan NpcGuildGameTime
  {
   get{ return m_NpcGuildGameTime; }
   set{ m_NpcGuildGameTime = value; }
  }
  public PlayerFlag Flags
  {
   get{ return m_Flags; }
   set{ m_Flags = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool PagingSquelched
  {
   get{ return GetFlag( PlayerFlag.PagingSquelched ); }
   set{ SetFlag( PlayerFlag.PagingSquelched, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool Glassblowing
  {
   get{ return GetFlag( PlayerFlag.Glassblowing ); }
   set{ SetFlag( PlayerFlag.Glassblowing, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool Masonry
  {
   get{ return GetFlag( PlayerFlag.Masonry ); }
   set{ SetFlag( PlayerFlag.Masonry, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool SandMining
  {
   get{ return GetFlag( PlayerFlag.SandMining ); }
   set{ SetFlag( PlayerFlag.SandMining, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool StoneMining
  {
   get{ return GetFlag( PlayerFlag.StoneMining ); }
   set{ SetFlag( PlayerFlag.StoneMining, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool ToggleMiningStone
  {
   get{ return GetFlag( PlayerFlag.ToggleMiningStone ); }
   set{ SetFlag( PlayerFlag.ToggleMiningStone, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool KarmaLocked
  {
   get{ return GetFlag( PlayerFlag.KarmaLocked ); }
   set{ SetFlag( PlayerFlag.KarmaLocked, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool AutoRenewInsurance
  {
   get{ return GetFlag( PlayerFlag.AutoRenewInsurance ); }
   set{ SetFlag( PlayerFlag.AutoRenewInsurance, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool UseOwnFilter
  {
   get{ return GetFlag( PlayerFlag.UseOwnFilter ); }
   set{ SetFlag( PlayerFlag.UseOwnFilter, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool PublicMyRunUO
  {
   get{ return GetFlag( PlayerFlag.PublicMyRunUO ); }
   set{ SetFlag( PlayerFlag.PublicMyRunUO, value ); InvalidateMyRunUO(); }
  }
//  [CommandProperty( AccessLevel.Counselor )]
//  public SkillsTimers SkillsTimers{ get{ return m_SkillsTimers; } set{} }
  public static Direction GetDirection4( Point3D from, Point3D to )
  {
   int dx = from.X - to.X;
   int dy = from.Y - to.Y;
   int rx = dx - dy;
   int ry = dx + dy;
   Direction ret;
   if ( rx >= 0 && ry >= 0 )
	ret = Direction.West;
   else if ( rx >= 0 && ry < 0 )
	ret = Direction.South;
   else if ( rx < 0 && ry < 0 )
	ret = Direction.East;
   else
	ret = Direction.North;
   return ret;
  }
  public override bool OnDroppedItemToWorld( Item item, Point3D location )
  {
   if ( !base.OnDroppedItemToWorld( item, location ) )
	return false;
   BounceInfo bi = item.GetBounce();
   if ( bi != null )
   {
	Type type = item.GetType();
	if ( type.IsDefined( typeof( FurnitureAttribute ), true ) || type.IsDefined( typeof( DynamicFlipingAttribute ), true ) )
	{
	 object[] objs = type.GetCustomAttributes( typeof( FlipableAttribute ), true );
	 if ( objs != null && objs.Length > 0 )
	 {
	  FlipableAttribute fp = objs[0] as FlipableAttribute;
	  if ( fp != null )
	  {
	   int[] itemIDs = fp.ItemIDs;
	   Point3D oldWorldLoc = bi.m_WorldLoc;
	   Point3D newWorldLoc = location;
	   if ( oldWorldLoc.X != newWorldLoc.X || oldWorldLoc.Y != newWorldLoc.Y )
	   {
		Direction dir = GetDirection4( oldWorldLoc, newWorldLoc );
		if ( itemIDs.Length == 2 )
		{
		 switch ( dir )
		 {
		  case Direction.North:
		  case Direction.South: item.ItemID = itemIDs[0]; break;
		  case Direction.East:
		  case Direction.West: item.ItemID = itemIDs[1]; break;
		 }
		}
		else if ( itemIDs.Length == 4 )
		{
		 switch ( dir )
		 {
		  case Direction.South: item.ItemID = itemIDs[0]; break;
		  case Direction.East: item.ItemID = itemIDs[1]; break;
		  case Direction.North: item.ItemID = itemIDs[2]; break;
		  case Direction.West: item.ItemID = itemIDs[3]; break;
		 }
		}
	   }
	  }
	 }
	}
   }
   return true;
  }
  public bool GetFlag( PlayerFlag flag )
  {
   return ( (m_Flags & flag) != 0 );
  }
  public void SetFlag( PlayerFlag flag, bool value )
  {
   if ( value )
	m_Flags |= flag;
   else
	m_Flags &= ~flag;
  }
  public DesignContext DesignContext
  {
   get{ return m_DesignContext; }
   set{ m_DesignContext = value; }
  }
  public static void Initialize()
  {
   if ( FastwalkPrevention )
   {
	PacketHandler ph = PacketHandlers.GetHandler( 0x02 );
	ph.ThrottleCallback = new ThrottlePacketCallback( MovementThrottle_Callback );
   }
   EventSink.Login += new LoginEventHandler( OnLogin );
   EventSink.Logout += new LogoutEventHandler( OnLogout );
   EventSink.Connected += new ConnectedEventHandler( EventSink_Connected );
   EventSink.Disconnected += new DisconnectedEventHandler( EventSink_Disconnected );
  }
  public override void OnSkillInvalidated( Skill skill )
  {
   if ( Core.AOS && skill.SkillName == SkillName.MagicResist )
	UpdateResistances();
  }
  public override int GetMaxResistance( ResistanceType type )
  {
   int max = base.GetMaxResistance( type );
   if ( type != ResistanceType.Physical && 60 < max && Spells.Fourth.CurseSpell.UnderEffect( this ) )
	max = 60;
   return max;
  }
  private int m_LastGlobalLight = -1, m_LastPersonalLight = -1;
  public override void OnNetStateChanged()
  {
   m_LastGlobalLight = -1;
   m_LastPersonalLight = -1;
  }
  public override void ComputeBaseLightLevels( out int global, out int personal )
  {
   global = LightCycle.ComputeLevelFor( this );
   if ( this.LightLevel < 21 && AosAttributes.GetValue( this, AosAttribute.NightSight ) > 0 )
	personal = 21;
   else
	personal = this.LightLevel;
  }
  public override void CheckLightLevels( bool forceResend )
  {
   NetState ns = this.NetState;
   if ( ns == null )
	return;
   int global, personal;
   ComputeLightLevels( out global, out personal );
   if ( !forceResend )
	forceResend = ( global != m_LastGlobalLight || personal != m_LastPersonalLight );
   if ( !forceResend )
	return;
   m_LastGlobalLight = global;
   m_LastPersonalLight = personal;
   ns.Send( GlobalLightLevel.Instantiate( global ) );
   ns.Send( new PersonalLightLevel( this, personal ) );
  }
  public override int GetMinResistance( ResistanceType type )
  {
   int magicResist = (int)(Skills[SkillName.MagicResist].Value * 10);
   int min = int.MinValue;
   if ( magicResist >= 1000 )
	min = 40 + ((magicResist - 1000) / 50);
   else if ( magicResist >= 400 )
	min = (magicResist - 400) / 15;
   if ( min > MaxPlayerResistance )
	min = MaxPlayerResistance;
   int baseMin = base.GetMinResistance( type );
   if ( min < baseMin )
	min = baseMin;
   return min;
  }
  private static void OnLogin( LoginEventArgs e )
  {
   Mobile from = e.Mobile;
   SacrificeVirtue.CheckAtrophy( from );
   JusticeVirtue.CheckAtrophy( from );
   CompassionVirtue.CheckAtrophy( from );
   if ( AccountHandler.LockdownLevel > AccessLevel.Player )
   {
	string notice;
	Accounting.Account acct = from.Account as Accounting.Account;
	if ( acct == null || !acct.HasAccess( from.NetState ) )
	{
	 if ( from.AccessLevel == AccessLevel.Player )
	  notice = "The server is currently under lockdown. No players are allowed to log in at this time.";
	 else
	  notice = "The server is currently under lockdown. You do not have sufficient access level to connect.";
	 Timer.DelayCall( TimeSpan.FromSeconds( 1.0 ), new TimerStateCallback( Disconnect ), from );
	}
	else if ( from.AccessLevel == AccessLevel.Administrator )
	{
	 notice = "The server is currently under lockdown. As you are an administrator, you may change this from the [Admin gump.";
	}
	else
	{
	 notice = "The server is currently under lockdown. You have sufficient access level to connect.";
	}
	from.SendGump( new NoticeGump( 1060637, 30720, notice, 0xFFC000, 300, 140, null, null ) );
   }
  }
  private bool m_NoDeltaRecursion;
  public void ValidateEquipment()
  {
   if ( m_NoDeltaRecursion || Map == null || Map == Map.Internal )
	return;
   if ( this.Items == null )
	return;
   m_NoDeltaRecursion = true;
   Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ValidateEquipment_Sandbox ) );
  }
  private void ValidateEquipment_Sandbox()
  {
   try
   {
	if ( Map == null || Map == Map.Internal )
	 return;
	ArrayList items = this.Items;
	if ( items == null )
	 return;
	bool moved = false;
	int str = this.Str;
	int dex = this.Dex;
	int intel = this.Int;
	#region Factions
	int factionItemCount = 0;
	#endregion
	Mobile from = this;
	for ( int i = items.Count - 1; i >= 0; --i )
	{
	 if ( i >= items.Count )
	  continue;
	 Item item = (Item)items[i];
	 if ( item is BaseWeapon )
	 {
	  BaseWeapon weapon = (BaseWeapon)item;
	  bool drop = false;
	  if ( dex < weapon.DexRequirement )
	   drop = true;
	  else if ( str < AOS.Scale( weapon.StrRequirement, 100 - weapon.GetLowerStatReq() ) )
	   drop = true;
	  else if ( intel < weapon.IntRequirement )
	   drop = true;
	  if ( drop )
	  {
	   string name = weapon.Name;
	   if ( name == null )
		name = String.Format( "#{0}", weapon.LabelNumber );
	   from.SendLocalizedMessage( 1062001, name ); // You can no longer wield your ~1_WEAPON~
	   from.AddToBackpack( weapon );
	   moved = true;
	  }
	 }
	 else if ( item is BaseArmor )
	 {
	  BaseArmor armor = (BaseArmor)item;
	  bool drop = false;
	  if ( !armor.AllowMaleWearer && from.Body.IsMale && from.AccessLevel < AccessLevel.GameMaster )
	  {
	   drop = true;
	  }
	  else if ( !armor.AllowFemaleWearer && from.Body.IsFemale && from.AccessLevel < AccessLevel.GameMaster )
	  {
	   drop = true;
	  }
	  else
	  {
	   int strBonus = armor.ComputeStatBonus( StatType.Str ), strReq = armor.ComputeStatReq( StatType.Str );
	   int dexBonus = armor.ComputeStatBonus( StatType.Dex ), dexReq = armor.ComputeStatReq( StatType.Dex );
	   int intBonus = armor.ComputeStatBonus( StatType.Int ), intReq = armor.ComputeStatReq( StatType.Int );
	   if ( dex < dexReq || (dex + dexBonus) < 1 )
		drop = true;
	   else if ( str < strReq || (str + strBonus) < 1 )
		drop = true;
	   else if ( intel < intReq || (intel + intBonus) < 1 )
		drop = true;
	  }
	  if ( drop )
	  {
	   string name = armor.Name;
	   if ( name == null )
		name = String.Format( "#{0}", armor.LabelNumber );
	   if ( armor is BaseShield )
		from.SendLocalizedMessage( 1062003, name ); // You can no longer equip your ~1_SHIELD~
	   else
		from.SendLocalizedMessage( 1062002, name ); // You can no longer wear your ~1_ARMOR~
	   from.AddToBackpack( armor );
	   moved = true;
	  }
	 }
	 FactionItem factionItem = FactionItem.Find( item );
	 if ( factionItem != null )
	 {
	  bool drop = false;
	  Faction ourFaction = Faction.Find( this );
	  if ( ourFaction == null || ourFaction != factionItem.Faction )
	   drop = true;
	  else if ( ++factionItemCount > FactionItem.GetMaxWearables( this ) )
	   drop = true;
	  if ( drop )
	  {
	   from.AddToBackpack( item );
	   moved = true;
	  }
	 }
	}
	if ( moved )
	 from.SendLocalizedMessage( 500647 ); // Some equipment has been moved to your backpack.
   }
   catch ( Exception e )
   {
	Console.WriteLine( e );
   }
   finally
   {
	m_NoDeltaRecursion = false;
   }
  }
  public override void Delta( MobileDelta flag )
  {
   base.Delta( flag );
   if ( (flag & MobileDelta.Stat) != 0 )
	ValidateEquipment();
   if ( (flag & (MobileDelta.Name | MobileDelta.Hue)) != 0 )
	InvalidateMyRunUO();
  }
  private static void Disconnect( object state )
  {
   NetState ns = ((Mobile)state).NetState;
   if ( ns != null )
	ns.Dispose();
  }
  private static void OnLogout( LogoutEventArgs e )
  {
  }
  private static void EventSink_Connected( ConnectedEventArgs e )
  {
   PlayerMobile pm = e.Mobile as PlayerMobile;
   if ( pm != null )
   {
	pm.m_SessionStart = DateTime.Now;
	if ( pm.m_Quest != null )
	 pm.m_Quest.StartTimer();
	pm.BedrollLogout = false;
   }
  }
  private static void EventSink_Disconnected( DisconnectedEventArgs e )
  {
   Mobile from = e.Mobile;
   DesignContext context = DesignContext.Find( from );
   if ( context != null )
   {
	/* Client disconnected
	 *  - Remove design context
	 *  - Eject all from house
	 *  - Restore relocated entities
	 */
	// Remove design context
	DesignContext.Remove( from );
	// Eject all from house
	from.RevealingAction();
	foreach ( Item item in context.Foundation.GetItems() )
	 item.Location = context.Foundation.BanLocation;
	foreach ( Mobile mobile in context.Foundation.GetMobiles() )
	 mobile.Location = context.Foundation.BanLocation;
	// Restore relocated entities
	context.Foundation.RestoreRelocatedEntities();
   }
   PlayerMobile pm = e.Mobile as PlayerMobile;
   if ( pm != null )
   {
	pm.m_GameTime += (DateTime.Now - pm.m_SessionStart);
	if ( pm.m_Quest != null )
	 pm.m_Quest.StopTimer();
	pm.m_SpeechLog = null;
   }
  }
  public override void RevealingAction()
  {
   if ( m_DesignContext != null )
	return;
   Spells.Sixth.InvisibilitySpell.RemoveTimer( this );
   base.RevealingAction();
  }
  public override void OnSubItemAdded( Item item )
  {
   if ( AccessLevel < AccessLevel.GameMaster && item.IsChildOf( this.Backpack ) )
   {
	int maxWeight = WeightOverloading.GetMaxWeight( this );
	int curWeight = Mobile.BodyWeight + this.TotalWeight;
	if ( curWeight > maxWeight )
	 this.SendLocalizedMessage( 1019035, true, String.Format( " : {0} / {1}", curWeight, maxWeight ) );
   }
  }
  public override bool CanBeHarmful( Mobile target, bool message, bool ignoreOurBlessedness )
  {
   if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
	return false;
   if ( (target is BaseVendor && ((BaseVendor)target).IsInvulnerable) || target is PlayerVendor || target is TownCrier )
   {
	if ( message )
	{
	 if ( target.Title == null )
	  SendMessage( "{0} the vendor cannot be harmed.", target.Name );
	 else
	  SendMessage( "{0} {1} cannot be harmed.", target.Name, target.Title );
	}
	return false;
   }
   return base.CanBeHarmful( target, message, ignoreOurBlessedness );
  }
  public override bool CanBeBeneficial( Mobile target, bool message, bool allowDead )
  {
   if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
	return false;
   return base.CanBeBeneficial( target, message, allowDead );
  }
  public override bool CheckContextMenuDisplay( IEntity target )
  {
   return ( m_DesignContext == null );
  }
  public override void OnItemAdded( Item item )
  {
   base.OnItemAdded( item );
   if ( item is BaseArmor || item is BaseWeapon )
   {
	Hits=Hits; Stam=Stam; Mana=Mana;
   }
   if ( this.NetState != null )
	CheckLightLevels( false );
   InvalidateMyRunUO();
  }
  public override void OnItemRemoved( Item item )
  {
   base.OnItemRemoved( item );
   if ( item is BaseArmor || item is BaseWeapon )
   {
	Hits=Hits; Stam=Stam; Mana=Mana;
   }
   if ( this.NetState != null )
	CheckLightLevels( false );
   InvalidateMyRunUO();
  }
  public override double ArmorRating
  {
   get
   {
	BaseArmor ar;
	double rating = 0.0;
	ar = NeckArmor as BaseArmor;
	if ( ar != null )
	 rating += ar.ArmorRatingScaled;
	ar = HandArmor as BaseArmor;
	if ( ar != null )
	 rating += ar.ArmorRatingScaled;
	ar = HeadArmor as BaseArmor;
	if ( ar != null )
	 rating += ar.ArmorRatingScaled;
	ar = ArmsArmor as BaseArmor;
	if ( ar != null )
	 rating += ar.ArmorRatingScaled;
	ar = LegsArmor as BaseArmor;
	if ( ar != null )
	 rating += ar.ArmorRatingScaled;
	ar = ChestArmor as BaseArmor;
	if ( ar != null )
	 rating += ar.ArmorRatingScaled;
	ar = ShieldArmor as BaseArmor;
	if ( ar != null )
	 rating += ar.ArmorRatingScaled;
	return VirtualArmor + VirtualArmorMod + rating;
   }
  }
  public override int HitsMax
  {
   get
   {
	int strBase;
	int strOffs = GetStatOffset( StatType.Str );
	if ( Core.AOS )
	{
	 strBase = this.Str;
	 strOffs += AosAttributes.GetValue( this, AosAttribute.BonusHits );
	}
	else
	{
	 strBase = this.RawStr;
	}
	return (strBase / 2) + 50 + strOffs;
   }
  }
  public override int StamMax
  {
   get{ return base.StamMax + AosAttributes.GetValue( this, AosAttribute.BonusStam ); }
  }
  public override int ManaMax
  {
   get{ return base.ManaMax + AosAttributes.GetValue( this, AosAttribute.BonusMana ); }
  }
  public override bool Move( Direction d )
  {
   NetState ns = this.NetState;
   if ( ns != null )
   {
	GumpCollection gumps = ns.Gumps;
	for ( int i = 0; i < gumps.Count; ++i )
	{
	 if ( gumps[i] is ResurrectGump )
	 {
	  if ( Alive )
	  {
	   CloseGump( typeof( ResurrectGump ) );
	  }
	  else
	  {
	   SendLocalizedMessage( 500111 ); // You are frozen and cannot move.
	   return false;
	  }
	 }
	}
   }
   TimeSpan speed = ComputeMovementSpeed( d );
   if ( !base.Move( d ) )
	return false;
   m_NextMovementTime += speed;
   return true;
  }
  public override bool CheckMovement( Direction d, out int newZ )
  {
   DesignContext context = m_DesignContext;
   if ( context == null )
	return base.CheckMovement( d, out newZ );
   HouseFoundation foundation = context.Foundation;
   newZ = foundation.Z + HouseFoundation.GetLevelZ( context.Level );
   int newX = this.X, newY = this.Y;
   Movement.Movement.Offset( d, ref newX, ref newY );
   int startX = foundation.X + foundation.Components.Min.X + 1;
   int startY = foundation.Y + foundation.Components.Min.Y + 1;
   int endX = startX + foundation.Components.Width - 1;
   int endY = startY + foundation.Components.Height - 2;
   return ( newX >= startX && newY >= startY && newX < endX && newY < endY && Map == foundation.Map );
  }
  public override bool AllowItemUse( Item item )
  {
   return DesignContext.Check( this );
  }
  public override bool AllowSkillUse( SkillName skill )
  {
   return DesignContext.Check( this );
  }
  private bool m_LastProtectedMessage;
  private int m_NextProtectionCheck = 10;
  public virtual void RecheckTownProtection()
  {
   m_NextProtectionCheck = 10;
   Regions.GuardedRegion reg = this.Region as Regions.GuardedRegion;
   bool isProtected = ( reg != null && !reg.IsDisabled() );
   if ( isProtected != m_LastProtectedMessage )
   {
	if ( isProtected )
	 SendLocalizedMessage( 500112 ); // You are now under the protection of the town guards.
	else
	 SendLocalizedMessage( 500113 ); // You have left the protection of the town guards.
	m_LastProtectedMessage = isProtected;
   }
  }
  public override void MoveToWorld( Point3D loc, Map map )
  {
   base.MoveToWorld( loc, map );
   RecheckTownProtection();
  }
  public override void SetLocation( Point3D loc, bool isTeleport )
  {
   if ( !isTeleport && AccessLevel == AccessLevel.Player )
   {
	// moving, not teleporting
	int zDrop = ( this.Location.Z - loc.Z );
	if ( zDrop > 20 ) // we fell more than one story
	 Hits -= ((zDrop / 20) * 10) - 5; // deal some damage; does not kill, disrupt, etc
   }
   base.SetLocation( loc, isTeleport );
   if ( isTeleport || --m_NextProtectionCheck == 0 )
	RecheckTownProtection();
  }
  public override void GetContextMenuEntries( Mobile from, ArrayList list )
  {
   base.GetContextMenuEntries( from, list );
   if ( from == this )
   {
	if ( m_Quest != null )
	 m_Quest.GetContextMenuEntries( list );
	if ( Alive && InsuranceEnabled )
	{
	 list.Add( new CallbackEntry( 6201, new ContextCallback( ToggleItemInsurance ) ) );
	 if ( AutoRenewInsurance )
	  list.Add( new CallbackEntry( 6202, new ContextCallback( CancelRenewInventoryInsurance ) ) );
	 else
	  list.Add( new CallbackEntry( 6200, new ContextCallback( AutoRenewInventoryInsurance ) ) );
	}
	// TODO: Toggle champ titles
	BaseHouse house = BaseHouse.FindHouseAt( this );
	if ( house != null )
	{
	 if ( Alive && house.InternalizedVendors.Count > 0 && house.IsOwner( this ) )
	  list.Add( new CallbackEntry( 6204, new ContextCallback( GetVendor ) ) );
	 if ( house.IsAosRules )
	  list.Add( new CallbackEntry( 6207, new ContextCallback( LeaveHouse ) ) );
	}
	if ( m_JusticeProtectors.Count > 0 )
	 list.Add( new CallbackEntry( 6157, new ContextCallback( CancelProtection ) ) );
   }
  }
  private void CancelProtection()
  {
   for ( int i = 0; i < m_JusticeProtectors.Count; ++i )
   {
	Mobile prot = (Mobile)m_JusticeProtectors[i];
	string args = String.Format( "{0}\t{1}", this.Name, prot.Name );
	prot.SendLocalizedMessage( 1049371, args ); // The protective relationship between ~1_PLAYER1~ and ~2_PLAYER2~ has been ended.
	this.SendLocalizedMessage( 1049371, args ); // The protective relationship between ~1_PLAYER1~ and ~2_PLAYER2~ has been ended.
   }
   m_JusticeProtectors.Clear();
  }
  private void ToggleItemInsurance()
  {
   if ( !CheckAlive() )
	return;
   BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
   SendLocalizedMessage( 1060868 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
  }
  private bool CanInsure( Item item )
  {
   if ( item is Container || item is BagOfSending )
	return false;
   if ( item is Spellbook || item is Runebook || item is PotionKeg || item is Sigil )
	return false;
   if ( item.Stackable )
	return false;
   if ( item.LootType == LootType.Cursed )
	return false;
   if ( item.ItemID == 0x204E ) // death shroud
	return false;
   return true;
  }
  private void ToggleItemInsurance_Callback( Mobile from, object obj )
  {
   if ( !CheckAlive() )
	return;
   Item item = obj as Item;
   if ( item == null || !item.IsChildOf( this ) )
   {
	BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
	SendLocalizedMessage( 1060871, "", 0x23 ); // You can only insure items that you have equipped or that are in your backpack
   }
   else if ( item.Insured )
   {
	item.Insured = false;
	SendLocalizedMessage( 1060874, "", 0x35 ); // You cancel the insurance on the item
	BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
	SendLocalizedMessage( 1060868, "", 0x23 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
   }
   else if ( !CanInsure( item ) )
   {
	BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
	SendLocalizedMessage( 1060869, "", 0x23 ); // You cannot insure that
   }
   else if ( item.LootType == LootType.Blessed || item.LootType == LootType.Newbied || item.BlessedFor == from )
   {
	BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
	SendLocalizedMessage( 1060870, "", 0x23 ); // That item is blessed and does not need to be insured
	SendLocalizedMessage( 1060869, "", 0x23 ); // You cannot insure that
   }
   else
   {
	if ( !item.PayedInsurance )
	{
	 if ( Banker.Withdraw( from, 600 ) )
	 {
	  SendLocalizedMessage( 1060398, "600" ); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
	  item.PayedInsurance = true;
	 }
	 else
	 {
	  SendLocalizedMessage( 1061079, "", 0x23 ); // You lack the funds to purchase the insurance
	  return;
	 }
	}
	item.Insured = true;
	SendLocalizedMessage( 1060873, "", 0x23 ); // You have insured the item
	BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
	SendLocalizedMessage( 1060868, "", 0x23 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
   }
  }
  private void AutoRenewInventoryInsurance()
  {
   if ( !CheckAlive() )
	return;
   SendLocalizedMessage( 1060881, "", 0x23 ); // You have selected to automatically reinsure all insured items upon death
   AutoRenewInsurance = true;
  }
  private void CancelRenewInventoryInsurance()
  {
   if ( !CheckAlive() )
	return;
   SendLocalizedMessage( 1061075, "", 0x23 ); // You have cancelled automatically reinsuring all insured items upon death
   AutoRenewInsurance = false;
  }
  // TODO: Champ titles, toggle
  private void GetVendor()
  {
   BaseHouse house = BaseHouse.FindHouseAt( this );
   if ( CheckAlive() && house != null && house.IsOwner( this ) && house.InternalizedVendors.Count > 0 )
   {
	CloseGump( typeof( ReclaimVendorGump ) );
	SendGump( new ReclaimVendorGump( house ) );
   }
  }
  private void LeaveHouse()
  {
   BaseHouse house = BaseHouse.FindHouseAt( this );
   if ( house != null )
	this.Location = house.BanLocation;
  }
  private delegate void ContextCallback();
  private class CallbackEntry : ContextMenuEntry
  {
   private ContextCallback m_Callback;
   public CallbackEntry( int number, ContextCallback callback ) : this( number, -1, callback )
   {
   }
   public CallbackEntry( int number, int range, ContextCallback callback ) : base( number, range )
   {
	m_Callback = callback;
   }
   public override void OnClick()
   {
	if ( m_Callback != null )
	 m_Callback();
   }
  }
  public override void OnDoubleClick( Mobile from )
  {
   if ( this == from && !Warmode )
   {
	IMount mount = Mount;
	if ( mount != null && !DesignContext.Check( this ) )
	 return;
   }
   base.OnDoubleClick( from );
  }
  public override void DisplayPaperdollTo( Mobile to )
  {
   if ( DesignContext.Check( this ) )
	base.DisplayPaperdollTo( to );
  }
  private static bool m_NoRecursion;
  public override bool CheckEquip( Item item )
  {
   if ( !base.CheckEquip( item ) )
	return false;
   #region Factions
   FactionItem factionItem = FactionItem.Find( item );
   if ( factionItem != null )
   {
	Faction faction = Faction.Find( this );
	if ( faction == null )
	{
	 SendLocalizedMessage( 1010371 ); // You cannot equip a faction item!
	 return false;
	}
	else if ( faction != factionItem.Faction )
	{
	 SendLocalizedMessage( 1010372 ); // You cannot equip an opposing faction's item!
	 return false;
	}
	else
	{
	 int maxWearables = FactionItem.GetMaxWearables( this );
	 for ( int i = 0; i < Items.Count; ++i )
	 {
	  Item equiped = (Item)Items[i];
	  if ( item != equiped && FactionItem.Find( equiped ) != null )
	  {
	   if ( --maxWearables == 0 )
	   {
		SendLocalizedMessage( 1010373 ); // You do not have enough rank to equip more faction items!
		return false;
	   }
	  }
	 }
	}
   }
   #endregion
   if ( this.AccessLevel < AccessLevel.GameMaster && item.Layer != Layer.Mount && this.HasTrade )
   {
	BounceInfo bounce = item.GetBounce();
	if ( bounce != null )
	{
	 if ( bounce.m_Parent is Item )
	 {
	  Item parent = (Item) bounce.m_Parent;
	  if ( parent == this.Backpack || parent.IsChildOf( this.Backpack ) )
	   return true;
	 }
	 else if ( bounce.m_Parent == this )
	 {
	  return true;
	 }
	}
	SendLocalizedMessage( 1004042 ); // You can only equip what you are already carrying while you have a trade pending.
	return false;
   }
   return true;
  }
  public override bool CheckTrade( Mobile to, Item item, SecureTradeContainer cont, bool message, bool checkItems, int plusItems, int plusWeight )
  {
   int msgNum = 0;
   if ( cont == null )
   {
	if ( to.Holding != null )
	 msgNum = 1062727; // You cannot trade with someone who is dragging something.
	else if ( this.HasTrade )
	 msgNum = 1062781; // You are already trading with someone else!
	else if ( to.HasTrade )
	 msgNum = 1062779; // That person is already involved in a trade
   }
   if ( msgNum == 0 )
   {
	if ( cont != null )
	{
	 plusItems += cont.TotalItems;
	 plusWeight += cont.TotalWeight;
	}
	if ( this.Backpack == null || !this.Backpack.CheckHold( this, item, false, checkItems, plusItems, plusWeight ) )
	 msgNum = 1004040; // You would not be able to hold this if the trade failed.
	else if ( to.Backpack == null || !to.Backpack.CheckHold( to, item, false, checkItems, plusItems, plusWeight ) )
	 msgNum = 1004039; // The recipient of this trade would not be able to carry this.
	else
	 msgNum = CheckContentForTrade( item );
   }
   if ( msgNum != 0 )
   {
	if ( message )
	 this.SendLocalizedMessage( msgNum );
	return false;
   }
   return true;
  }
  private static int CheckContentForTrade( Item item )
  {
   if ( item is TrapableContainer && ((TrapableContainer)item).TrapType != TrapType.None )
	return 1004044; // You may not trade trapped items.
   if ( SkillHandlers.StolenItem.IsStolen( item ) )
	return 1004043; // You may not trade recently stolen items.
   if ( item is Container )
   {
	foreach ( Item subItem in item.Items )
	{
	 int msg = CheckContentForTrade( subItem );
	 if ( msg != 0 )
	  return msg;
	}
   }
   return 0;
  }
  public override bool CheckNonlocalDrop( Mobile from, Item item, Item target )
  {
   if ( !base.CheckNonlocalDrop( from, item, target ) )
	return false;
   if ( from.AccessLevel >= AccessLevel.GameMaster )
	return true;
   Container pack = this.Backpack;
   if ( from == this && this.HasTrade && ( target == pack || target.IsChildOf( pack ) ) )
   {
	BounceInfo bounce = item.GetBounce();
	if ( bounce != null && bounce.m_Parent is Item )
	{
	 Item parent = (Item) bounce.m_Parent;
	 if ( parent == pack || parent.IsChildOf( pack ) )
	  return true;
	}
	SendLocalizedMessage( 1004041 ); // You can't do that while you have a trade pending.
	return false;
   }
   return true;
  }
  protected override void OnLocationChange( Point3D oldLocation )
  {
   CheckLightLevels( false );
   DesignContext context = m_DesignContext;
   if ( context == null || m_NoRecursion )
	return;
   m_NoRecursion = true;
   HouseFoundation foundation = context.Foundation;
   int newX = this.X, newY = this.Y;
   int newZ = foundation.Z + HouseFoundation.GetLevelZ( context.Level );
   int startX = foundation.X + foundation.Components.Min.X + 1;
   int startY = foundation.Y + foundation.Components.Min.Y + 1;
   int endX = startX + foundation.Components.Width - 1;
   int endY = startY + foundation.Components.Height - 2;
   if ( newX >= startX && newY >= startY && newX < endX && newY < endY && Map == foundation.Map )
   {
	if ( Z != newZ )
	 Location = new Point3D( X, Y, newZ );
	m_NoRecursion = false;
	return;
   }
   Location = new Point3D( foundation.X, foundation.Y, newZ );
   Map = foundation.Map;
   m_NoRecursion = false;
  }
  public override bool OnMoveOver( Mobile m )
  {
   if ( m is BaseCreature && !((BaseCreature)m).Controled )
	return false;
   return base.OnMoveOver( m );
  }
  protected override void OnMapChange( Map oldMap )
  {
   if ( (Map != Faction.Facet && oldMap == Faction.Facet) || (Map == Faction.Facet && oldMap != Faction.Facet) )
	InvalidateProperties();
   DesignContext context = m_DesignContext;
   if ( context == null || m_NoRecursion )
	return;
   m_NoRecursion = true;
   HouseFoundation foundation = context.Foundation;
   if ( Map != foundation.Map )
	Map = foundation.Map;
   m_NoRecursion = false;
  }
  public override void OnDamage( int amount, Mobile from, bool willKill )
  {
   int disruptThreshold;
   if ( !Core.AOS )
	disruptThreshold = 0;
   else if ( from != null && from.Player )
	disruptThreshold = 18;
   else
	disruptThreshold = 25;
   if ( amount > disruptThreshold )
   {
	BandageContext c = BandageContext.GetContext( this );
	if ( c != null )
	 c.Slip();
   }
   WeightOverloading.FatigueOnDamage( this, amount );
   base.OnDamage( amount, from, willKill );
  }
  public static int ComputeSkillTotal( Mobile m )
  {
   int total = 0;
   for ( int i = 0; i < m.Skills.Length; ++i )
	total += m.Skills[i].BaseFixedPoint;
   return ( total / 10 );
  }
  public override void Resurrect()
  {
   bool wasAlive = this.Alive;
   base.Resurrect();
   if ( this.Alive && !wasAlive )
   {
	Item deathRobe = new DeathRobe();
	if ( !EquipItem( deathRobe ) )
	 deathRobe.Delete();
   }
  }
  private Mobile m_InsuranceAward;
  private int m_InsuranceCost;
  private int m_InsuranceBonus;
  public override bool OnBeforeDeath()
  {
   m_InsuranceCost = 0;
   m_InsuranceAward = base.FindMostRecentDamager( false );
   if ( m_InsuranceAward is BaseCreature )
   {
	Mobile master = ((BaseCreature)m_InsuranceAward).GetMaster();
	if ( master != null )
	 m_InsuranceAward = master;
   }
   if ( m_InsuranceAward != null && (!m_InsuranceAward.Player || m_InsuranceAward == this) )
	m_InsuranceAward = null;
   if ( m_InsuranceAward is PlayerMobile )
	((PlayerMobile)m_InsuranceAward).m_InsuranceBonus = 0;
   return base.OnBeforeDeath();
  }
  private bool CheckInsuranceOnDeath( Item item )
  {
   if ( InsuranceEnabled && item.Insured )
   {
	if ( AutoRenewInsurance )
	{
	 int cost = ( m_InsuranceAward == null ? 600 : 300 );
	 if ( Banker.Withdraw( this, cost ) )
	 {
	  m_InsuranceCost += cost;
	  item.PayedInsurance = true;
	 }
	 else
	 {
	  SendLocalizedMessage( 1061079, "", 0x23 ); // You lack the funds to purchase the insurance
	  item.PayedInsurance = false;
	  item.Insured = false;
	 }
	}
	else
	{
	 item.PayedInsurance = false;
	 item.Insured = false;
	}
	if ( m_InsuranceAward != null )
	{
	  if ( Banker.Deposit( m_InsuranceAward, 300 ) )
	  {
	   if ( m_InsuranceAward is PlayerMobile )
		((PlayerMobile)m_InsuranceAward).m_InsuranceBonus += 300;
	  }
	}
	return true;
   }
   return false;
  }
  public override DeathMoveResult GetParentMoveResultFor( Item item )
  {
   if ( CheckInsuranceOnDeath( item ) )
	return DeathMoveResult.MoveToBackpack;
   DeathMoveResult res = base.GetParentMoveResultFor( item );
   if ( res == DeathMoveResult.MoveToCorpse && item.Movable && this.Young )
	res = DeathMoveResult.MoveToBackpack;
   return res;
  }
  public override DeathMoveResult GetInventoryMoveResultFor( Item item )
  {
   if ( CheckInsuranceOnDeath( item ) )
	return DeathMoveResult.MoveToBackpack;
   DeathMoveResult res = base.GetInventoryMoveResultFor( item );
   if ( res == DeathMoveResult.MoveToCorpse && item.Movable && this.Young )
	res = DeathMoveResult.MoveToBackpack;
   return res;
  }
  public override void OnDeath( Container c )
  {
   base.OnDeath( c );
   HueMod = -1;
   NameMod = null;
   SavagePaintExpiration = TimeSpan.Zero;
   SetHairMods( -1, -1 );
   PolymorphSpell.StopTimer( this );
   IncognitoSpell.StopTimer( this );
   DisguiseGump.StopTimer( this );
   EndAction( typeof( PolymorphSpell ) );
   EndAction( typeof( IncognitoSpell ) );
   MeerMage.StopEffect( this, false );
   SkillHandlers.StolenItem.ReturnOnDeath( this, c );
   if ( m_PermaFlags.Count > 0 )
   {
	m_PermaFlags.Clear();
	if ( c is Corpse )
	 ((Corpse)c).Criminal = true;
	if ( SkillHandlers.Stealing.ClassicMode )
	 Criminal = true;
   }
   if ( this.Kills >= 5 && DateTime.Now >= m_NextJustAward )
   {
	Mobile m = FindMostRecentDamager( false );
	if( m is BaseCreature )
	 m = ((BaseCreature)m).GetMaster();
	if ( m != null && m.Player && m != this )
	{
	 bool gainedPath = false;
	 int theirTotal = ComputeSkillTotal( m );
	 int ourTotal = ComputeSkillTotal( this );
	 int pointsToGain = 1 + ((theirTotal - ourTotal) / 50);
	 if ( pointsToGain < 1 )
	  pointsToGain = 1;
	 else if ( pointsToGain > 4 )
	  pointsToGain = 4;
	 if ( VirtueHelper.Award( m, VirtueName.Justice, pointsToGain, ref gainedPath ) )
	 {
	  if ( gainedPath )
	   m.SendLocalizedMessage( 1049367 ); // You have gained a path in Justice!
	  else
	   m.SendLocalizedMessage( 1049363 ); // You have gained in Justice.
	  m.FixedParticles( 0x375A, 9, 20, 5027, EffectLayer.Waist );
	  m.PlaySound( 0x1F7 );
	  m_NextJustAward = DateTime.Now + TimeSpan.FromMinutes( pointsToGain * 2 );
	 }
	}
   }
   if ( m_InsuranceCost > 0 )
	SendLocalizedMessage( 1060398, m_InsuranceCost.ToString() ); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
   if ( m_InsuranceAward is PlayerMobile )
   {
	PlayerMobile pm = (PlayerMobile)m_InsuranceAward;
	if ( pm.m_InsuranceBonus > 0 )
	 pm.SendLocalizedMessage( 1060397, pm.m_InsuranceBonus.ToString() ); // ~1_AMOUNT~ gold has been deposited into your bank box.
   }
   Mobile killer = this.FindMostRecentDamager( true );
   if ( killer is BaseCreature )
   {
	BaseCreature bc = (BaseCreature)killer;
	Mobile master = bc.GetMaster();
	if( master != null )
	 killer = master;
   }
   if ( this.Young )
   {
	Point3D dest = GetYoungDeathDestination();
	if ( dest != Point3D.Zero )
	{
	 this.Location = dest;
	 Timer.DelayCall( TimeSpan.FromSeconds( 2.5 ), new TimerCallback( SendYoungDeathNotice ) );
	}
   }
   Faction.HandleDeath( this, killer );
  }
  private ArrayList m_PermaFlags;
  private ArrayList m_VisList;
  private Hashtable m_AntiMacroTable;
  private TimeSpan m_GameTime;
  private TimeSpan m_ShortTermElapse;
  private TimeSpan m_LongTermElapse;
  private DateTime m_SessionStart;
  private DateTime m_LastEscortTime;
  private DateTime m_NextSmithBulkOrder;
  private DateTime m_NextTailorBulkOrder;
  private DateTime m_SavagePaintExpiration;
  private SkillName m_Learning = (SkillName)(-1);
  public SkillName Learning
  {
   get{ return m_Learning; }
   set{ m_Learning = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public TimeSpan SavagePaintExpiration
  {
   get
   {
	TimeSpan ts = m_SavagePaintExpiration - DateTime.Now;
	if ( ts < TimeSpan.Zero )
	 ts = TimeSpan.Zero;
	return ts;
   }
   set
   {
	m_SavagePaintExpiration = DateTime.Now + value;
   }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public TimeSpan NextSmithBulkOrder
  {
   get
   {
	TimeSpan ts = m_NextSmithBulkOrder - DateTime.Now;
	if ( ts < TimeSpan.Zero )
	 ts = TimeSpan.Zero;
	return ts;
   }
   set
   {
	try{ m_NextSmithBulkOrder = DateTime.Now + value; }
	catch{}
   }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public TimeSpan NextTailorBulkOrder
  {
   get
   {
	TimeSpan ts = m_NextTailorBulkOrder - DateTime.Now;
	if ( ts < TimeSpan.Zero )
	 ts = TimeSpan.Zero;
	return ts;
   }
   set
   {
	try{ m_NextTailorBulkOrder = DateTime.Now + value; }
	catch{}
   }
  }
  public DateTime LastEscortTime
  {
   get{ return m_LastEscortTime; }
   set{ m_LastEscortTime = value; }
  }
  public PlayerMobile()
  {
   m_VisList = new ArrayList();
   m_PermaFlags = new ArrayList();
   m_AntiMacroTable = new Hashtable();
   m_BOBFilter = new Engines.BulkOrders.BOBFilter();
   m_GameTime = TimeSpan.Zero;
   m_ShortTermElapse = TimeSpan.FromHours( 8.0 );
   m_LongTermElapse = TimeSpan.FromHours( 40.0 );
   m_JusticeProtectors = new ArrayList();
   InvalidateMyRunUO();
  }
  public override bool MutateSpeech( ArrayList hears, ref string text, ref object context )
  {
   if ( Alive )
	return false;
   if ( Core.AOS )
   {
	for ( int i = 0; i < hears.Count; ++i )
	{
	 object o = hears[i];
	 if ( o != this && o is Mobile && ((Mobile)o).Skills[SkillName.SpiritSpeak].Value >= 100.0 )
	  return false;
	}
   }
   return base.MutateSpeech( hears, ref text, ref context );
  }
  public override void Damage( int amount, Mobile from )
  {
   if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
	amount = (int)(amount * 1.25);
   Mobile oath = Spells.Necromancy.BloodOathSpell.GetBloodOath( from );
   if ( oath == this )
   {
	amount = (int)(amount * 1.1);
	from.Damage( amount, from );
   }
   base.Damage( amount, from );
  }
  public override ApplyPoisonResult ApplyPoison( Mobile from, Poison poison )
  {
   if ( !Alive )
	return ApplyPoisonResult.Immune;
   if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
	return base.ApplyPoison( from, PoisonImpl.IncreaseLevel( poison ) );
   return base.ApplyPoison( from, poison );
  }
  public override bool CheckPoisonImmunity( Mobile from, Poison poison )
  {
   if ( this.Young )
	return true;
   return base.CheckPoisonImmunity( from, poison );
  }
  public override void OnPoisonImmunity( Mobile from, Poison poison )
  {
   if ( this.Young )
	SendLocalizedMessage( 502808 ); // You would have been poisoned, were you not new to the land of Britannia. Be careful in the future.
   else
	base.OnPoisonImmunity( from, poison );
  }
  public PlayerMobile( Serial s ) : base( s )
  {
   m_VisList = new ArrayList();
   m_AntiMacroTable = new Hashtable();
   InvalidateMyRunUO();
  }
  public ArrayList VisibilityList
  {
   get{ return m_VisList; }
  }
  public ArrayList PermaFlags
  {
   get{ return m_PermaFlags; }
  }
  public override int Luck{ get{ return AosAttributes.GetValue( this, AosAttribute.Luck ); } }
  public override bool IsHarmfulCriminal( Mobile target )
  {
   if ( SkillHandlers.Stealing.ClassicMode && target is PlayerMobile && ((PlayerMobile)target).m_PermaFlags.Count > 0 )
   {
	int noto = Notoriety.Compute( this, target );
	if ( noto == Notoriety.Innocent )
	 target.Delta( MobileDelta.Noto );
	return false;
   }
   if ( target is BaseCreature && ((BaseCreature)target).InitialInnocent && !((BaseCreature)target).Controled )
	return false;
   return base.IsHarmfulCriminal( target );
  }
  public bool AntiMacroCheck( Skill skill, object obj )
  {
   if ( obj == null || m_AntiMacroTable == null || this.AccessLevel != AccessLevel.Player )
	return true;
   Hashtable tbl = (Hashtable)m_AntiMacroTable[skill];
   if ( tbl == null )
	m_AntiMacroTable[skill] = tbl = new Hashtable();
   CountAndTimeStamp count = (CountAndTimeStamp)tbl[obj];
   if ( count != null )
   {
	if ( count.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
	{
	 count.Count = 1;
	 return true;
	}
	else
	{
	 ++count.Count;
	 if ( count.Count <= SkillCheck.Allowance )
	  return true;
	 else
	  return false;
	}
   }
   else
   {
	tbl[obj] = count = new CountAndTimeStamp();
	count.Count = 1;
	return true;
   }
  }
  private void RevertHair()
  {
   SetHairMods( -1, -1 );
  }
  private Engines.BulkOrders.BOBFilter m_BOBFilter;
  public Engines.BulkOrders.BOBFilter BOBFilter
  {
   get{ return m_BOBFilter; }
  }
  public override void Deserialize( GenericReader reader )
  {
   base.Deserialize( reader );
   int version = reader.ReadInt();
   switch ( version )
   {
	case 20:
	{
	 m_SkillsTimers = new SkillsTimers( reader );
	
	 goto case 19;
	} 
	case 19:
	{
	 m_SolenFriendship = (SolenFriendship) reader.ReadEncodedInt();
	 goto case 18;
   
	}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit///////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
	case 18:
	{
		  m_VampType = (VampType)reader.ReadInt();
				  m_Vampirism = (bool)reader.ReadBool();
				  m_VampHunger = (bool)reader.ReadBool();
				  m_VampBurn = (bool)reader.ReadBool();
				   m_Blood = reader.ReadInt();
	 goto case 17;
	}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//End Sickness Edit/////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
	case 17: // changed how DoneQuests is serialized
	case 16:
	{
	 m_Quest = QuestSerializer.DeserializeQuest( reader );
	 if ( m_Quest != null )
	  m_Quest.From = this;
	 int count = reader.ReadEncodedInt();
	 if ( count > 0 )
	 {
	  m_DoneQuests = new ArrayList();
	  for ( int i = 0; i < count; ++i )
	  {
	   Type questType = QuestSerializer.ReadType( QuestSystem.QuestTypes, reader );
	   DateTime restartTime;
	   if ( version < 17 )
		restartTime = DateTime.MaxValue;
	   else
		restartTime = reader.ReadDateTime();
	   m_DoneQuests.Add( new QuestRestartInfo( questType, restartTime ) );
	  }
	 }
	 m_Profession = reader.ReadEncodedInt();
	 goto case 15;
	}
	case 15:
	{
	 m_LastCompassionLoss = reader.ReadDeltaTime();
	 goto case 14;
	}
	case 14:
	{
	 m_CompassionGains = reader.ReadEncodedInt();
	 if ( m_CompassionGains > 0 )
	  m_NextCompassionDay = reader.ReadDeltaTime();
	 goto case 13;
	}
	case 13: // just removed m_PayedInsurance list
	case 12:
	{
	 m_BOBFilter = new Engines.BulkOrders.BOBFilter( reader );
	 goto case 11;
	}
	case 11:
	{
	 if ( version < 13 )
	 {
	  ArrayList payed = reader.ReadItemList();
	  for ( int i = 0; i < payed.Count; ++i )
	   ((Item)payed[i]).PayedInsurance = true;
	 }
	 goto case 10;
	}
	case 10:
	{
	 if ( reader.ReadBool() )
	 {
	  m_HairModID = reader.ReadInt();
	  m_HairModHue = reader.ReadInt();
	  m_BeardModID = reader.ReadInt();
	  m_BeardModHue = reader.ReadInt();
	  // We cannot call SetHairMods( -1, -1 ) here because the items have not yet loaded
	  Timer.DelayCall( TimeSpan.Zero, new TimerCallback( RevertHair ) );
	 }
	 goto case 9;
	}
	case 9:
	{
	 SavagePaintExpiration = reader.ReadTimeSpan();
	 if ( SavagePaintExpiration > TimeSpan.Zero )
	 {
	  BodyMod = ( Female ? 184 : 183 );
	  HueMod = 0;
	 }
	 goto case 8;
	}
	case 8:
	{
	 m_NpcGuild = (NpcGuild)reader.ReadInt();
	 m_NpcGuildJoinTime = reader.ReadDateTime();
	 m_NpcGuildGameTime = reader.ReadTimeSpan();
	 goto case 7;
	}
	case 7:
	{
	 m_PermaFlags = reader.ReadMobileList();
	 goto case 6;
	}
	case 6:
	{
	 NextTailorBulkOrder = reader.ReadTimeSpan();
	 goto case 5;
	}
	case 5:
	{
	 NextSmithBulkOrder = reader.ReadTimeSpan();
	 goto case 4;
	}
	case 4:
	{
	 m_LastJusticeLoss = reader.ReadDeltaTime();
	 m_JusticeProtectors = reader.ReadMobileList();
	 goto case 3;
	}
	case 3:
	{
	 m_LastSacrificeGain = reader.ReadDeltaTime();
	 m_LastSacrificeLoss = reader.ReadDeltaTime();
	 m_AvailableResurrects = reader.ReadInt();
	 goto case 2;
	}
	case 2:
	{
	 m_Flags = (PlayerFlag)reader.ReadInt();
	 goto case 1;
	}
	case 1:
	{
	 m_LongTermElapse = reader.ReadTimeSpan();
	 m_ShortTermElapse = reader.ReadTimeSpan();
	 m_GameTime = reader.ReadTimeSpan();
	 goto case 0;
	}
	case 0:
	{
	 break;
	}
   }
   // Professions weren't verified on 1.0 RC0
   if ( !CharacterCreation.VerifyProfession( m_Profession ) )
	m_Profession = 0;
   if ( m_PermaFlags == null )
	m_PermaFlags = new ArrayList();
   if ( m_JusticeProtectors == null )
	m_JusticeProtectors = new ArrayList();
   if ( m_BOBFilter == null )
	m_BOBFilter = new Engines.BulkOrders.BOBFilter();
   ArrayList list = this.Stabled;
   for ( int i = 0; i < list.Count; ++i )
   {
	BaseCreature bc = list[i] as BaseCreature;
	if ( bc != null )
	 bc.IsStabled = true;
   }
  }
  
  public override void Serialize( GenericWriter writer )
  {
   //cleanup our anti-macro table 
   foreach ( Hashtable t in m_AntiMacroTable.Values )
   {
	ArrayList remove = new ArrayList();
	foreach ( CountAndTimeStamp time in t.Values )
	{
	 if ( time.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
	  remove.Add( time );
	}
	for (int i=0;i<remove.Count;++i)
	 t.Remove( remove[i] );
   }
   //decay our kills
   if ( m_ShortTermElapse < this.GameTime )
   {
	m_ShortTermElapse += TimeSpan.FromHours( 8 );
	if ( ShortTermMurders > 0 )
	 --ShortTermMurders;
   }
   if ( m_LongTermElapse < this.GameTime )
   {
	m_LongTermElapse += TimeSpan.FromHours( 40 );
	if ( Kills > 0 )
	 --Kills;
   }
   base.Serialize( writer );
   
   writer.Write( (int) 20 ); // version
   
   PlayerMobile.SerializeST( writer, m_SkillsTimers );
   
   writer.WriteEncodedInt( (int) m_SolenFriendship );
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////   
   writer.Write( (int)m_VampType );
			writer.Write( (bool)m_Vampirism );
			writer.Write( (bool)m_VampHunger );
			writer.Write( (bool)m_VampBurn );
			writer.Write( (int)m_Blood );
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//End Sickness Edit//////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
   QuestSerializer.Serialize( m_Quest, writer );
   if ( m_DoneQuests == null )
   {
	writer.WriteEncodedInt( (int) 0 );
   }
   else
   {
	writer.WriteEncodedInt( (int) m_DoneQuests.Count );
	for ( int i = 0; i < m_DoneQuests.Count; ++i )
	{
	 QuestRestartInfo restartInfo = (QuestRestartInfo)m_DoneQuests[i];
	 QuestSerializer.Write( (Type) restartInfo.QuestType, QuestSystem.QuestTypes, writer );
	 writer.Write( (DateTime) restartInfo.RestartTime );
	}
   }
   writer.WriteEncodedInt( (int) m_Profession );
   writer.WriteDeltaTime( m_LastCompassionLoss );
   writer.WriteEncodedInt( m_CompassionGains );
   if ( m_CompassionGains > 0 )
	writer.WriteDeltaTime( m_NextCompassionDay );
   m_BOBFilter.Serialize( writer );
   bool useMods = ( m_HairModID != -1 || m_BeardModID != -1 );
   writer.Write( useMods );
   if ( useMods )
   {
	writer.Write( (int) m_HairModID );
	writer.Write( (int) m_HairModHue );
	writer.Write( (int) m_BeardModID );
	writer.Write( (int) m_BeardModHue );
   }
   writer.Write( SavagePaintExpiration );
   writer.Write( (int) m_NpcGuild );
   writer.Write( (DateTime) m_NpcGuildJoinTime );
   writer.Write( (TimeSpan) m_NpcGuildGameTime );
   writer.WriteMobileList( m_PermaFlags, true );
   writer.Write( NextTailorBulkOrder );
   writer.Write( NextSmithBulkOrder );
   writer.WriteDeltaTime( m_LastJusticeLoss );
   writer.WriteMobileList( m_JusticeProtectors, true );
   writer.WriteDeltaTime( m_LastSacrificeGain );
   writer.WriteDeltaTime( m_LastSacrificeLoss );
   writer.Write( m_AvailableResurrects );
   writer.Write( (int) m_Flags );
   writer.Write( m_LongTermElapse );
   writer.Write( m_ShortTermElapse );
   writer.Write( this.GameTime );
  }
  public void ResetKillTime()
  {
   m_ShortTermElapse = this.GameTime + TimeSpan.FromHours( 8 );
   m_LongTermElapse = this.GameTime + TimeSpan.FromHours( 40 );
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public DateTime SessionStart
  {
   get{ return m_SessionStart; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public TimeSpan GameTime
  {
   get
   {
	if ( NetState != null )
	 return m_GameTime + (DateTime.Now - m_SessionStart);
	else
	 return m_GameTime;
   }
  }
  public override bool CanSee( Mobile m )
  {
   if ( m is PlayerMobile && ((PlayerMobile)m).m_VisList.Contains( this ) )
	return true;
   return base.CanSee( m );
  }
  public override bool CanSee( Item item )
  {
   if ( m_DesignContext != null && m_DesignContext.Foundation.IsHiddenToCustomizer( item ) )
	return false;
   return base.CanSee( item );
  }
  public override void OnAfterDelete()
  {
   base.OnAfterDelete();
   Faction faction = Faction.Find( this );
   if ( faction != null )
	faction.RemoveMember( this );
  }
  public override void GetProperties( ObjectPropertyList list )
  {
   base.GetProperties( list );
   if ( Map == Faction.Facet )
   {
	PlayerState pl = PlayerState.Find( this );
	if ( pl != null )
	{
	 Faction faction = pl.Faction;
	 if ( faction.Commander == this )
	  list.Add( 1042733, faction.Definition.PropName ); // Commanding Lord of the ~1_FACTION_NAME~
	 else if ( pl.Sheriff != null )
	  list.Add( 1042734, "{0}\t{1}", pl.Sheriff.Definition.FriendlyName, faction.Definition.PropName ); // The Sheriff of  ~1_CITY~, ~2_FACTION_NAME~
	 else if ( pl.Finance != null )
	  list.Add( 1042735, "{0}\t{1}", pl.Finance.Definition.FriendlyName, faction.Definition.PropName ); // The Finance Minister of ~1_CITY~, ~2_FACTION_NAME~
	 else if ( pl.MerchantTitle != MerchantTitle.None )
	  list.Add( 1060776, "{0}\t{1}", MerchantTitles.GetInfo( pl.MerchantTitle ).Title, faction.Definition.PropName ); // ~1_val~, ~2_val~
	 else
	  list.Add( 1060776, "{0}\t{1}", pl.Rank.Title, faction.Definition.PropName ); // ~1_val~, ~2_val~
	}
   }
  }
  public override void OnSingleClick( Mobile from )
  {
   if ( Map == Faction.Facet )
   {
	PlayerState pl = PlayerState.Find( this );
	if ( pl != null )
	{
	 string text;
	 bool ascii = false;
	 Faction faction = pl.Faction;
	 if ( faction.Commander == this )
	  text = String.Concat( this.Female ? "(Commanding Lady of the " : "(Commanding Lord of the ", faction.Definition.FriendlyName, ")" );
	 else if ( pl.Sheriff != null )
	  text = String.Concat( "(The Sheriff of ", pl.Sheriff.Definition.FriendlyName, ", ", faction.Definition.FriendlyName, ")" );
	 else if ( pl.Finance != null )
	  text = String.Concat( "(The Finance Minister of ", pl.Finance.Definition.FriendlyName, ", ", faction.Definition.FriendlyName, ")" );
	 else
	 {
	  ascii = true;
	  if ( pl.MerchantTitle != MerchantTitle.None )
	   text = String.Concat( "(", MerchantTitles.GetInfo( pl.MerchantTitle ).Title.String, ", ", faction.Definition.FriendlyName, ")" );
	  else
	   text = String.Concat( "(", pl.Rank.Title.String, ", ", faction.Definition.FriendlyName, ")" );
	 }
	 int hue = ( Faction.Find( from ) == faction ? 98 : 38 );
	 PrivateOverheadMessage( MessageType.Label, hue, ascii, text, from.NetState );
	}
   }
   base.OnSingleClick( from );
  }

  protected override bool OnMove( Direction d )
  {
   if( !Core.SE )
	return base.OnMove( d );
   if( AccessLevel != AccessLevel.Player )
	return true;
   if( Hidden )
   {
	if( !Mounted && Skills.Stealth.Value >= 25.0 )
	{
	 bool running = (d & Direction.Running) != 0;
	 if( running )
	 {
	  if( (AllowedStealthSteps -= 2) <= 0 )
	   RevealingAction();
	 }
	 else if( AllowedStealthSteps-- <= 0 )
	 {
	  Server.SkillHandlers.Stealth.OnUse( this );
	 }   
	}
	else
	{
	 RevealingAction();
	}
   }
   return true;
  }

  private bool m_BedrollLogout;
  public bool BedrollLogout
  {
   get{ return m_BedrollLogout; }
   set{ m_BedrollLogout = value; }
  }
  #region Factions
  private PlayerState m_FactionPlayerState;
  public PlayerState FactionPlayerState
  {
   get{ return m_FactionPlayerState; }
   set{ m_FactionPlayerState = value; }
  }
  #endregion
  #region Quest stuff
  private QuestSystem m_Quest;
  private ArrayList m_DoneQuests;
  private SolenFriendship m_SolenFriendship;
  public QuestSystem Quest
  {
   get{ return m_Quest; }
   set{ m_Quest = value; }
  }
  public ArrayList DoneQuests
  {
   get{ return m_DoneQuests; }
   set{ m_DoneQuests = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public SolenFriendship SolenFriendship
  {
   get{ return m_SolenFriendship; }
   set{ m_SolenFriendship = value; }
  }
  #endregion
  #region MyRunUO Invalidation
  private bool m_ChangedMyRunUO;
  public bool ChangedMyRunUO
  {
   get{ return m_ChangedMyRunUO; }
   set{ m_ChangedMyRunUO = value; }
  }
  public void InvalidateMyRunUO()
  {
   if ( !Deleted && !m_ChangedMyRunUO )
   {
	m_ChangedMyRunUO = true;
	Engines.MyRunUO.MyRunUO.QueueMobileUpdate( this );
   }
  }
  public override void OnKillsChange( int oldValue )
  {
   if ( this.Young && this.Kills > oldValue )
   {
	Account acc = this.Account as Account;
	if ( acc != null )
	 acc.RemoveYoungStatus( 0 );
   }
   InvalidateMyRunUO();
  }
  public override void OnGenderChanged( bool oldFemale )
  {
   InvalidateMyRunUO();
  }
  public override void OnGuildChange( Server.Guilds.BaseGuild oldGuild )
  {
   InvalidateMyRunUO();
  }
  public override void OnGuildTitleChange( string oldTitle )
  {
   InvalidateMyRunUO();
  }
  public override void OnKarmaChange( int oldValue )
  {
   InvalidateMyRunUO();
  }
  public override void OnFameChange( int oldValue )
  {
   InvalidateMyRunUO();
  }
  public override void OnSkillChange( SkillName skill, double oldBase )
  {
   if ( this.Young && this.SkillsTotal >= 4500 )
   {
	Account acc = this.Account as Account;
	if ( acc != null )
	 acc.RemoveYoungStatus( 1019036 ); // You have successfully obtained a respectable skill level, and have outgrown your status as a young player!
   }
   InvalidateMyRunUO();
  }
  public override void OnAccessLevelChanged( AccessLevel oldLevel )
  {
   InvalidateMyRunUO();
  }
  public override void OnRawStatChange( StatType stat, int oldValue )
  {
   InvalidateMyRunUO();
  }
  public override void OnDelete()
  {
   InvalidateMyRunUO();
  }
  #endregion
  #region Fastwalk Prevention
  private static bool FastwalkPrevention = true; // Is fastwalk prevention enabled?
  private static TimeSpan FastwalkThreshold = TimeSpan.FromSeconds( 0.4 ); // Fastwalk prevention will become active after 0.4 seconds
  private DateTime m_NextMovementTime;
  public virtual bool UsesFastwalkPrevention{ get{ return ( AccessLevel < AccessLevel.GameMaster ); } }
  public virtual TimeSpan ComputeMovementSpeed( Direction dir )
  {
   if ( (dir & Direction.Mask) != (this.Direction & Direction.Mask) )
	return TimeSpan.FromSeconds( 0.1 );
   bool running = ( (dir & Direction.Running) != 0 );
   bool onHorse = ( this.Mount != null );
   if ( onHorse )
	return ( running ? TimeSpan.FromSeconds( 0.1 ) : TimeSpan.FromSeconds( 0.2 ) );
   return ( running ? TimeSpan.FromSeconds( 0.2 ) : TimeSpan.FromSeconds( 0.4 ) );
  }
  public static bool MovementThrottle_Callback( NetState ns )
  {
   PlayerMobile pm = ns.Mobile as PlayerMobile;
   if ( pm == null || !pm.UsesFastwalkPrevention )
	return true;
   if ( pm.m_NextMovementTime == DateTime.MinValue )
   {
	// has not yet moved
	pm.m_NextMovementTime = DateTime.Now;
	return true;
   }
   TimeSpan ts = pm.m_NextMovementTime - DateTime.Now;
   if ( ts < TimeSpan.Zero )
   {
	// been a while since we've last moved
	pm.m_NextMovementTime = DateTime.Now;
	return true;
   }
   return ( ts < FastwalkThreshold );
  }
  #endregion
  #region Enemy of One
  private Type m_EnemyOfOneType;
  private bool m_WaitingForEnemy;
  public Type EnemyOfOneType
  {
   get{ return m_EnemyOfOneType; }
   set
   {
	Type oldType = m_EnemyOfOneType;
	Type newType = value;
	if ( oldType == newType )
	 return;
	m_EnemyOfOneType = value;
	DeltaEnemies( oldType, newType );
   }
  }
  public bool WaitingForEnemy
  {
   get{ return m_WaitingForEnemy; }
   set{ m_WaitingForEnemy = value; }
  }
  private void DeltaEnemies( Type oldType, Type newType )
  {
   foreach ( Mobile m in this.GetMobilesInRange( 18 ) )
   {
	Type t = m.GetType();
	if ( t == oldType || t == newType )
	 Send( new MobileMoving( m, Notoriety.Compute( this, m ) ) );
   }
  }
  #endregion
  #region Hair and beard mods
  private int m_HairModID = -1, m_HairModHue;
  private int m_BeardModID = -1, m_BeardModHue;
  public void SetHairMods( int hairID, int beardID )
  {
   if ( hairID == -1 )
	InternalRestoreHair( true, ref m_HairModID, ref m_HairModHue );
   else if ( hairID != -2 )
	InternalChangeHair( true, hairID, ref m_HairModID, ref m_HairModHue );
   if ( beardID == -1 )
	InternalRestoreHair( false, ref m_BeardModID, ref m_BeardModHue );
   else if ( beardID != -2 )
	InternalChangeHair( false, beardID, ref m_BeardModID, ref m_BeardModHue );
  }
  private Item CreateHair( bool hair, int id, int hue )
  {
   if ( hair )
	return Server.Items.Hair.CreateByID( id, hue );
   else
	return Server.Items.Beard.CreateByID( id, hue );
  }
  private void InternalRestoreHair( bool hair, ref int id, ref int hue )
  {
   if ( id == -1 )
	return;
   Item item = FindItemOnLayer( hair ? Layer.Hair : Layer.FacialHair );
   if ( item != null )
	item.Delete();
   if ( id != 0 )
	AddItem( CreateHair( hair, id, hue ) );
   id = -1;
   hue = 0;
  }
  private void InternalChangeHair( bool hair, int id, ref int storeID, ref int storeHue )
  {
   Item item = FindItemOnLayer( hair ? Layer.Hair : Layer.FacialHair );
   if ( item != null )
   {
	if ( storeID == -1 )
	{
	 storeID = item.ItemID;
	 storeHue = item.Hue;
	}
	item.Delete();
   }
   else if ( storeID == -1 )
   {
	storeID = 0;
	storeHue = 0;
   }
   if ( id == 0 )
	return;
   AddItem( CreateHair( hair, id, 0 ) );
  }
  #endregion
  #region Virtue stuff
  private DateTime m_LastSacrificeGain;
  private DateTime m_LastSacrificeLoss;
  private int m_AvailableResurrects;
  public DateTime LastSacrificeGain{ get{ return m_LastSacrificeGain; } set{ m_LastSacrificeGain = value; } }
  public DateTime LastSacrificeLoss{ get{ return m_LastSacrificeLoss; } set{ m_LastSacrificeLoss = value; } }
  public int AvailableResurrects{ get{ return m_AvailableResurrects; } set{ m_AvailableResurrects = value; } }
  private DateTime m_NextJustAward;
  private DateTime m_LastJusticeLoss;
  private ArrayList m_JusticeProtectors;
  public DateTime LastJusticeLoss{ get{ return m_LastJusticeLoss; } set{ m_LastJusticeLoss = value; } }
  public ArrayList JusticeProtectors{ get{ return m_JusticeProtectors; } set{ m_JusticeProtectors = value; } }
  private DateTime m_LastCompassionLoss;
  private DateTime m_NextCompassionDay;
  private int m_CompassionGains;
  public DateTime LastCompassionLoss{ get{ return m_LastCompassionLoss; } set{ m_LastCompassionLoss = value; } }
  public DateTime NextCompassionDay{ get{ return m_NextCompassionDay; } set{ m_NextCompassionDay = value; } }
  public int CompassionGains{ get{ return m_CompassionGains; } set{ m_CompassionGains = value; } }
  #endregion
  #region Young system
  [CommandProperty( AccessLevel.GameMaster )]
  public bool Young
  {
   get{ return GetFlag( PlayerFlag.Young ); }
   set{ SetFlag( PlayerFlag.Young, value ); InvalidateProperties(); }
  }
  public override string ApplyNameSuffix( string suffix )
  {
   if ( Young )
   {
	if ( suffix.Length == 0 )
	 suffix = "(Young)";
	else
	 suffix = String.Concat( suffix, " (Young)" );
   }
   return base.ApplyNameSuffix( suffix );
  }

  public override TimeSpan GetLogoutDelay()
  {
   if ( Young || BedrollLogout )
	return TimeSpan.Zero;
   return base.GetLogoutDelay();
  }
  private DateTime m_LastYoungMessage = DateTime.MinValue;
  public bool CheckYoungProtection( Mobile from )
  {
   if ( !this.Young )
	return false;
   if ( Region is DungeonRegion )
	return false;
   if ( this.Quest != null && this.Quest.IgnoreYoungProtection( from ) )
	return false;
   if ( DateTime.Now - m_LastYoungMessage > TimeSpan.FromMinutes( 1.0 ) )
   {
	m_LastYoungMessage = DateTime.Now;
	SendLocalizedMessage( 1019067 ); // A monster looks at you menacingly but does not attack.  You would be under attack now if not for your status as a new citizen of Britannia.
   }
   return true;
  }
  private DateTime m_LastYoungHeal = DateTime.MinValue;
  public bool CheckYoungHealTime()
  {
   if ( DateTime.Now - m_LastYoungHeal > TimeSpan.FromMinutes( 5.0 ) )
   {
	m_LastYoungHeal = DateTime.Now;
	return true;
   }
   return false;
  }
  private static Point3D[] m_FeluccaDeathDestinations = new Point3D[]
   {
	new Point3D( 1481, 1612, 20 ),
	new Point3D( 2708, 2153,  0 ),
	new Point3D( 2249, 1230,  0 ),
	new Point3D( 5197, 3994, 37 ),
	new Point3D( 1412, 3793,  0 ),
	new Point3D( 3688, 2232, 20 ),
	new Point3D( 2578,  604,  0 ),
	new Point3D( 4397, 1089,  0 ),
	new Point3D( 5741, 3218, -2 ),
	new Point3D( 2996, 3441, 15 ),
	new Point3D(  624, 2225,  0 ),
	new Point3D( 1916, 2814,  0 ),
	new Point3D( 2929,  854,  0 ),
	new Point3D(  545,  967,  0 ),
	new Point3D( 3665, 2587,  0 )
   };
  private static Point3D[] m_IlshenarDeathDestinations = new Point3D[]
   {
	new Point3D( 1216,  468, -13 ),
	new Point3D(  723, 1367, -60 ),
	new Point3D(  745,  725, -28 ),
	new Point3D(  281, 1017,   0 ),
	new Point3D(  986, 1011, -32 ),
	new Point3D( 1175, 1287, -30 ),
	new Point3D( 1533, 1341,  -3 ),
	new Point3D(  529,  217, -44 ),
	new Point3D( 1722,  219,  96 )
   };
  private static Point3D[] m_MalasDeathDestinations = new Point3D[]
   {
	new Point3D( 2079, 1376, -70 ),
	new Point3D(  944,  519, -71 )
   };
  private static Point3D[] m_TokunoDeathDestinations = new Point3D[]
   {
	new Point3D( 1166,  801, 27 ),
	new Point3D(  782, 1228, 25 ),
	new Point3D(  268,  624, 15 )
   };
  public Point3D GetYoungDeathDestination()
  {
   if ( this.Region is Jail )
	return Point3D.Zero;
   Point3D[] list;
   if ( this.Map == Map.Felucca )
	list = m_FeluccaDeathDestinations;
   else if ( this.Map == Map.Ilshenar )
	list = m_IlshenarDeathDestinations;
   else if ( this.Map == Map.Malas )
	list = m_MalasDeathDestinations;
   else if ( this.Map == Map.Tokuno )
	list = m_TokunoDeathDestinations;
   else
	return Point3D.Zero;
   IPoint2D loc;
   if ( this.Region == null )
   {
	loc = this.Location;
   }
   else
   {
	string regName = this.Region.Name;
	// If the character is in a dungeon, get the entrance location
	switch ( regName )
	{
	 case "Covetous":
	  loc = new Point2D( 2499, 916 );
	  break;
	 case "Deceit":
	  loc = new Point2D( 4111, 429 );
	  break;
	 case "Despise":
	  loc = new Point2D( 1296, 1082 );
	  break;
	 case "Destard":
	  loc = new Point2D( 1176, 2635 );
	  break;
	 case "Hythloth":
	  loc = new Point2D( 4722, 3814 );
	  break;
	 case "Shame":
	  loc = new Point2D( 512, 1559 );
	  break;
	 case "Wrong":
	  loc = new Point2D( 2042, 226 );
	  break;
	 case "Terathan Keep":
	  loc = new Point2D( 5426, 3120 );
	  break;
	 case "Fire":
	  loc = new Point2D( 2922, 3402 );
	  break;
	 case "Ice":
	  loc = new Point2D( 1996, 80 );
	  break;
	 case "Orc Cave":
	  loc = new Point2D( 1014, 1434 );
	  break;
	 case "Misc Dungeons":
	  loc = new Point2D( 1492, 1641 );
	  break;
	 case "Rock Dungeon":
	  loc = new Point2D( 1788, 571 );
	  break;
	 case "Spider Cave":
	  loc = new Point2D( 1420, 910 );
	  break;
	 case "Spectre Dungeon":
	  loc = new Point2D( 1362, 1031 );
	  break;
	 case "Blood Dungeon":
	  loc = new Point2D( 1745, 1236 );
	  break;
	 case "Wisp Dungeon":
	  loc = new Point2D( 652, 1301 );
	  break;
	 case "Ankh Dungeon":
	  loc = new Point2D( 668, 928 );
	  break;
	 case "Exodus Dungeon":
	  loc = new Point2D( 827, 777 );
	  break;
	 case "Sorcerer's Dungeon":
	  loc = new Point2D( 546, 455 );
	  break;
	 case "Ancient Lair":
	  loc = new Point2D( 938, 494 );
	  break;
	 case "Doom":
	 case "Doom Gauntlet":
	  loc = new Point2D( 2357, 1268 );
	  break;
	 default:
	  loc = this.Location;
	  break;
	}
   }
   Point3D dest = Point3D.Zero;
   int sqDistance = int.MaxValue;
   for ( int i = 0; i < list.Length; i++ )
   {
	Point3D curDest = list[i];
	int width = loc.X - curDest.X;
	int height = loc.Y - curDest.Y;
	int curSqDistance = width * width + height * height;
	if ( curSqDistance < sqDistance )
	{
	 dest = curDest;
	 sqDistance = curSqDistance;
	}
   }
   return dest;
  }
  private void SendYoungDeathNotice()
  {
   this.SendGump( new YoungDeathNotice() );
  }
  #endregion
  #region Speech log
  private SpeechLog m_SpeechLog;
  public SpeechLog SpeechLog{ get{ return m_SpeechLog; } }
  public override void OnSpeech( SpeechEventArgs e )
  {
   if ( SpeechLog.Enabled && this.NetState != null )
   {
	if ( m_SpeechLog == null )
	 m_SpeechLog = new SpeechLog();
	m_SpeechLog.Add( e.Mobile, e.Speech );
   }
  }
  #endregion
  #region SkillsTimers
  
  [PropertyObject]
  public abstract class SkillsTimers
  {
   private DateTime[] m_Values;
   public DateTime[] Values
   {
	get
	{
	 return m_Values;
	}
   }
   public DateTime GetValueST( int index )
   {
	if ( m_Values == null )
	 return DateTime.MinValue;
	else
	 return m_Values[index];
   }
   public void SetValueST( int index, DateTime value )
   {
	if ( m_Values == null )
	 m_Values = new DateTime[54];
 
	m_Values[index] = value;
   }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Alchemy{ get{ return GetValueST( 0 ); } set{ SetValueST( 0, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Anatomy{ get{ return GetValueST( 1 ); } set{ SetValueST( 1, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime AnimalLore{ get{ return GetValueST( 2 ); } set{ SetValueST( 2, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime ItemID{ get{ return GetValueST( 3 ); } set{ SetValueST( 3, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime ArmsLore{ get{ return GetValueST( 4 ); } set{ SetValueST( 4, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Parry{ get{ return GetValueST( 5 ); } set{ SetValueST( 5, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Begging{ get{ return GetValueST( 6 ); } set{ SetValueST( 6, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Blacksmith{ get{ return GetValueST( 7 ); } set{ SetValueST( 7, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Fletching{ get{ return GetValueST( 8 ); } set{ SetValueST( 8, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Peacemaking{ get{ return GetValueST( 9 ); } set{ SetValueST( 9, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Camping{ get{ return GetValueST( 10 ); } set{ SetValueST( 10, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Carpentry{ get{ return GetValueST( 11 ); } set{ SetValueST( 11, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Cartography{ get{ return GetValueST( 12 ); } set{ SetValueST( 12, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Cooking{ get{ return GetValueST( 13 ); } set{ SetValueST( 13, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime DetectHidden{ get{ return GetValueST( 14 ); } set{ SetValueST( 14, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Discordance{ get{ return GetValueST( 15 ); } set{ SetValueST( 15, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime EvalInt{ get{ return GetValueST( 16 ); } set{ SetValueST( 16, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Healing{ get{ return GetValueST( 17 ); } set{ SetValueST( 17, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Fishing{ get{ return GetValueST( 18 ); } set{ SetValueST( 18, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Forensics{ get{ return GetValueST( 19 ); } set{ SetValueST( 19, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Herding{ get{ return GetValueST( 20 ); } set{ SetValueST( 20, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Hiding{ get{ return GetValueST( 21 ); } set{ SetValueST( 21, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Provocation{ get{ return GetValueST( 22 ); } set{ SetValueST( 22, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Inscribe{ get{ return GetValueST( 23 ); } set{ SetValueST( 23, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Lockpicking{ get{ return GetValueST( 24 ); } set{ SetValueST( 24, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Magery{ get{ return GetValueST( 25 ); } set{ SetValueST( 25, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime MagicResist{ get{ return GetValueST( 26 ); } set{ SetValueST( 26, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Tactics{ get{ return GetValueST( 27 ); } set{ SetValueST( 27, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Snooping{ get{ return GetValueST( 28 ); } set{ SetValueST( 28, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Musicianship{ get{ return GetValueST( 29 ); } set{ SetValueST( 29, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Poisoning{ get{ return GetValueST( 30 ); } set{ SetValueST( 30, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Archery{ get{ return GetValueST( 31 ); } set{ SetValueST( 31, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime SpiritSpeak{ get{ return GetValueST( 32 ); } set{ SetValueST( 32, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Stealing{ get{ return GetValueST( 33 ); } set{ SetValueST( 33, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Tailoring{ get{ return GetValueST( 34 ); } set{ SetValueST( 34, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime AnimalTaming{ get{ return GetValueST( 35 ); } set{ SetValueST( 35, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime TasteID{ get{ return GetValueST( 36 ); } set{ SetValueST( 36, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Tinkering{ get{ return GetValueST( 37 ); } set{ SetValueST( 37, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Tracking{ get{ return GetValueST( 38 ); } set{ SetValueST( 38, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Veterinary{ get{ return GetValueST( 39 ); } set{ SetValueST( 39, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Swords{ get{ return GetValueST( 40 ); } set{ SetValueST( 40, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Macing{ get{ return GetValueST( 41 ); } set{ SetValueST( 41, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Fencing{ get{ return GetValueST( 42 ); } set{ SetValueST( 42, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Wrestling{ get{ return GetValueST( 43 ); } set{ SetValueST( 43, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Lumberjacking{ get{ return GetValueST( 44 ); } set{ SetValueST( 44, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Mining{ get{ return GetValueST( 45 ); } set{ SetValueST( 45, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Meditation{ get{ return GetValueST( 46 ); } set{ SetValueST( 46, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Stealth{ get{ return GetValueST( 47 ); } set{ SetValueST( 47, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime RemoveTrap{ get{ return GetValueST( 48 ); } set{ SetValueST( 48, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Necromancy{ get{ return GetValueST( 49 ); } set{ SetValueST( 49, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Focus{ get{ return GetValueST( 50 ); } set{ SetValueST( 50, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Chivalry{ get{ return GetValueST( 51 ); } set{ SetValueST( 51, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Bushido{ get{ return GetValueST( 52 ); } set{ SetValueST( 52, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Ninjitsu{ get{ return GetValueST( 53 ); } set{ SetValueST( 53, value ); } }
   public SkillsTimers()
   {
   }
   public SkilllsTimers( GenericReader reader )
   {
	int version = reader.ReadInt();
	switch ( version )
	{
	 case 0:
	 {
	  int mask = reader.ReadByte();
	  if ( mask != 0 )
	  {
	   m_Values = new DateTime[54];
	   for ( int i = 0; i < 54; ++i )
		if ( (mask & (1 << i)) != 0 )
		 m_Values[i] = reader.ReadDeltaTime();
	  }
	  break;
	 }
	}
   }
   public static void SerializeST( GenericWriter writer, SkillsTimers info )
   {
	writer.Write( (int) 0 ); // version
	if ( info.m_Values == null )
	{
	 writer.Write( (byte) 0 );
	}
	else
	{
	 int mask = 0;
	 for ( int i = 0; i < 54; ++i )
	 {
	  if ( info.m_Values[i] != (DateTime) DateTime.MinValue )
	  {
	   mask |= 1 << i;
	  }
	 }
	 writer.Write( (byte) mask );
	 
	 for ( int i = 0; i < 54; ++i )
	 {
	  if ( info.m_Values[i] != (DateTime) DateTime.MinValue )
	  {
	   writer.WriteDeltaTime( (DateTime) info.m_Values[i] );
	  }
	 }
	}
   }
  }
  #endregion
 }
}
 

ArteGordon

Wanderer
Code:
public SkillsTimers()
   {
   }
   public SkilllsTimers( GenericReader reader )
   {
	int version = reader.ReadInt();
	switch ( version )
	{
	 case 0:
	 {
	  int mask = reader.ReadByte();
	  if ( mask != 0 )
	  {
	   m_Values = new DateTime[54];
	   for ( int i = 0; i < 54; ++i )
		if ( (mask & (1 << i)) != 0 )
		 m_Values[i] = reader.ReadDeltaTime();
	  }
	  break;
	 }
	}
   }

you have a typo here.
Code:
public SkilllsTimers( GenericReader reader ) [color=red]<-------- should be Skills not Skillls[/color]

also by defining this class abstract, it means that you cannot create instances of it directly, but rather only use it to derive other classes from it. I dont think that you want that.

Code:
public abstract class SkillsTimers

(edit)

also here, you want this to refer to your SkillsTimer class SerializeST method

Code:
PlayerMobile.SerializeST( writer, m_SkillsTimers );

as you had it before

Code:
SkillsTimers.SerializeST( writer, m_SkillsTimers );

(sorry, I didnt see that it was in your SkillsTimers class before).
 

Morgan

Sorceror
ArteGordon said:
Code:
public SkillsTimers()
{
}
public SkilllsTimers( GenericReader reader )
{
	int version = reader.ReadInt();
	switch ( version )
	{
	 case 0:
	 {
	 int mask = reader.ReadByte();
	 if ( mask != 0 )
	 {
	 m_Values = new DateTime[54];
	 for ( int i = 0; i < 54; ++i )
		if ( (mask & (1 << i)) != 0 )
		 m_Values[i] = reader.ReadDeltaTime();
	 }
	 break;
	 }
	}
}

you have a typo here.
Code:
public SkilllsTimers( GenericReader reader ) [COLOR=red]<-------- should be Skills not Skillls[/COLOR]

also by defining this class abstract, it means that you cannot create instances of it directly, but rather only use it to derive other classes from it. I dont think that you want that.

Code:
public abstract class SkillsTimers

(edit)

also here, you want this to refer to your SkillsTimer class SerializeST method

Code:
PlayerMobile.SerializeST( writer, m_SkillsTimers );

as you had it before

Code:
SkillsTimers.SerializeST( writer, m_SkillsTimers );

(sorry, I didnt see that it was in your SkillsTimers class before).

Iv corrected all the errors you posted but now when server saves i get:

Code:
.NET Framework: 1.1.4322.2032
 
Exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at Server.Mobiles.SkillsTimers.SerializeST(GenericWriter writer, SkillsTimers info)
at Server.Mobiles.PlayerMobile.Serialize(GenericWriter writer)
at Server.World.SaveMobiles()
at Server.World.Save(Boolean message)
at Server.Misc.AutoSave.Save()
at Server.Scripts.Commands.CommandHandlers.Save_OnCommand(CommandEventArgs e)
at Server.Commands.Handle(Mobile from, String text)
at Server.Mobile.DoSpeech(String text, Int32[] keywords, MessageType type, Int32 hue)
at Server.Mobiles.PlayerMobile.DoSpeech(String text, Int32[] keywords, MessageType type, Int32 hue)
at Server.Network.PacketHandlers.UnicodeSpeech(NetState state, PacketReader pvSrc)
at Server.Network.MessagePump.HandleReceive(NetState ns)
at Server.Network.MessagePump.Slice()
at Server.Core.Main(String[] args)
 

daat99

Moderator
Staff member
Morgan said:
Iv corrected all the errors you posted but now when server saves i get:

Code:
.NET Framework: 1.1.4322.2032
 
Exception:
System.NullReferenceException: Object reference not set to an instance of an object.
at Server.Mobiles.SkillsTimers.SerializeST(GenericWriter writer, SkillsTimers info)
at Server.Mobiles.PlayerMobile.Serialize(GenericWriter writer)
at Server.World.SaveMobiles()
at Server.World.Save(Boolean message)
at Server.Misc.AutoSave.Save()
at Server.Scripts.Commands.CommandHandlers.Save_OnCommand(CommandEventArgs e)
at Server.Commands.Handle(Mobile from, String text)
at Server.Mobile.DoSpeech(String text, Int32[] keywords, MessageType type, Int32 hue)
at Server.Mobiles.PlayerMobile.DoSpeech(String text, Int32[] keywords, MessageType type, Int32 hue)
at Server.Network.PacketHandlers.UnicodeSpeech(NetState state, PacketReader pvSrc)
at Server.Network.MessagePump.HandleReceive(NetState ns)
at Server.Network.MessagePump.Slice()
at Server.Core.Main(String[] args)
Care to post the updated script?
 

Morgan

Sorceror
daat99 said:
Care to post the updated script?

Code:
using System;
using System.Collections;
using Server;
using Server.Misc;
using Server.Items;
using Server.Gumps;
using Server.Multis;
using Server.Engines.Help;
using Server.ContextMenus;
using Server.Network;
using Server.Spells;
using Server.Spells.Fifth;
using Server.Spells.Seventh;
using Server.Targeting;
using Server.Engines.Quests;
using Server.Factions;
using Server.Regions;
using Server.Accounting;
namespace Server.Mobiles
{
 [Flags]
 public enum PlayerFlag // First 16 bits are reserved for default-distro use, start custom flags at 0x00010000
 {
  None	= 0x00000000,
  Glassblowing  = 0x00000001,
  Masonry	= 0x00000002,
  SandMining   = 0x00000004,
  StoneMining   = 0x00000008,
  ToggleMiningStone = 0x00000010,
  KarmaLocked   = 0x00000020,
  AutoRenewInsurance = 0x00000040,
  UseOwnFilter  = 0x00000080,
  PublicMyRunUO  = 0x00000100,
  PagingSquelched  = 0x00000200,
  Young	= 0x00000400,
////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit///////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
				Sick			  = 0x00010000,
				Sickness		   = 0x00020000,
				SickContagious		  = 0x00040000
 }
	public enum SickFlag
	{
		None,
		TempImmunity,
		PermImmunity,
	   Cold,
	   Flu,
		Headache,
		Virus,
		VampTurn
   }
   public enum VampType
		{
			  None,
			  Vampire,
			  Master,
			  Ancient
		}
///////////////////////////////////////////////////////////////////////////////
//End Sickness Edit////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////

 public enum NpcGuild
 {
  None,
  MagesGuild,
  WarriorsGuild,
  ThievesGuild,
  RangersGuild,
  HealersGuild,
  MinersGuild,
  MerchantsGuild,
  TinkersGuild,
  TailorsGuild,
  FishermensGuild,
  BardsGuild,
  BlacksmithsGuild
 }
 public enum SolenFriendship
 {
  None,
  Red,
  Black
 }
 public class PlayerMobile : Mobile
 {
  public override void DoSpeech( string text, int[] keywords, MessageType type, int hue )
  {
   if ( type == MessageType.GM ) // If the message is of type GM
	text = String.Format( "{0}{1}", Commands.CommandPrefix, text ); // then add the prefix to it
   base.DoSpeech( text, keywords, type, hue ); // Process the same way as always
  }
  private class CountAndTimeStamp
  {
   private int m_Count;
   private DateTime m_Stamp;
   public CountAndTimeStamp()
   {
   }
   public DateTime TimeStamp { get{ return m_Stamp; } }
   public int Count 
   { 
	get { return m_Count; } 
	set { m_Count = value; m_Stamp = DateTime.Now; } 
   }
  }
////////////////////////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit///////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////
	  #region Vampires
  
  public VampType m_VampType = VampType.None;
  private bool m_Vampirism = false;
  private bool m_VampBurn = false;
  private bool m_VampHunger = false;
  public int m_Blood = 100;
  private PlayerFlag m_Flags;
  
  public bool GetDFlag( PlayerFlag flag )
  {
   return ( (m_Flags & flag) != 0 );
  }
  
  public void SetDFlag( PlayerFlag flag, bool value )
  {
   if ( value )
	m_Flags |= flag;
   else
	m_Flags &= ~flag;
  }
  
  [CommandProperty( AccessLevel.GameMaster )]
  public VampType VampireType
  {
   get { return m_VampType; }
   set { m_VampType = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public int Blood
  {
   get { return m_Blood; }
   set { m_Blood = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool Vampirism
  {
   get{ return m_Vampirism; }
   set{ m_Vampirism = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool VampHunger
  {
   get{ return m_VampHunger; }
   set{ m_VampHunger = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool VampBurn
  {
   get{ return m_VampBurn; }
   set{ m_VampBurn = value; }
  }
  
  public class VampBurnTimer : Timer
  {
   public const double SecondsPerUOMinute = 5.0;
   public const double MinutesPerUODay = SecondsPerUOMinute * 24;
   private static DateTime WorldStart = new DateTime( 1997, 9, 1 );
   
   public static void Initialize()
   {
	// m_ServerStart = DateTime.Now;
	new VampBurnTimer().Start();
   }
   
   public VampBurnTimer() : base( TimeSpan.FromMinutes( .10 ), TimeSpan.FromMinutes( .10 ) )
   {
	Priority = TimerPriority.OneSecond;
   }
   protected override void OnTick()
   {
	CheckBurn(); //Every tick run function burn
   }
   private bool GetBurning( int XPos )
   {
	TimeSpan timeSpan = DateTime.Now - WorldStart;
	int totalMinutes = (int)( timeSpan.TotalSeconds / SecondsPerUOMinute );
	totalMinutes += Map.Felucca.MapIndex * 320;
	totalMinutes += XPos / 16;
	int currentHour = ( totalMinutes / 60 ) % 24;
	int currentMinute = totalMinutes % 60;
	
	if ( currentHour <= 18 && currentHour >= 6)
	 //if (( currentHour >= 18 && currentMinute >= 01 ) ||(currentHour <= 5 && currentMinute <= 59))
	 return true;
	//if ( currentHour <= 7 && ( currentHour >= 18 /*&& currentMinute <= 59 */))
	// return false;
	return false;
   }
   private void CheckBurn( )
   {
	ArrayList mobs = new ArrayList( World.Mobiles.Values );
	for( int i = 0; i<mobs.Count; i++)
	{
	 Mobile m = mobs[i] as Mobile;
	 
	 if (m is PlayerMobile && m.Alive && m.Map != Map.Internal)
	 {
	  PlayerMobile mplayer = m as PlayerMobile;
	  if (mplayer.Vampirism == true && mplayer.VampBurn == true )
	  {
	   BaseHouse house = BaseHouse.FindHouseAt( m );
	   //StaticHouseSign staticHouse = StaticHouseSign.StaticFindHouseAt( m );
	   if (house == null /*&& staticHouse == null*/ && Validate(m) == true)
	   {
		if ( GetBurning( m.X ) )
		{
		 m.Stam -= 10; //tick away some stamina
		 m.FixedParticles( 0x3735, 1, 30, 9503, EffectLayer.Waist );
		 Effects.SendLocationEffect(m.Location, m.Map,0x371C, 20); //0x36BD,0x398C
		 m.PrivateOverheadMessage(0, 0, false, "You feel as if your skin is melting", m.NetState );
		 m.PlaySound( m.Female ? 814 : 1088 );
		 m.Say( "*ahhhh!*" );
		 m.Damage( Utility.Random( 40, 75 ) );
		}
		else
		 m.PrivateOverheadMessage(0, 0, false, "Be glad your not a vampire", m.NetState );
		return;
	   }
	  }
	 }
	}
   }
   
   public bool Validate(Mobile from)
   {
				   if(from.Region.Name != "Wind" &&   //towns
				   from.Region.Name != "Covetous" && from.Region.Name != "Deceit" &&//dungeons
				   from.Region.Name != "Despise" && from.Region.Name != "Destard" &&//dungeons
				   from.Region.Name != "Hythloth" && from.Region.Name != "Shame" &&//dungeons
				   from.Region.Name != "Wrong" && from.Region.Name != "Terathan Keep" &&//dungeons
				   from.Region.Name != "Fire" && from.Region.Name != "Ice" &&//dungeons
	   from.Region.Name != "Rock Dungeon" && from.Region.Name != "Spider Cave" &&//dungeons
	   from.Region.Name != "Spectre Dungeon" && from.Region.Name != "Blood Dungeon" &&//dungeons
	   from.Region.Name != "Wisp Dungeon" && from.Region.Name != "Ankh Dungeon" &&//dungeons
	   from.Region.Name != "Exodus Dungeon" && from.Region.Name != "Sorcerer's Dungeon" &&//dungeons
	   from.Region.Name != "Ancient Lair" && from.Region.Name != "Doom" &&//dungeons
				   from.Region.Name != "Jail")
	   {
		return true;
	   }
	   else
	   {
		return false;
	   }
   }
  }
  #endregion
				
  #region Sicknesses
  private SickFlag flag;
  public SickTimer m_SickTimer;
  public ImmunTimer m_ImmunTimer;
  [CommandProperty( AccessLevel.GameMaster )]
  public bool Sick
  {
   get{ return GetDFlag( PlayerFlag.Sick ); }
   set
   {
	if ( this.Sickness != SickFlag.TempImmunity && this.Sickness != SickFlag.PermImmunity && this.Sickness != SickFlag.None && this.Sickness != SickFlag.VampTurn && !value )
	 this.SendMessage( "You feel better!" );
	
	if ( this.Sickness != SickFlag.None ) //&& this.Sickness != SickFlag.VampTurn
	 SetDFlag( PlayerFlag.Sick, value );
	else
	{
	 SetDFlag( PlayerFlag.Sick, false );
	 this.SickContagious = false;
	}
	if ( !value )
	{
	 this.Sickness = SickFlag.None;
	}
   }
  }
	  [CommandProperty( AccessLevel.GameMaster )]
	  public bool SickContagious
	  {
	   get{ return GetDFlag( PlayerFlag.SickContagious ); }
	   set
	   {
		if ( !this.Sick || this.Sickness == SickFlag.TempImmunity || this.Sickness == SickFlag.PermImmunity || this.Sickness == SickFlag.VampTurn)
		 SetDFlag( PlayerFlag.SickContagious, false );
		else
		 SetDFlag( PlayerFlag.SickContagious, value );
	   }
	  }
	  [CommandProperty( AccessLevel.GameMaster )]
	  public SickFlag Sickness
	  {
	   get{ return flag; }
	   set
	   {
		flag = value;
		ChangeSickness( this, flag );
	   }
	  }
	  public class ImmunTimer : Timer
	  {
	   private Mobile m_defender;
	   private PlayerMobile m_pmdefender;
	   private int cnt = 0;
	   public ImmunTimer( Mobile defender ) : base( TimeSpan.Zero, TimeSpan.FromSeconds( 0.6 ), 480 )
	   {
		m_defender = defender;
		m_pmdefender = (PlayerMobile) defender;
	   }
	   protected override void OnTick()
	   {
		cnt += 1;
		if ( !m_pmdefender.Sick && m_pmdefender.Sickness == SickFlag.VampTurn)
		 Stop();
		if ( m_pmdefender.Sickness == SickFlag.TempImmunity && m_pmdefender.Sickness != SickFlag.VampTurn && cnt == 480)//&& m_pmdefender.Vampirism == false
		m_pmdefender.Sick = false;
	   }
	  }
	  public class SickTimer : Timer
	  {
	   private Mobile m_defender;
	   private int cnt = 0;
	   private int m_count = 0;
	   private int m_countmax;
	   private PlayerMobile m_pmdefender;
	   private SickFlag m_flag;
	   public SickTimer( Mobile defender, int count, SickFlag flag ) : base( TimeSpan.Zero, TimeSpan.FromSeconds( 20 ), count )
	   {
		m_defender = defender;
		m_countmax = count;
		m_pmdefender = (PlayerMobile) defender;
		m_flag = flag;
	   }
	   protected override void OnTick()
	   {
		if ( !m_defender.Alive && m_pmdefender.Sickness != SickFlag.VampTurn)
		{
		 m_pmdefender.Sick = false;
		 m_pmdefender.SickContagious = false;
		 Stop();
		}
		
		if ( ((!m_pmdefender.Sick) || (m_pmdefender.Sickness == SickFlag.None) || (m_pmdefender.Sickness == SickFlag.TempImmunity) || (m_pmdefender.Sickness == SickFlag.PermImmunity)) && (m_pmdefender.Sickness != SickFlag.VampTurn ))
		 Stop();
		
		if ( m_flag == SickFlag.Cold )
		{
		   cnt += 1;
		 m_count += 1;
		   m_defender.Damage( Utility.Random( 5, 10 ) );
		   //m_defender.Hits = m_defender.Hits - Utility.Random( 1, 3 );
		   if ( cnt > 2 )
		   {
			m_defender.SendMessage( "You have a cold!" );
			m_defender.Emote("cough*cough");
			
			if ( !m_defender.Female )
			 m_defender.PlaySound( 0x420 );
			else
			 m_defender.PlaySound( 0x311 );
			
			cnt = 0;
		   }
		  }
		  if( m_flag == SickFlag.Flu )
		  {
		   cnt += 1;
		   m_count += 1;
		   m_defender.Damage( Utility.Random( 10, 15 ) );
		   //m_defender.Hits = m_defender.Hits - Utility.Random( 1, 5 );
		   if ( cnt > 2 )
		   {
			m_defender.SendMessage( "You have influenza!" );
			m_defender.Emote("*feels feverish*");
			if ( !m_defender.Female )
			 m_defender.PlaySound( 0x42B );
			else
			 m_defender.PlaySound( 0x31B );
			cnt = 0;
		   }
		  }
		  if ( m_flag == SickFlag.Headache )
		  {
		   cnt += 1;
		   m_count += 1;
		   m_defender.Damage( Utility.Random( 1, 5 ) );
		   //m_defender.Hits = m_defender.Hits - Utility.Random( 1, 2 );
		   if ( cnt > 2 )
		   {
			m_defender.SendMessage( "You have a bad headache!" );
			m_defender.Emote("*head throbbing*");
			
			if ( !m_defender.Female )
			 m_defender.PlaySound( 0x42B );
			else
			 m_defender.PlaySound( 0x31B );
			
			cnt = 0;
		   }
		  }
		  if ( m_flag == SickFlag.Virus )
		  {
		   cnt += 1;
		   m_count += 1;
		   m_defender.Damage( Utility.Random( 15, 20 ) );
		   //m_defender.Hits = m_defender.Hits - Utility.Random( 1, 4 );
		   if ( cnt > 2 )
		   {
			m_defender.SendMessage( "You have a virus!" );
			m_defender.Emote("*stomach wretching*");
			
			if ( !m_defender.Female )
			 m_defender.PlaySound( 0x43F );
			else
			 m_defender.PlaySound( 0x32D );
			
			cnt = 0;
		   }
		  }
		  if ( m_flag == SickFlag.VampTurn )
		  {
		   cnt += 1;
		   m_count += 12;
		   
		   if ( cnt == 2 )
		   {
			m_defender.SendMessage( "You feel the blood in your body changing!" );
			m_defender.Emote("*stomach wretching*");
			m_defender.Damage( Utility.Random( 1, 1 ) );
			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
			m_defender.Say( "*pukes*" );
			if ( !m_defender.Mounted )
			{
			 m_defender.Animate( 32, 5, 1, true, false, 0 );
			}
			Point3D p = new Point3D( m_defender.Location );
			switch( m_defender.Direction )
			{
				  case Direction.North:
	   p.Y--; break;
				  case Direction.South:
	   p.Y++; break;
				  case Direction.East:
					 p.X++; break;
				  case Direction.West:
					 p.X--; break;
				  case Direction.Right:
					 p.X++; p.Y--; break;
				  case Direction.Down:
					 p.X++; p.Y++; break;
				  case Direction.Left:
					 p.X--; p.Y++; break;
				  case Direction.Up:
					 p.X--; p.Y--; break;
				  default:
					 break;
	 }
	 p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
			
			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 1 );
		   }
		   if ( cnt == 4 )
		   {
			m_defender.SendMessage( "You feel your body drying up!" );
			m_defender.Emote("*stomach wretching*");
			m_defender.Damage( Utility.Random( 1, 2 ) );
			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
			m_defender.Say( "*pukes*" );
			if ( !m_defender.Mounted )
			{
			 m_defender.Animate( 32, 5, 1, true, false, 0 );
			}
			Point3D p = new Point3D( m_defender.Location );
			switch( m_defender.Direction )
			{
				  case Direction.North:
	   p.Y--; break;
				  case Direction.South:
	   p.Y++; break;
				  case Direction.East:
					 p.X++; break;
				  case Direction.West:
					 p.X--; break;
				  case Direction.Right:
					 p.X++; p.Y--; break;
				  case Direction.Down:
					 p.X++; p.Y++; break;
				  case Direction.Left:
					 p.X--; p.Y++; break;
				  case Direction.Up:
					 p.X--; p.Y--; break;
				  default:
					 break;
	 }
	 p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
			
			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 2 );
		   }
		   if ( cnt == 6 )
		   {
			m_defender.SendMessage( "You feel as if you are dying!" );
			m_defender.Emote("*stomach wretching*");
			m_defender.Damage( Utility.Random( 1, 3 ) );
			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
			m_defender.Say( "*pukes*" );
			if ( !m_defender.Mounted )
			{
			 m_defender.Animate( 32, 5, 1, true, false, 0 );
			}
			Point3D p = new Point3D( m_defender.Location );
			  switch( m_defender.Direction )
			  {
				  case Direction.North:
	   p.Y--; break;
				  case Direction.South:
	   p.Y++; break;
				  case Direction.East:
					 p.X++; break;
				  case Direction.West:
					 p.X--; break;
				  case Direction.Right:
					 p.X++; p.Y--; break;
				  case Direction.Down:
					 p.X++; p.Y++; break;
				  case Direction.Left:
					 p.X--; p.Y++; break;
				  case Direction.Up:
					 p.X--; p.Y--; break;
				  default:
					 break;
	 }
	 p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
			
			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 3 );
		   }
		   if ( cnt == 8 )
		   {
			m_defender.SendMessage( "You feel extremely dizzy and light headed!" );
			m_defender.Emote("*stomach wretching*");
			m_defender.Damage( Utility.Random( 1, 4 ) );
			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
			m_defender.Say( "*pukes*" );
			if ( !m_defender.Mounted )
			{
			 m_defender.Animate( 32, 5, 1, true, false, 0 );
			}
			Point3D p = new Point3D( m_defender.Location );
			  switch( m_defender.Direction )
			  {
				  case Direction.North:
	   p.Y--; break;
				  case Direction.South:
	   p.Y++; break;
				  case Direction.East:
					 p.X++; break;
				  case Direction.West:
					 p.X--; break;
				  case Direction.Right:
					 p.X++; p.Y--; break;
				  case Direction.Down:
					 p.X++; p.Y++; break;
				  case Direction.Left:
					 p.X--; p.Y++; break;
				  case Direction.Up:
					 p.X--; p.Y--; break;
				  default:
					 break;
	 }
	 p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
			
			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 4 );
		   }
		   if ( cnt == 10 )
		   {
			m_defender.SendMessage( "You can hardly control yourself!" );
			m_defender.Emote("*stomach tightens*");
			m_defender.Damage( Utility.Random( 1, 5 ) );
			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
			m_defender.Say( "*pukes*" );
			if ( !m_defender.Mounted )
			{
			 m_defender.Animate( 32, 5, 1, true, false, 0 );
			}
			Point3D p = new Point3D( m_defender.Location );
			  switch( m_defender.Direction )
			  {
				  case Direction.North:
	   p.Y--; break;
				  case Direction.South:
	   p.Y++; break;
				  case Direction.East:
					 p.X++; break;
				  case Direction.West:
					 p.X--; break;
				  case Direction.Right:
					 p.X++; p.Y--; break;
				  case Direction.Down:
					 p.X++; p.Y++; break;
				  case Direction.Left:
					 p.X--; p.Y++; break;
				  case Direction.Up:
					 p.X--; p.Y--; break;
				  default:
					 break;
	 }
	 p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
			
			//break;
			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 5 );
		   }
		   if ( cnt == 12 )
				   {
				   m_defender.SendMessage( "You begin to fall over and feel death upon you!" );
				   m_defender.PlaySound( m_defender.Female ? 814 : 1088 );
				   m_defender.Say( "*ahhhh!*" );
				   m_defender.PublicOverheadMessage( MessageType.Spell, m_defender.SpeechHue, true, "*you shuffle off your mortal coil*", false );
				   m_defender.Damage( Utility.Random( 150, 150 ) );
				   //m_defender.Hits = m_defender.Hits - Utility.Random( 1, 150 );
				   m_pmdefender.Vampirism = true;
				   m_pmdefender.VampHunger = true;
				   m_pmdefender.VampBurn = true;
				   m_pmdefender.Title = "The Vampire";
				   m_pmdefender.Hue = 1154;
				   m_pmdefender.VampireType = VampType.Vampire;
				   m_pmdefender.Sickness = SickFlag.PermImmunity;
				   m_pmdefender.Resurrect();
				   m_defender.Hunger = 3;
				   m_defender.Kills = 5;
				   m_defender.SendMessage( "You have been reborn into a Vampire, you'll need Blood to survive now!" );
   /////////////////////////////////////////////////////////////////////////////////////////
   ///////THIS IS FOR RESETTING SKILLS AND CAP ON TURN//////////////////////////////////////
   /////////////////////////////////////////////////////////////////////////////////////////
   //Server.Skills skills = m_defender.Skills;
   //
   //for ( int i = 0; i < skills.Length; ++i )
   //{
   //skills[i].Base = 0.0;
   //skills[i].Cap = 100.0;
   //}
   ///////////////////////////////////////////////////////////////////////////////////////
			}
	 }
		  
		  if ( m_count == m_countmax )//&& m_pmdefender.Vampirism != true
			{
			   m_pmdefender.Sickness = SickFlag.TempImmunity;
			   return;
			}
		  int randominfect = Utility.Random( 1, 99 );
		  
		  ArrayList li = new ArrayList();
		  foreach ( Mobile o in m_defender.Map.GetMobilesInRange( m_defender.Location, 5 ) )
		  {
		   li.Add(o);
		  }
		  for (int i = 0; i < li.Count; i++)
		  {
		   Mobile o = li[i] as Mobile;
		   
		   if ( o is PlayerMobile && m_defender != o )
		   {
			PlayerMobile mob = (PlayerMobile) o;
			
			if (( mob.Sickness == SickFlag.TempImmunity || mob.Sickness == SickFlag.PermImmunity || !mob.SickContagious )|| (mob.Vampirism == true))
			{
			}
			else if ( mob.Sickness == SickFlag.None )
			{
			 if ( randominfect > 43 && randominfect < 50 )
			  mob.Sickness = m_flag;
			}
		   }
		  }
		 }
	  }
	  public virtual void ChangeSickness( PlayerMobile m, SickFlag newsick )
	  {
	   int count = Utility.Random( 5, 20 );
	   Mobile pm = (Mobile) m;
	   
	   switch ( newsick )
	   {
		case SickFlag.None:
		 {
		  if ( m.Sick )
		  {
		   m.Sick = false;
		   m.SickContagious = false;
		  }
		  break;
		 }
			case SickFlag.TempImmunity:
			 {
			  m.SendMessage( "You feel better!" );
			  m.Sick = true;
			  m.SickContagious= false;
			  m_ImmunTimer = new ImmunTimer ( pm );
			  m_ImmunTimer.Start();
			  break;
			 }
			case SickFlag.PermImmunity:
			 {
			  m.SendMessage( "You feel permanently immune to sicknesses!" );
			  m.Sick = true;
			  m.SickContagious= false;
			  break;
			 }
			case SickFlag.Cold:
			 {
			  m.SendMessage( "You have caught a cold!" );
			  m.Sick = true;
			  m.SickContagious= true;
			  m_SickTimer = new SickTimer ( pm, count, SickFlag.Cold );
			  m_SickTimer.Start();
			  break;
			 }
			case SickFlag.Flu:
			 {
			  m.SendMessage( "You came down with influenza!" );
			  m.Sick = true;
			  m.SickContagious= true;
			  m_SickTimer = new SickTimer ( pm, count, SickFlag.Flu );
			  m_SickTimer.Start();
			  break;
			 }
			case SickFlag.Headache:
			 {
			  m.SendMessage( "You feel a bad headache coming on!" );
			  m.Sick = true;
			  m.SickContagious= false;
			  m_SickTimer = new SickTimer ( pm, count, SickFlag.Headache );
			  m_SickTimer.Start();
			  break;
			 }
			case SickFlag.Virus:
			 {
			  m.SendMessage( "You caught a bad virus!" );
			  m.Sick = true;
			  m.SickContagious= true;
			  m_SickTimer = new SickTimer ( pm, count, SickFlag.Virus );
			  m_SickTimer.Start();
			  break;
			 }
			case SickFlag.VampTurn:
			 {
			  m.SendMessage( "You have been infected by a Vampire!" );
			  m.Sick = true;
			  m.SickContagious= false;
			  m_SickTimer = new SickTimer ( pm, count, SickFlag.VampTurn );
			  m_SickTimer.Start();
			  break;
			}
	}
 }
  #endregion
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//End Sickness Edit///////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
  private SkillsTimers m_SkillsTimers;
  private DesignContext m_DesignContext;
  private NpcGuild m_NpcGuild;
  private DateTime m_NpcGuildJoinTime;
  private TimeSpan m_NpcGuildGameTime;
  //private PlayerFlag m_Flags; <<<<Edit this out for Sickness system
  private int m_StepsTaken;
  private int m_Profession;
  [CommandProperty( AccessLevel.GameMaster )]
  public int Profession
  {
   get{ return m_Profession; }
   set{ m_Profession = value; }
  }
  public int StepsTaken
  {
   get{ return m_StepsTaken; }
   set{ m_StepsTaken = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public NpcGuild NpcGuild
  {
   get{ return m_NpcGuild; }
   set{ m_NpcGuild = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public DateTime NpcGuildJoinTime
  {
   get{ return m_NpcGuildJoinTime; }
   set{ m_NpcGuildJoinTime = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public TimeSpan NpcGuildGameTime
  {
   get{ return m_NpcGuildGameTime; }
   set{ m_NpcGuildGameTime = value; }
  }
  public PlayerFlag Flags
  {
   get{ return m_Flags; }
   set{ m_Flags = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool PagingSquelched
  {
   get{ return GetFlag( PlayerFlag.PagingSquelched ); }
   set{ SetFlag( PlayerFlag.PagingSquelched, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool Glassblowing
  {
   get{ return GetFlag( PlayerFlag.Glassblowing ); }
   set{ SetFlag( PlayerFlag.Glassblowing, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool Masonry
  {
   get{ return GetFlag( PlayerFlag.Masonry ); }
   set{ SetFlag( PlayerFlag.Masonry, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool SandMining
  {
   get{ return GetFlag( PlayerFlag.SandMining ); }
   set{ SetFlag( PlayerFlag.SandMining, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool StoneMining
  {
   get{ return GetFlag( PlayerFlag.StoneMining ); }
   set{ SetFlag( PlayerFlag.StoneMining, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool ToggleMiningStone
  {
   get{ return GetFlag( PlayerFlag.ToggleMiningStone ); }
   set{ SetFlag( PlayerFlag.ToggleMiningStone, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool KarmaLocked
  {
   get{ return GetFlag( PlayerFlag.KarmaLocked ); }
   set{ SetFlag( PlayerFlag.KarmaLocked, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool AutoRenewInsurance
  {
   get{ return GetFlag( PlayerFlag.AutoRenewInsurance ); }
   set{ SetFlag( PlayerFlag.AutoRenewInsurance, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool UseOwnFilter
  {
   get{ return GetFlag( PlayerFlag.UseOwnFilter ); }
   set{ SetFlag( PlayerFlag.UseOwnFilter, value ); }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public bool PublicMyRunUO
  {
   get{ return GetFlag( PlayerFlag.PublicMyRunUO ); }
   set{ SetFlag( PlayerFlag.PublicMyRunUO, value ); InvalidateMyRunUO(); }
  }
/*
  [CommandProperty( AccessLevel.Counselor )]
  public SkillsTimers SkillsTimers
  {
   get{ return m_SkillsTimers; }
   set{}
  }
*/
  public static Direction GetDirection4( Point3D from, Point3D to )
  {
   int dx = from.X - to.X;
   int dy = from.Y - to.Y;
   int rx = dx - dy;
   int ry = dx + dy;
   Direction ret;
   if ( rx >= 0 && ry >= 0 )
	ret = Direction.West;
   else if ( rx >= 0 && ry < 0 )
	ret = Direction.South;
   else if ( rx < 0 && ry < 0 )
	ret = Direction.East;
   else
	ret = Direction.North;
   return ret;
  }
  public override bool OnDroppedItemToWorld( Item item, Point3D location )
  {
   if ( !base.OnDroppedItemToWorld( item, location ) )
	return false;
   BounceInfo bi = item.GetBounce();
   if ( bi != null )
   {
	Type type = item.GetType();
	if ( type.IsDefined( typeof( FurnitureAttribute ), true ) || type.IsDefined( typeof( DynamicFlipingAttribute ), true ) )
	{
	 object[] objs = type.GetCustomAttributes( typeof( FlipableAttribute ), true );
	 if ( objs != null && objs.Length > 0 )
	 {
	  FlipableAttribute fp = objs[0] as FlipableAttribute;
	  if ( fp != null )
	  {
	   int[] itemIDs = fp.ItemIDs;
	   Point3D oldWorldLoc = bi.m_WorldLoc;
	   Point3D newWorldLoc = location;
	   if ( oldWorldLoc.X != newWorldLoc.X || oldWorldLoc.Y != newWorldLoc.Y )
	   {
		Direction dir = GetDirection4( oldWorldLoc, newWorldLoc );
		if ( itemIDs.Length == 2 )
		{
		 switch ( dir )
		 {
		  case Direction.North:
		  case Direction.South: item.ItemID = itemIDs[0]; break;
		  case Direction.East:
		  case Direction.West: item.ItemID = itemIDs[1]; break;
		 }
		}
		else if ( itemIDs.Length == 4 )
		{
		 switch ( dir )
		 {
		  case Direction.South: item.ItemID = itemIDs[0]; break;
		  case Direction.East: item.ItemID = itemIDs[1]; break;
		  case Direction.North: item.ItemID = itemIDs[2]; break;
		  case Direction.West: item.ItemID = itemIDs[3]; break;
		 }
		}
	   }
	  }
	 }
	}
   }
   return true;
  }
  public bool GetFlag( PlayerFlag flag )
  {
   return ( (m_Flags & flag) != 0 );
  }
  public void SetFlag( PlayerFlag flag, bool value )
  {
   if ( value )
	m_Flags |= flag;
   else
	m_Flags &= ~flag;
  }
  public DesignContext DesignContext
  {
   get{ return m_DesignContext; }
   set{ m_DesignContext = value; }
  }
  public static void Initialize()
  {
   if ( FastwalkPrevention )
   {
	PacketHandler ph = PacketHandlers.GetHandler( 0x02 );
	ph.ThrottleCallback = new ThrottlePacketCallback( MovementThrottle_Callback );
   }
   EventSink.Login += new LoginEventHandler( OnLogin );
   EventSink.Logout += new LogoutEventHandler( OnLogout );
   EventSink.Connected += new ConnectedEventHandler( EventSink_Connected );
   EventSink.Disconnected += new DisconnectedEventHandler( EventSink_Disconnected );
  }
  public override void OnSkillInvalidated( Skill skill )
  {
   if ( Core.AOS && skill.SkillName == SkillName.MagicResist )
	UpdateResistances();
  }
  public override int GetMaxResistance( ResistanceType type )
  {
   int max = base.GetMaxResistance( type );
   if ( type != ResistanceType.Physical && 60 < max && Spells.Fourth.CurseSpell.UnderEffect( this ) )
	max = 60;
   return max;
  }
  private int m_LastGlobalLight = -1, m_LastPersonalLight = -1;
  public override void OnNetStateChanged()
  {
   m_LastGlobalLight = -1;
   m_LastPersonalLight = -1;
  }
  public override void ComputeBaseLightLevels( out int global, out int personal )
  {
   global = LightCycle.ComputeLevelFor( this );
   if ( this.LightLevel < 21 && AosAttributes.GetValue( this, AosAttribute.NightSight ) > 0 )
	personal = 21;
   else
	personal = this.LightLevel;
  }
  public override void CheckLightLevels( bool forceResend )
  {
   NetState ns = this.NetState;
   if ( ns == null )
	return;
   int global, personal;
   ComputeLightLevels( out global, out personal );
   if ( !forceResend )
	forceResend = ( global != m_LastGlobalLight || personal != m_LastPersonalLight );
   if ( !forceResend )
	return;
   m_LastGlobalLight = global;
   m_LastPersonalLight = personal;
   ns.Send( GlobalLightLevel.Instantiate( global ) );
   ns.Send( new PersonalLightLevel( this, personal ) );
  }
  public override int GetMinResistance( ResistanceType type )
  {
   int magicResist = (int)(Skills[SkillName.MagicResist].Value * 10);
   int min = int.MinValue;
   if ( magicResist >= 1000 )
	min = 40 + ((magicResist - 1000) / 50);
   else if ( magicResist >= 400 )
	min = (magicResist - 400) / 15;
   if ( min > MaxPlayerResistance )
	min = MaxPlayerResistance;
   int baseMin = base.GetMinResistance( type );
   if ( min < baseMin )
	min = baseMin;
   return min;
  }
  private static void OnLogin( LoginEventArgs e )
  {
   Mobile from = e.Mobile;
   SacrificeVirtue.CheckAtrophy( from );
   JusticeVirtue.CheckAtrophy( from );
   CompassionVirtue.CheckAtrophy( from );
   if ( AccountHandler.LockdownLevel > AccessLevel.Player )
   {
	string notice;
	Accounting.Account acct = from.Account as Accounting.Account;
	if ( acct == null || !acct.HasAccess( from.NetState ) )
	{
	 if ( from.AccessLevel == AccessLevel.Player )
	  notice = "The server is currently under lockdown. No players are allowed to log in at this time.";
	 else
	  notice = "The server is currently under lockdown. You do not have sufficient access level to connect.";
	 Timer.DelayCall( TimeSpan.FromSeconds( 1.0 ), new TimerStateCallback( Disconnect ), from );
	}
	else if ( from.AccessLevel == AccessLevel.Administrator )
	{
	 notice = "The server is currently under lockdown. As you are an administrator, you may change this from the [Admin gump.";
	}
	else
	{
	 notice = "The server is currently under lockdown. You have sufficient access level to connect.";
	}
	from.SendGump( new NoticeGump( 1060637, 30720, notice, 0xFFC000, 300, 140, null, null ) );
   }
  }
  private bool m_NoDeltaRecursion;
  public void ValidateEquipment()
  {
   if ( m_NoDeltaRecursion || Map == null || Map == Map.Internal )
	return;
   if ( this.Items == null )
	return;
   m_NoDeltaRecursion = true;
   Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ValidateEquipment_Sandbox ) );
  }
  private void ValidateEquipment_Sandbox()
  {
   try
   {
	if ( Map == null || Map == Map.Internal )
	 return;
	ArrayList items = this.Items;
	if ( items == null )
	 return;
	bool moved = false;
	int str = this.Str;
	int dex = this.Dex;
	int intel = this.Int;
	#region Factions
	int factionItemCount = 0;
	#endregion
	Mobile from = this;
	for ( int i = items.Count - 1; i >= 0; --i )
	{
	 if ( i >= items.Count )
	  continue;
	 Item item = (Item)items[i];
	 if ( item is BaseWeapon )
	 {
	  BaseWeapon weapon = (BaseWeapon)item;
	  bool drop = false;
	  if ( dex < weapon.DexRequirement )
	   drop = true;
	  else if ( str < AOS.Scale( weapon.StrRequirement, 100 - weapon.GetLowerStatReq() ) )
	   drop = true;
	  else if ( intel < weapon.IntRequirement )
	   drop = true;
	  if ( drop )
	  {
	   string name = weapon.Name;
	   if ( name == null )
		name = String.Format( "#{0}", weapon.LabelNumber );
	   from.SendLocalizedMessage( 1062001, name ); // You can no longer wield your ~1_WEAPON~
	   from.AddToBackpack( weapon );
	   moved = true;
	  }
	 }
	 else if ( item is BaseArmor )
	 {
	  BaseArmor armor = (BaseArmor)item;
	  bool drop = false;
	  if ( !armor.AllowMaleWearer && from.Body.IsMale && from.AccessLevel < AccessLevel.GameMaster )
	  {
	   drop = true;
	  }
	  else if ( !armor.AllowFemaleWearer && from.Body.IsFemale && from.AccessLevel < AccessLevel.GameMaster )
	  {
	   drop = true;
	  }
	  else
	  {
	   int strBonus = armor.ComputeStatBonus( StatType.Str ), strReq = armor.ComputeStatReq( StatType.Str );
	   int dexBonus = armor.ComputeStatBonus( StatType.Dex ), dexReq = armor.ComputeStatReq( StatType.Dex );
	   int intBonus = armor.ComputeStatBonus( StatType.Int ), intReq = armor.ComputeStatReq( StatType.Int );
	   if ( dex < dexReq || (dex + dexBonus) < 1 )
		drop = true;
	   else if ( str < strReq || (str + strBonus) < 1 )
		drop = true;
	   else if ( intel < intReq || (intel + intBonus) < 1 )
		drop = true;
	  }
	  if ( drop )
	  {
	   string name = armor.Name;
	   if ( name == null )
		name = String.Format( "#{0}", armor.LabelNumber );
	   if ( armor is BaseShield )
		from.SendLocalizedMessage( 1062003, name ); // You can no longer equip your ~1_SHIELD~
	   else
		from.SendLocalizedMessage( 1062002, name ); // You can no longer wear your ~1_ARMOR~
	   from.AddToBackpack( armor );
	   moved = true;
	  }
	 }
	 FactionItem factionItem = FactionItem.Find( item );
	 if ( factionItem != null )
	 {
	  bool drop = false;
	  Faction ourFaction = Faction.Find( this );
	  if ( ourFaction == null || ourFaction != factionItem.Faction )
	   drop = true;
	  else if ( ++factionItemCount > FactionItem.GetMaxWearables( this ) )
	   drop = true;
	  if ( drop )
	  {
	   from.AddToBackpack( item );
	   moved = true;
	  }
	 }
	}
	if ( moved )
	 from.SendLocalizedMessage( 500647 ); // Some equipment has been moved to your backpack.
   }
   catch ( Exception e )
   {
	Console.WriteLine( e );
   }
   finally
   {
	m_NoDeltaRecursion = false;
   }
  }
  public override void Delta( MobileDelta flag )
  {
   base.Delta( flag );
   if ( (flag & MobileDelta.Stat) != 0 )
	ValidateEquipment();
   if ( (flag & (MobileDelta.Name | MobileDelta.Hue)) != 0 )
	InvalidateMyRunUO();
  }
  private static void Disconnect( object state )
  {
   NetState ns = ((Mobile)state).NetState;
   if ( ns != null )
	ns.Dispose();
  }
  private static void OnLogout( LogoutEventArgs e )
  {
  }
  private static void EventSink_Connected( ConnectedEventArgs e )
  {
   PlayerMobile pm = e.Mobile as PlayerMobile;
   if ( pm != null )
   {
	pm.m_SessionStart = DateTime.Now;
	if ( pm.m_Quest != null )
	 pm.m_Quest.StartTimer();
	pm.BedrollLogout = false;
   }
  }
  private static void EventSink_Disconnected( DisconnectedEventArgs e )
  {
   Mobile from = e.Mobile;
   DesignContext context = DesignContext.Find( from );
   if ( context != null )
   {
	/* Client disconnected
	 *  - Remove design context
	 *  - Eject all from house
	 *  - Restore relocated entities
	 */
	// Remove design context
	DesignContext.Remove( from );
	// Eject all from house
	from.RevealingAction();
	foreach ( Item item in context.Foundation.GetItems() )
	 item.Location = context.Foundation.BanLocation;
	foreach ( Mobile mobile in context.Foundation.GetMobiles() )
	 mobile.Location = context.Foundation.BanLocation;
	// Restore relocated entities
	context.Foundation.RestoreRelocatedEntities();
   }
   PlayerMobile pm = e.Mobile as PlayerMobile;
   if ( pm != null )
   {
	pm.m_GameTime += (DateTime.Now - pm.m_SessionStart);
	if ( pm.m_Quest != null )
	 pm.m_Quest.StopTimer();
	pm.m_SpeechLog = null;
   }
  }
  public override void RevealingAction()
  {
   if ( m_DesignContext != null )
	return;
   Spells.Sixth.InvisibilitySpell.RemoveTimer( this );
   base.RevealingAction();
  }
  public override void OnSubItemAdded( Item item )
  {
   if ( AccessLevel < AccessLevel.GameMaster && item.IsChildOf( this.Backpack ) )
   {
	int maxWeight = WeightOverloading.GetMaxWeight( this );
	int curWeight = Mobile.BodyWeight + this.TotalWeight;
	if ( curWeight > maxWeight )
	 this.SendLocalizedMessage( 1019035, true, String.Format( " : {0} / {1}", curWeight, maxWeight ) );
   }
  }
  public override bool CanBeHarmful( Mobile target, bool message, bool ignoreOurBlessedness )
  {
   if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
	return false;
   if ( (target is BaseVendor && ((BaseVendor)target).IsInvulnerable) || target is PlayerVendor || target is TownCrier )
   {
	if ( message )
	{
	 if ( target.Title == null )
	  SendMessage( "{0} the vendor cannot be harmed.", target.Name );
	 else
	  SendMessage( "{0} {1} cannot be harmed.", target.Name, target.Title );
	}
	return false;
   }
   return base.CanBeHarmful( target, message, ignoreOurBlessedness );
  }
  public override bool CanBeBeneficial( Mobile target, bool message, bool allowDead )
  {
   if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
	return false;
   return base.CanBeBeneficial( target, message, allowDead );
  }
  public override bool CheckContextMenuDisplay( IEntity target )
  {
   return ( m_DesignContext == null );
  }
  public override void OnItemAdded( Item item )
  {
   base.OnItemAdded( item );
   if ( item is BaseArmor || item is BaseWeapon )
   {
	Hits=Hits; Stam=Stam; Mana=Mana;
   }
   if ( this.NetState != null )
	CheckLightLevels( false );
   InvalidateMyRunUO();
  }
  public override void OnItemRemoved( Item item )
  {
   base.OnItemRemoved( item );
   if ( item is BaseArmor || item is BaseWeapon )
   {
	Hits=Hits; Stam=Stam; Mana=Mana;
   }
   if ( this.NetState != null )
	CheckLightLevels( false );
   InvalidateMyRunUO();
  }
  public override double ArmorRating
  {
   get
   {
	BaseArmor ar;
	double rating = 0.0;
	ar = NeckArmor as BaseArmor;
	if ( ar != null )
	 rating += ar.ArmorRatingScaled;
	ar = HandArmor as BaseArmor;
	if ( ar != null )
	 rating += ar.ArmorRatingScaled;
	ar = HeadArmor as BaseArmor;
	if ( ar != null )
	 rating += ar.ArmorRatingScaled;
	ar = ArmsArmor as BaseArmor;
	if ( ar != null )
	 rating += ar.ArmorRatingScaled;
	ar = LegsArmor as BaseArmor;
	if ( ar != null )
	 rating += ar.ArmorRatingScaled;
	ar = ChestArmor as BaseArmor;
	if ( ar != null )
	 rating += ar.ArmorRatingScaled;
	ar = ShieldArmor as BaseArmor;
	if ( ar != null )
	 rating += ar.ArmorRatingScaled;
	return VirtualArmor + VirtualArmorMod + rating;
   }
  }
  public override int HitsMax
  {
   get
   {
	int strBase;
	int strOffs = GetStatOffset( StatType.Str );
	if ( Core.AOS )
	{
	 strBase = this.Str;
	 strOffs += AosAttributes.GetValue( this, AosAttribute.BonusHits );
	}
	else
	{
	 strBase = this.RawStr;
	}
	return (strBase / 2) + 50 + strOffs;
   }
  }
  public override int StamMax
  {
   get{ return base.StamMax + AosAttributes.GetValue( this, AosAttribute.BonusStam ); }
  }
  public override int ManaMax
  {
   get{ return base.ManaMax + AosAttributes.GetValue( this, AosAttribute.BonusMana ); }
  }
  public override bool Move( Direction d )
  {
   NetState ns = this.NetState;
   if ( ns != null )
   {
	GumpCollection gumps = ns.Gumps;
	for ( int i = 0; i < gumps.Count; ++i )
	{
	 if ( gumps[i] is ResurrectGump )
	 {
	  if ( Alive )
	  {
	   CloseGump( typeof( ResurrectGump ) );
	  }
	  else
	  {
	   SendLocalizedMessage( 500111 ); // You are frozen and cannot move.
	   return false;
	  }
	 }
	}
   }
   TimeSpan speed = ComputeMovementSpeed( d );
   if ( !base.Move( d ) )
	return false;
   m_NextMovementTime += speed;
   return true;
  }
  public override bool CheckMovement( Direction d, out int newZ )
  {
   DesignContext context = m_DesignContext;
   if ( context == null )
	return base.CheckMovement( d, out newZ );
   HouseFoundation foundation = context.Foundation;
   newZ = foundation.Z + HouseFoundation.GetLevelZ( context.Level );
   int newX = this.X, newY = this.Y;
   Movement.Movement.Offset( d, ref newX, ref newY );
   int startX = foundation.X + foundation.Components.Min.X + 1;
   int startY = foundation.Y + foundation.Components.Min.Y + 1;
   int endX = startX + foundation.Components.Width - 1;
   int endY = startY + foundation.Components.Height - 2;
   return ( newX >= startX && newY >= startY && newX < endX && newY < endY && Map == foundation.Map );
  }
  public override bool AllowItemUse( Item item )
  {
   return DesignContext.Check( this );
  }
  public override bool AllowSkillUse( SkillName skill )
  {
   return DesignContext.Check( this );
  }
  private bool m_LastProtectedMessage;
  private int m_NextProtectionCheck = 10;
  public virtual void RecheckTownProtection()
  {
   m_NextProtectionCheck = 10;
   Regions.GuardedRegion reg = this.Region as Regions.GuardedRegion;
   bool isProtected = ( reg != null && !reg.IsDisabled() );
   if ( isProtected != m_LastProtectedMessage )
   {
	if ( isProtected )
	 SendLocalizedMessage( 500112 ); // You are now under the protection of the town guards.
	else
	 SendLocalizedMessage( 500113 ); // You have left the protection of the town guards.
	m_LastProtectedMessage = isProtected;
   }
  }
  public override void MoveToWorld( Point3D loc, Map map )
  {
   base.MoveToWorld( loc, map );
   RecheckTownProtection();
  }
  public override void SetLocation( Point3D loc, bool isTeleport )
  {
   if ( !isTeleport && AccessLevel == AccessLevel.Player )
   {
	// moving, not teleporting
	int zDrop = ( this.Location.Z - loc.Z );
	if ( zDrop > 20 ) // we fell more than one story
	 Hits -= ((zDrop / 20) * 10) - 5; // deal some damage; does not kill, disrupt, etc
   }
   base.SetLocation( loc, isTeleport );
   if ( isTeleport || --m_NextProtectionCheck == 0 )
	RecheckTownProtection();
  }
  public override void GetContextMenuEntries( Mobile from, ArrayList list )
  {
   base.GetContextMenuEntries( from, list );
   if ( from == this )
   {
	if ( m_Quest != null )
	 m_Quest.GetContextMenuEntries( list );
	if ( Alive && InsuranceEnabled )
	{
	 list.Add( new CallbackEntry( 6201, new ContextCallback( ToggleItemInsurance ) ) );
	 if ( AutoRenewInsurance )
	  list.Add( new CallbackEntry( 6202, new ContextCallback( CancelRenewInventoryInsurance ) ) );
	 else
	  list.Add( new CallbackEntry( 6200, new ContextCallback( AutoRenewInventoryInsurance ) ) );
	}
	// TODO: Toggle champ titles
	BaseHouse house = BaseHouse.FindHouseAt( this );
	if ( house != null )
	{
	 if ( Alive && house.InternalizedVendors.Count > 0 && house.IsOwner( this ) )
	  list.Add( new CallbackEntry( 6204, new ContextCallback( GetVendor ) ) );
	 if ( house.IsAosRules )
	  list.Add( new CallbackEntry( 6207, new ContextCallback( LeaveHouse ) ) );
	}
	if ( m_JusticeProtectors.Count > 0 )
	 list.Add( new CallbackEntry( 6157, new ContextCallback( CancelProtection ) ) );
   }
  }
  private void CancelProtection()
  {
   for ( int i = 0; i < m_JusticeProtectors.Count; ++i )
   {
	Mobile prot = (Mobile)m_JusticeProtectors[i];
	string args = String.Format( "{0}\t{1}", this.Name, prot.Name );
	prot.SendLocalizedMessage( 1049371, args ); // The protective relationship between ~1_PLAYER1~ and ~2_PLAYER2~ has been ended.
	this.SendLocalizedMessage( 1049371, args ); // The protective relationship between ~1_PLAYER1~ and ~2_PLAYER2~ has been ended.
   }
   m_JusticeProtectors.Clear();
  }
  private void ToggleItemInsurance()
  {
   if ( !CheckAlive() )
	return;
   BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
   SendLocalizedMessage( 1060868 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
  }
  private bool CanInsure( Item item )
  {
   if ( item is Container || item is BagOfSending )
	return false;
   if ( item is Spellbook || item is Runebook || item is PotionKeg || item is Sigil )
	return false;
   if ( item.Stackable )
	return false;
   if ( item.LootType == LootType.Cursed )
	return false;
   if ( item.ItemID == 0x204E ) // death shroud
	return false;
   return true;
  }
  private void ToggleItemInsurance_Callback( Mobile from, object obj )
  {
   if ( !CheckAlive() )
	return;
   Item item = obj as Item;
   if ( item == null || !item.IsChildOf( this ) )
   {
	BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
	SendLocalizedMessage( 1060871, "", 0x23 ); // You can only insure items that you have equipped or that are in your backpack
   }
   else if ( item.Insured )
   {
	item.Insured = false;
	SendLocalizedMessage( 1060874, "", 0x35 ); // You cancel the insurance on the item
	BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
	SendLocalizedMessage( 1060868, "", 0x23 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
   }
   else if ( !CanInsure( item ) )
   {
	BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
	SendLocalizedMessage( 1060869, "", 0x23 ); // You cannot insure that
   }
   else if ( item.LootType == LootType.Blessed || item.LootType == LootType.Newbied || item.BlessedFor == from )
   {
	BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
	SendLocalizedMessage( 1060870, "", 0x23 ); // That item is blessed and does not need to be insured
	SendLocalizedMessage( 1060869, "", 0x23 ); // You cannot insure that
   }
   else
   {
	if ( !item.PayedInsurance )
	{
	 if ( Banker.Withdraw( from, 600 ) )
	 {
	  SendLocalizedMessage( 1060398, "600" ); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
	  item.PayedInsurance = true;
	 }
	 else
	 {
	  SendLocalizedMessage( 1061079, "", 0x23 ); // You lack the funds to purchase the insurance
	  return;
	 }
	}
	item.Insured = true;
	SendLocalizedMessage( 1060873, "", 0x23 ); // You have insured the item
	BeginTarget( -1, false, TargetFlags.None, new TargetCallback( ToggleItemInsurance_Callback ) );
	SendLocalizedMessage( 1060868, "", 0x23 ); // Target the item you wish to toggle insurance status on <ESC> to cancel
   }
  }
  private void AutoRenewInventoryInsurance()
  {
   if ( !CheckAlive() )
	return;
   SendLocalizedMessage( 1060881, "", 0x23 ); // You have selected to automatically reinsure all insured items upon death
   AutoRenewInsurance = true;
  }
  private void CancelRenewInventoryInsurance()
  {
   if ( !CheckAlive() )
	return;
   SendLocalizedMessage( 1061075, "", 0x23 ); // You have cancelled automatically reinsuring all insured items upon death
   AutoRenewInsurance = false;
  }
  // TODO: Champ titles, toggle
  private void GetVendor()
  {
   BaseHouse house = BaseHouse.FindHouseAt( this );
   if ( CheckAlive() && house != null && house.IsOwner( this ) && house.InternalizedVendors.Count > 0 )
   {
	CloseGump( typeof( ReclaimVendorGump ) );
	SendGump( new ReclaimVendorGump( house ) );
   }
  }
  private void LeaveHouse()
  {
   BaseHouse house = BaseHouse.FindHouseAt( this );
   if ( house != null )
	this.Location = house.BanLocation;
  }
  private delegate void ContextCallback();
  private class CallbackEntry : ContextMenuEntry
  {
   private ContextCallback m_Callback;
   public CallbackEntry( int number, ContextCallback callback ) : this( number, -1, callback )
   {
   }
   public CallbackEntry( int number, int range, ContextCallback callback ) : base( number, range )
   {
	m_Callback = callback;
   }
   public override void OnClick()
   {
	if ( m_Callback != null )
	 m_Callback();
   }
  }
  public override void OnDoubleClick( Mobile from )
  {
   if ( this == from && !Warmode )
   {
	IMount mount = Mount;
	if ( mount != null && !DesignContext.Check( this ) )
	 return;
   }
   base.OnDoubleClick( from );
  }
  public override void DisplayPaperdollTo( Mobile to )
  {
   if ( DesignContext.Check( this ) )
	base.DisplayPaperdollTo( to );
  }
  private static bool m_NoRecursion;
  public override bool CheckEquip( Item item )
  {
   if ( !base.CheckEquip( item ) )
	return false;
   #region Factions
   FactionItem factionItem = FactionItem.Find( item );
   if ( factionItem != null )
   {
	Faction faction = Faction.Find( this );
	if ( faction == null )
	{
	 SendLocalizedMessage( 1010371 ); // You cannot equip a faction item!
	 return false;
	}
	else if ( faction != factionItem.Faction )
	{
	 SendLocalizedMessage( 1010372 ); // You cannot equip an opposing faction's item!
	 return false;
	}
	else
	{
	 int maxWearables = FactionItem.GetMaxWearables( this );
	 for ( int i = 0; i < Items.Count; ++i )
	 {
	  Item equiped = (Item)Items[i];
	  if ( item != equiped && FactionItem.Find( equiped ) != null )
	  {
	   if ( --maxWearables == 0 )
	   {
		SendLocalizedMessage( 1010373 ); // You do not have enough rank to equip more faction items!
		return false;
	   }
	  }
	 }
	}
   }
   #endregion
   if ( this.AccessLevel < AccessLevel.GameMaster && item.Layer != Layer.Mount && this.HasTrade )
   {
	BounceInfo bounce = item.GetBounce();
	if ( bounce != null )
	{
	 if ( bounce.m_Parent is Item )
	 {
	  Item parent = (Item) bounce.m_Parent;
	  if ( parent == this.Backpack || parent.IsChildOf( this.Backpack ) )
	   return true;
	 }
	 else if ( bounce.m_Parent == this )
	 {
	  return true;
	 }
	}
	SendLocalizedMessage( 1004042 ); // You can only equip what you are already carrying while you have a trade pending.
	return false;
   }
   return true;
  }
  public override bool CheckTrade( Mobile to, Item item, SecureTradeContainer cont, bool message, bool checkItems, int plusItems, int plusWeight )
  {
   int msgNum = 0;
   if ( cont == null )
   {
	if ( to.Holding != null )
	 msgNum = 1062727; // You cannot trade with someone who is dragging something.
	else if ( this.HasTrade )
	 msgNum = 1062781; // You are already trading with someone else!
	else if ( to.HasTrade )
	 msgNum = 1062779; // That person is already involved in a trade
   }
   if ( msgNum == 0 )
   {
	if ( cont != null )
	{
	 plusItems += cont.TotalItems;
	 plusWeight += cont.TotalWeight;
	}
	if ( this.Backpack == null || !this.Backpack.CheckHold( this, item, false, checkItems, plusItems, plusWeight ) )
	 msgNum = 1004040; // You would not be able to hold this if the trade failed.
	else if ( to.Backpack == null || !to.Backpack.CheckHold( to, item, false, checkItems, plusItems, plusWeight ) )
	 msgNum = 1004039; // The recipient of this trade would not be able to carry this.
	else
	 msgNum = CheckContentForTrade( item );
   }
   if ( msgNum != 0 )
   {
	if ( message )
	 this.SendLocalizedMessage( msgNum );
	return false;
   }
   return true;
  }
  private static int CheckContentForTrade( Item item )
  {
   if ( item is TrapableContainer && ((TrapableContainer)item).TrapType != TrapType.None )
	return 1004044; // You may not trade trapped items.
   if ( SkillHandlers.StolenItem.IsStolen( item ) )
	return 1004043; // You may not trade recently stolen items.
   if ( item is Container )
   {
	foreach ( Item subItem in item.Items )
	{
	 int msg = CheckContentForTrade( subItem );
	 if ( msg != 0 )
	  return msg;
	}
   }
   return 0;
  }
  public override bool CheckNonlocalDrop( Mobile from, Item item, Item target )
  {
   if ( !base.CheckNonlocalDrop( from, item, target ) )
	return false;
   if ( from.AccessLevel >= AccessLevel.GameMaster )
	return true;
   Container pack = this.Backpack;
   if ( from == this && this.HasTrade && ( target == pack || target.IsChildOf( pack ) ) )
   {
	BounceInfo bounce = item.GetBounce();
	if ( bounce != null && bounce.m_Parent is Item )
	{
	 Item parent = (Item) bounce.m_Parent;
	 if ( parent == pack || parent.IsChildOf( pack ) )
	  return true;
	}
	SendLocalizedMessage( 1004041 ); // You can't do that while you have a trade pending.
	return false;
   }
   return true;
  }
  protected override void OnLocationChange( Point3D oldLocation )
  {
   CheckLightLevels( false );
   DesignContext context = m_DesignContext;
   if ( context == null || m_NoRecursion )
	return;
   m_NoRecursion = true;
   HouseFoundation foundation = context.Foundation;
   int newX = this.X, newY = this.Y;
   int newZ = foundation.Z + HouseFoundation.GetLevelZ( context.Level );
   int startX = foundation.X + foundation.Components.Min.X + 1;
   int startY = foundation.Y + foundation.Components.Min.Y + 1;
   int endX = startX + foundation.Components.Width - 1;
   int endY = startY + foundation.Components.Height - 2;
   if ( newX >= startX && newY >= startY && newX < endX && newY < endY && Map == foundation.Map )
   {
	if ( Z != newZ )
	 Location = new Point3D( X, Y, newZ );
	m_NoRecursion = false;
	return;
   }
   Location = new Point3D( foundation.X, foundation.Y, newZ );
   Map = foundation.Map;
   m_NoRecursion = false;
  }
  public override bool OnMoveOver( Mobile m )
  {
   if ( m is BaseCreature && !((BaseCreature)m).Controled )
	return false;
   return base.OnMoveOver( m );
  }
  protected override void OnMapChange( Map oldMap )
  {
   if ( (Map != Faction.Facet && oldMap == Faction.Facet) || (Map == Faction.Facet && oldMap != Faction.Facet) )
	InvalidateProperties();
   DesignContext context = m_DesignContext;
   if ( context == null || m_NoRecursion )
	return;
   m_NoRecursion = true;
   HouseFoundation foundation = context.Foundation;
   if ( Map != foundation.Map )
	Map = foundation.Map;
   m_NoRecursion = false;
  }
  public override void OnDamage( int amount, Mobile from, bool willKill )
  {
   int disruptThreshold;
   if ( !Core.AOS )
	disruptThreshold = 0;
   else if ( from != null && from.Player )
	disruptThreshold = 18;
   else
	disruptThreshold = 25;
   if ( amount > disruptThreshold )
   {
	BandageContext c = BandageContext.GetContext( this );
	if ( c != null )
	 c.Slip();
   }
   WeightOverloading.FatigueOnDamage( this, amount );
   base.OnDamage( amount, from, willKill );
  }
  public static int ComputeSkillTotal( Mobile m )
  {
   int total = 0;
   for ( int i = 0; i < m.Skills.Length; ++i )
	total += m.Skills[i].BaseFixedPoint;
   return ( total / 10 );
  }
  public override void Resurrect()
  {
   bool wasAlive = this.Alive;
   base.Resurrect();
   if ( this.Alive && !wasAlive )
   {
	Item deathRobe = new DeathRobe();
	if ( !EquipItem( deathRobe ) )
	 deathRobe.Delete();
   }
  }
  private Mobile m_InsuranceAward;
  private int m_InsuranceCost;
  private int m_InsuranceBonus;
  public override bool OnBeforeDeath()
  {
   m_InsuranceCost = 0;
   m_InsuranceAward = base.FindMostRecentDamager( false );
   if ( m_InsuranceAward is BaseCreature )
   {
	Mobile master = ((BaseCreature)m_InsuranceAward).GetMaster();
	if ( master != null )
	 m_InsuranceAward = master;
   }
   if ( m_InsuranceAward != null && (!m_InsuranceAward.Player || m_InsuranceAward == this) )
	m_InsuranceAward = null;
   if ( m_InsuranceAward is PlayerMobile )
	((PlayerMobile)m_InsuranceAward).m_InsuranceBonus = 0;
   return base.OnBeforeDeath();
  }
  private bool CheckInsuranceOnDeath( Item item )
  {
   if ( InsuranceEnabled && item.Insured )
   {
	if ( AutoRenewInsurance )
	{
	 int cost = ( m_InsuranceAward == null ? 600 : 300 );
	 if ( Banker.Withdraw( this, cost ) )
	 {
	  m_InsuranceCost += cost;
	  item.PayedInsurance = true;
	 }
	 else
	 {
	  SendLocalizedMessage( 1061079, "", 0x23 ); // You lack the funds to purchase the insurance
	  item.PayedInsurance = false;
	  item.Insured = false;
	 }
	}
	else
	{
	 item.PayedInsurance = false;
	 item.Insured = false;
	}
	if ( m_InsuranceAward != null )
	{
	  if ( Banker.Deposit( m_InsuranceAward, 300 ) )
	  {
	   if ( m_InsuranceAward is PlayerMobile )
		((PlayerMobile)m_InsuranceAward).m_InsuranceBonus += 300;
	  }
	}
	return true;
   }
   return false;
  }
  public override DeathMoveResult GetParentMoveResultFor( Item item )
  {
   if ( CheckInsuranceOnDeath( item ) )
	return DeathMoveResult.MoveToBackpack;
   DeathMoveResult res = base.GetParentMoveResultFor( item );
   if ( res == DeathMoveResult.MoveToCorpse && item.Movable && this.Young )
	res = DeathMoveResult.MoveToBackpack;
   return res;
  }
  public override DeathMoveResult GetInventoryMoveResultFor( Item item )
  {
   if ( CheckInsuranceOnDeath( item ) )
	return DeathMoveResult.MoveToBackpack;
   DeathMoveResult res = base.GetInventoryMoveResultFor( item );
   if ( res == DeathMoveResult.MoveToCorpse && item.Movable && this.Young )
	res = DeathMoveResult.MoveToBackpack;
   return res;
  }
  public override void OnDeath( Container c )
  {
   base.OnDeath( c );
   HueMod = -1;
   NameMod = null;
   SavagePaintExpiration = TimeSpan.Zero;
   SetHairMods( -1, -1 );
   PolymorphSpell.StopTimer( this );
   IncognitoSpell.StopTimer( this );
   DisguiseGump.StopTimer( this );
   EndAction( typeof( PolymorphSpell ) );
   EndAction( typeof( IncognitoSpell ) );
   MeerMage.StopEffect( this, false );
   SkillHandlers.StolenItem.ReturnOnDeath( this, c );
   if ( m_PermaFlags.Count > 0 )
   {
	m_PermaFlags.Clear();
	if ( c is Corpse )
	 ((Corpse)c).Criminal = true;
	if ( SkillHandlers.Stealing.ClassicMode )
	 Criminal = true;
   }
   if ( this.Kills >= 5 && DateTime.Now >= m_NextJustAward )
   {
	Mobile m = FindMostRecentDamager( false );
	if( m is BaseCreature )
	 m = ((BaseCreature)m).GetMaster();
	if ( m != null && m.Player && m != this )
	{
	 bool gainedPath = false;
	 int theirTotal = ComputeSkillTotal( m );
	 int ourTotal = ComputeSkillTotal( this );
	 int pointsToGain = 1 + ((theirTotal - ourTotal) / 50);
	 if ( pointsToGain < 1 )
	  pointsToGain = 1;
	 else if ( pointsToGain > 4 )
	  pointsToGain = 4;
	 if ( VirtueHelper.Award( m, VirtueName.Justice, pointsToGain, ref gainedPath ) )
	 {
	  if ( gainedPath )
	   m.SendLocalizedMessage( 1049367 ); // You have gained a path in Justice!
	  else
	   m.SendLocalizedMessage( 1049363 ); // You have gained in Justice.
	  m.FixedParticles( 0x375A, 9, 20, 5027, EffectLayer.Waist );
	  m.PlaySound( 0x1F7 );
	  m_NextJustAward = DateTime.Now + TimeSpan.FromMinutes( pointsToGain * 2 );
	 }
	}
   }
   if ( m_InsuranceCost > 0 )
	SendLocalizedMessage( 1060398, m_InsuranceCost.ToString() ); // ~1_AMOUNT~ gold has been withdrawn from your bank box.
   if ( m_InsuranceAward is PlayerMobile )
   {
	PlayerMobile pm = (PlayerMobile)m_InsuranceAward;
	if ( pm.m_InsuranceBonus > 0 )
	 pm.SendLocalizedMessage( 1060397, pm.m_InsuranceBonus.ToString() ); // ~1_AMOUNT~ gold has been deposited into your bank box.
   }
   Mobile killer = this.FindMostRecentDamager( true );
   if ( killer is BaseCreature )
   {
	BaseCreature bc = (BaseCreature)killer;
	Mobile master = bc.GetMaster();
	if( master != null )
	 killer = master;
   }
   if ( this.Young )
   {
	Point3D dest = GetYoungDeathDestination();
	if ( dest != Point3D.Zero )
	{
	 this.Location = dest;
	 Timer.DelayCall( TimeSpan.FromSeconds( 2.5 ), new TimerCallback( SendYoungDeathNotice ) );
	}
   }
   Faction.HandleDeath( this, killer );
  }
  private ArrayList m_PermaFlags;
  private ArrayList m_VisList;
  private Hashtable m_AntiMacroTable;
  private TimeSpan m_GameTime;
  private TimeSpan m_ShortTermElapse;
  private TimeSpan m_LongTermElapse;
  private DateTime m_SessionStart;
  private DateTime m_LastEscortTime;
  private DateTime m_NextSmithBulkOrder;
  private DateTime m_NextTailorBulkOrder;
  private DateTime m_SavagePaintExpiration;
  private SkillName m_Learning = (SkillName)(-1);
  public SkillName Learning
  {
   get{ return m_Learning; }
   set{ m_Learning = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public TimeSpan SavagePaintExpiration
  {
   get
   {
	TimeSpan ts = m_SavagePaintExpiration - DateTime.Now;
	if ( ts < TimeSpan.Zero )
	 ts = TimeSpan.Zero;
	return ts;
   }
   set
   {
	m_SavagePaintExpiration = DateTime.Now + value;
   }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public TimeSpan NextSmithBulkOrder
  {
   get
   {
	TimeSpan ts = m_NextSmithBulkOrder - DateTime.Now;
	if ( ts < TimeSpan.Zero )
	 ts = TimeSpan.Zero;
	return ts;
   }
   set
   {
	try{ m_NextSmithBulkOrder = DateTime.Now + value; }
	catch{}
   }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public TimeSpan NextTailorBulkOrder
  {
   get
   {
	TimeSpan ts = m_NextTailorBulkOrder - DateTime.Now;
	if ( ts < TimeSpan.Zero )
	 ts = TimeSpan.Zero;
	return ts;
   }
   set
   {
	try{ m_NextTailorBulkOrder = DateTime.Now + value; }
	catch{}
   }
  }
  public DateTime LastEscortTime
  {
   get{ return m_LastEscortTime; }
   set{ m_LastEscortTime = value; }
  }
  public PlayerMobile()
  {
   m_VisList = new ArrayList();
   m_PermaFlags = new ArrayList();
   m_AntiMacroTable = new Hashtable();
   m_BOBFilter = new Engines.BulkOrders.BOBFilter();
   m_GameTime = TimeSpan.Zero;
   m_ShortTermElapse = TimeSpan.FromHours( 8.0 );
   m_LongTermElapse = TimeSpan.FromHours( 40.0 );
   m_JusticeProtectors = new ArrayList();
   InvalidateMyRunUO();
  }
  public override bool MutateSpeech( ArrayList hears, ref string text, ref object context )
  {
   if ( Alive )
	return false;
   if ( Core.AOS )
   {
	for ( int i = 0; i < hears.Count; ++i )
	{
	 object o = hears[i];
	 if ( o != this && o is Mobile && ((Mobile)o).Skills[SkillName.SpiritSpeak].Value >= 100.0 )
	  return false;
	}
   }
   return base.MutateSpeech( hears, ref text, ref context );
  }
  public override void Damage( int amount, Mobile from )
  {
   if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
	amount = (int)(amount * 1.25);
   Mobile oath = Spells.Necromancy.BloodOathSpell.GetBloodOath( from );
   if ( oath == this )
   {
	amount = (int)(amount * 1.1);
	from.Damage( amount, from );
   }
   base.Damage( amount, from );
  }
  public override ApplyPoisonResult ApplyPoison( Mobile from, Poison poison )
  {
   if ( !Alive )
	return ApplyPoisonResult.Immune;
   if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
	return base.ApplyPoison( from, PoisonImpl.IncreaseLevel( poison ) );
   return base.ApplyPoison( from, poison );
  }
  public override bool CheckPoisonImmunity( Mobile from, Poison poison )
  {
   if ( this.Young )
	return true;
   return base.CheckPoisonImmunity( from, poison );
  }
  public override void OnPoisonImmunity( Mobile from, Poison poison )
  {
   if ( this.Young )
	SendLocalizedMessage( 502808 ); // You would have been poisoned, were you not new to the land of Britannia. Be careful in the future.
   else
	base.OnPoisonImmunity( from, poison );
  }
  public PlayerMobile( Serial s ) : base( s )
  {
   m_VisList = new ArrayList();
   m_AntiMacroTable = new Hashtable();
   InvalidateMyRunUO();
  }
  public ArrayList VisibilityList
  {
   get{ return m_VisList; }
  }
  public ArrayList PermaFlags
  {
   get{ return m_PermaFlags; }
  }
  public override int Luck{ get{ return AosAttributes.GetValue( this, AosAttribute.Luck ); } }
  public override bool IsHarmfulCriminal( Mobile target )
  {
   if ( SkillHandlers.Stealing.ClassicMode && target is PlayerMobile && ((PlayerMobile)target).m_PermaFlags.Count > 0 )
   {
	int noto = Notoriety.Compute( this, target );
	if ( noto == Notoriety.Innocent )
	 target.Delta( MobileDelta.Noto );
	return false;
   }
   if ( target is BaseCreature && ((BaseCreature)target).InitialInnocent && !((BaseCreature)target).Controled )
	return false;
   return base.IsHarmfulCriminal( target );
  }
  public bool AntiMacroCheck( Skill skill, object obj )
  {
   if ( obj == null || m_AntiMacroTable == null || this.AccessLevel != AccessLevel.Player )
	return true;
   Hashtable tbl = (Hashtable)m_AntiMacroTable[skill];
   if ( tbl == null )
	m_AntiMacroTable[skill] = tbl = new Hashtable();
   CountAndTimeStamp count = (CountAndTimeStamp)tbl[obj];
   if ( count != null )
   {
	if ( count.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
	{
	 count.Count = 1;
	 return true;
	}
	else
	{
	 ++count.Count;
	 if ( count.Count <= SkillCheck.Allowance )
	  return true;
	 else
	  return false;
	}
   }
   else
   {
	tbl[obj] = count = new CountAndTimeStamp();
	count.Count = 1;
	return true;
   }
  }
  private void RevertHair()
  {
   SetHairMods( -1, -1 );
  }
  private Engines.BulkOrders.BOBFilter m_BOBFilter;
  public Engines.BulkOrders.BOBFilter BOBFilter
  {
   get{ return m_BOBFilter; }
  }
  public override void Deserialize( GenericReader reader )
  {
   base.Deserialize( reader );
   int version = reader.ReadInt();
   switch ( version )
   {
	case 20:
	{
	 m_SkillsTimers = new SkillsTimers( reader );
	
	 goto case 19;
	} 
	case 19:
	{
	 m_SolenFriendship = (SolenFriendship) reader.ReadEncodedInt();
	 goto case 18;
   
	}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit///////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
	case 18:
	{
		  m_VampType = (VampType)reader.ReadInt();
				  m_Vampirism = (bool)reader.ReadBool();
				  m_VampHunger = (bool)reader.ReadBool();
				  m_VampBurn = (bool)reader.ReadBool();
				   m_Blood = reader.ReadInt();
	 goto case 17;
	}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//End Sickness Edit/////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
	case 17: // changed how DoneQuests is serialized
	case 16:
	{
	 m_Quest = QuestSerializer.DeserializeQuest( reader );
	 if ( m_Quest != null )
	  m_Quest.From = this;
	 int count = reader.ReadEncodedInt();
	 if ( count > 0 )
	 {
	  m_DoneQuests = new ArrayList();
	  for ( int i = 0; i < count; ++i )
	  {
	   Type questType = QuestSerializer.ReadType( QuestSystem.QuestTypes, reader );
	   DateTime restartTime;
	   if ( version < 17 )
		restartTime = DateTime.MaxValue;
	   else
		restartTime = reader.ReadDateTime();
	   m_DoneQuests.Add( new QuestRestartInfo( questType, restartTime ) );
	  }
	 }
	 m_Profession = reader.ReadEncodedInt();
	 goto case 15;
	}
	case 15:
	{
	 m_LastCompassionLoss = reader.ReadDeltaTime();
	 goto case 14;
	}
	case 14:
	{
	 m_CompassionGains = reader.ReadEncodedInt();
	 if ( m_CompassionGains > 0 )
	  m_NextCompassionDay = reader.ReadDeltaTime();
	 goto case 13;
	}
	case 13: // just removed m_PayedInsurance list
	case 12:
	{
	 m_BOBFilter = new Engines.BulkOrders.BOBFilter( reader );
	 goto case 11;
	}
	case 11:
	{
	 if ( version < 13 )
	 {
	  ArrayList payed = reader.ReadItemList();
	  for ( int i = 0; i < payed.Count; ++i )
	   ((Item)payed[i]).PayedInsurance = true;
	 }
	 goto case 10;
	}
	case 10:
	{
	 if ( reader.ReadBool() )
	 {
	  m_HairModID = reader.ReadInt();
	  m_HairModHue = reader.ReadInt();
	  m_BeardModID = reader.ReadInt();
	  m_BeardModHue = reader.ReadInt();
	  // We cannot call SetHairMods( -1, -1 ) here because the items have not yet loaded
	  Timer.DelayCall( TimeSpan.Zero, new TimerCallback( RevertHair ) );
	 }
	 goto case 9;
	}
	case 9:
	{
	 SavagePaintExpiration = reader.ReadTimeSpan();
	 if ( SavagePaintExpiration > TimeSpan.Zero )
	 {
	  BodyMod = ( Female ? 184 : 183 );
	  HueMod = 0;
	 }
	 goto case 8;
	}
	case 8:
	{
	 m_NpcGuild = (NpcGuild)reader.ReadInt();
	 m_NpcGuildJoinTime = reader.ReadDateTime();
	 m_NpcGuildGameTime = reader.ReadTimeSpan();
	 goto case 7;
	}
	case 7:
	{
	 m_PermaFlags = reader.ReadMobileList();
	 goto case 6;
	}
	case 6:
	{
	 NextTailorBulkOrder = reader.ReadTimeSpan();
	 goto case 5;
	}
	case 5:
	{
	 NextSmithBulkOrder = reader.ReadTimeSpan();
	 goto case 4;
	}
	case 4:
	{
	 m_LastJusticeLoss = reader.ReadDeltaTime();
	 m_JusticeProtectors = reader.ReadMobileList();
	 goto case 3;
	}
	case 3:
	{
	 m_LastSacrificeGain = reader.ReadDeltaTime();
	 m_LastSacrificeLoss = reader.ReadDeltaTime();
	 m_AvailableResurrects = reader.ReadInt();
	 goto case 2;
	}
	case 2:
	{
	 m_Flags = (PlayerFlag)reader.ReadInt();
	 goto case 1;
	}
	case 1:
	{
	 m_LongTermElapse = reader.ReadTimeSpan();
	 m_ShortTermElapse = reader.ReadTimeSpan();
	 m_GameTime = reader.ReadTimeSpan();
	 goto case 0;
	}
	case 0:
	{
	 break;
	}
   }
   // Professions weren't verified on 1.0 RC0
   if ( !CharacterCreation.VerifyProfession( m_Profession ) )
	m_Profession = 0;
   if ( m_PermaFlags == null )
	m_PermaFlags = new ArrayList();
   if ( m_JusticeProtectors == null )
	m_JusticeProtectors = new ArrayList();
   if ( m_BOBFilter == null )
	m_BOBFilter = new Engines.BulkOrders.BOBFilter();
   ArrayList list = this.Stabled;
   for ( int i = 0; i < list.Count; ++i )
   {
	BaseCreature bc = list[i] as BaseCreature;
	if ( bc != null )
	 bc.IsStabled = true;
   }
  }
  
  public override void Serialize( GenericWriter writer )
  {
   //cleanup our anti-macro table 
   foreach ( Hashtable t in m_AntiMacroTable.Values )
   {
	ArrayList remove = new ArrayList();
	foreach ( CountAndTimeStamp time in t.Values )
	{
	 if ( time.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
	  remove.Add( time );
	}
	for (int i=0;i<remove.Count;++i)
	 t.Remove( remove[i] );
   }
   //decay our kills
   if ( m_ShortTermElapse < this.GameTime )
   {
	m_ShortTermElapse += TimeSpan.FromHours( 8 );
	if ( ShortTermMurders > 0 )
	 --ShortTermMurders;
   }
   if ( m_LongTermElapse < this.GameTime )
   {
	m_LongTermElapse += TimeSpan.FromHours( 40 );
	if ( Kills > 0 )
	 --Kills;
   }
   base.Serialize( writer );
   
   writer.Write( (int) 20 ); // version
   
   SkillsTimers.SerializeST( writer, m_SkillsTimers );
   
   writer.WriteEncodedInt( (int) m_SolenFriendship );
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////   
   writer.Write( (int)m_VampType );
			writer.Write( (bool)m_Vampirism );
			writer.Write( (bool)m_VampHunger );
			writer.Write( (bool)m_VampBurn );
			writer.Write( (int)m_Blood );
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//End Sickness Edit//////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
   QuestSerializer.Serialize( m_Quest, writer );
   if ( m_DoneQuests == null )
   {
	writer.WriteEncodedInt( (int) 0 );
   }
   else
   {
	writer.WriteEncodedInt( (int) m_DoneQuests.Count );
	for ( int i = 0; i < m_DoneQuests.Count; ++i )
	{
	 QuestRestartInfo restartInfo = (QuestRestartInfo)m_DoneQuests[i];
	 QuestSerializer.Write( (Type) restartInfo.QuestType, QuestSystem.QuestTypes, writer );
	 writer.Write( (DateTime) restartInfo.RestartTime );
	}
   }
   writer.WriteEncodedInt( (int) m_Profession );
   writer.WriteDeltaTime( m_LastCompassionLoss );
   writer.WriteEncodedInt( m_CompassionGains );
   if ( m_CompassionGains > 0 )
	writer.WriteDeltaTime( m_NextCompassionDay );
   m_BOBFilter.Serialize( writer );
   bool useMods = ( m_HairModID != -1 || m_BeardModID != -1 );
   writer.Write( useMods );
   if ( useMods )
   {
	writer.Write( (int) m_HairModID );
	writer.Write( (int) m_HairModHue );
	writer.Write( (int) m_BeardModID );
	writer.Write( (int) m_BeardModHue );
   }
   writer.Write( SavagePaintExpiration );
   writer.Write( (int) m_NpcGuild );
   writer.Write( (DateTime) m_NpcGuildJoinTime );
   writer.Write( (TimeSpan) m_NpcGuildGameTime );
   writer.WriteMobileList( m_PermaFlags, true );
   writer.Write( NextTailorBulkOrder );
   writer.Write( NextSmithBulkOrder );
   writer.WriteDeltaTime( m_LastJusticeLoss );
   writer.WriteMobileList( m_JusticeProtectors, true );
   writer.WriteDeltaTime( m_LastSacrificeGain );
   writer.WriteDeltaTime( m_LastSacrificeLoss );
   writer.Write( m_AvailableResurrects );
   writer.Write( (int) m_Flags );
   writer.Write( m_LongTermElapse );
   writer.Write( m_ShortTermElapse );
   writer.Write( this.GameTime );
  }
  public void ResetKillTime()
  {
   m_ShortTermElapse = this.GameTime + TimeSpan.FromHours( 8 );
   m_LongTermElapse = this.GameTime + TimeSpan.FromHours( 40 );
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public DateTime SessionStart
  {
   get{ return m_SessionStart; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public TimeSpan GameTime
  {
   get
   {
	if ( NetState != null )
	 return m_GameTime + (DateTime.Now - m_SessionStart);
	else
	 return m_GameTime;
   }
  }
  public override bool CanSee( Mobile m )
  {
   if ( m is PlayerMobile && ((PlayerMobile)m).m_VisList.Contains( this ) )
	return true;
   return base.CanSee( m );
  }
  public override bool CanSee( Item item )
  {
   if ( m_DesignContext != null && m_DesignContext.Foundation.IsHiddenToCustomizer( item ) )
	return false;
   return base.CanSee( item );
  }
  public override void OnAfterDelete()
  {
   base.OnAfterDelete();
   Faction faction = Faction.Find( this );
   if ( faction != null )
	faction.RemoveMember( this );
  }
  public override void GetProperties( ObjectPropertyList list )
  {
   base.GetProperties( list );
   if ( Map == Faction.Facet )
   {
	PlayerState pl = PlayerState.Find( this );
	if ( pl != null )
	{
	 Faction faction = pl.Faction;
	 if ( faction.Commander == this )
	  list.Add( 1042733, faction.Definition.PropName ); // Commanding Lord of the ~1_FACTION_NAME~
	 else if ( pl.Sheriff != null )
	  list.Add( 1042734, "{0}\t{1}", pl.Sheriff.Definition.FriendlyName, faction.Definition.PropName ); // The Sheriff of  ~1_CITY~, ~2_FACTION_NAME~
	 else if ( pl.Finance != null )
	  list.Add( 1042735, "{0}\t{1}", pl.Finance.Definition.FriendlyName, faction.Definition.PropName ); // The Finance Minister of ~1_CITY~, ~2_FACTION_NAME~
	 else if ( pl.MerchantTitle != MerchantTitle.None )
	  list.Add( 1060776, "{0}\t{1}", MerchantTitles.GetInfo( pl.MerchantTitle ).Title, faction.Definition.PropName ); // ~1_val~, ~2_val~
	 else
	  list.Add( 1060776, "{0}\t{1}", pl.Rank.Title, faction.Definition.PropName ); // ~1_val~, ~2_val~
	}
   }
  }
  public override void OnSingleClick( Mobile from )
  {
   if ( Map == Faction.Facet )
   {
	PlayerState pl = PlayerState.Find( this );
	if ( pl != null )
	{
	 string text;
	 bool ascii = false;
	 Faction faction = pl.Faction;
	 if ( faction.Commander == this )
	  text = String.Concat( this.Female ? "(Commanding Lady of the " : "(Commanding Lord of the ", faction.Definition.FriendlyName, ")" );
	 else if ( pl.Sheriff != null )
	  text = String.Concat( "(The Sheriff of ", pl.Sheriff.Definition.FriendlyName, ", ", faction.Definition.FriendlyName, ")" );
	 else if ( pl.Finance != null )
	  text = String.Concat( "(The Finance Minister of ", pl.Finance.Definition.FriendlyName, ", ", faction.Definition.FriendlyName, ")" );
	 else
	 {
	  ascii = true;
	  if ( pl.MerchantTitle != MerchantTitle.None )
	   text = String.Concat( "(", MerchantTitles.GetInfo( pl.MerchantTitle ).Title.String, ", ", faction.Definition.FriendlyName, ")" );
	  else
	   text = String.Concat( "(", pl.Rank.Title.String, ", ", faction.Definition.FriendlyName, ")" );
	 }
	 int hue = ( Faction.Find( from ) == faction ? 98 : 38 );
	 PrivateOverheadMessage( MessageType.Label, hue, ascii, text, from.NetState );
	}
   }
   base.OnSingleClick( from );
  }

  protected override bool OnMove( Direction d )
  {
   if( !Core.SE )
	return base.OnMove( d );
   if( AccessLevel != AccessLevel.Player )
	return true;
   if( Hidden )
   {
	if( !Mounted && Skills.Stealth.Value >= 25.0 )
	{
	 bool running = (d & Direction.Running) != 0;
	 if( running )
	 {
	  if( (AllowedStealthSteps -= 2) <= 0 )
	   RevealingAction();
	 }
	 else if( AllowedStealthSteps-- <= 0 )
	 {
	  Server.SkillHandlers.Stealth.OnUse( this );
	 }   
	}
	else
	{
	 RevealingAction();
	}
   }
   return true;
  }

  private bool m_BedrollLogout;
  public bool BedrollLogout
  {
   get{ return m_BedrollLogout; }
   set{ m_BedrollLogout = value; }
  }
  #region Factions
  private PlayerState m_FactionPlayerState;
  public PlayerState FactionPlayerState
  {
   get{ return m_FactionPlayerState; }
   set{ m_FactionPlayerState = value; }
  }
  #endregion
  #region Quest stuff
  private QuestSystem m_Quest;
  private ArrayList m_DoneQuests;
  private SolenFriendship m_SolenFriendship;
  public QuestSystem Quest
  {
   get{ return m_Quest; }
   set{ m_Quest = value; }
  }
  public ArrayList DoneQuests
  {
   get{ return m_DoneQuests; }
   set{ m_DoneQuests = value; }
  }
  [CommandProperty( AccessLevel.GameMaster )]
  public SolenFriendship SolenFriendship
  {
   get{ return m_SolenFriendship; }
   set{ m_SolenFriendship = value; }
  }
  #endregion
  #region MyRunUO Invalidation
  private bool m_ChangedMyRunUO;
  public bool ChangedMyRunUO
  {
   get{ return m_ChangedMyRunUO; }
   set{ m_ChangedMyRunUO = value; }
  }
  public void InvalidateMyRunUO()
  {
   if ( !Deleted && !m_ChangedMyRunUO )
   {
	m_ChangedMyRunUO = true;
	Engines.MyRunUO.MyRunUO.QueueMobileUpdate( this );
   }
  }
  public override void OnKillsChange( int oldValue )
  {
   if ( this.Young && this.Kills > oldValue )
   {
	Account acc = this.Account as Account;
	if ( acc != null )
	 acc.RemoveYoungStatus( 0 );
   }
   InvalidateMyRunUO();
  }
  public override void OnGenderChanged( bool oldFemale )
  {
   InvalidateMyRunUO();
  }
  public override void OnGuildChange( Server.Guilds.BaseGuild oldGuild )
  {
   InvalidateMyRunUO();
  }
  public override void OnGuildTitleChange( string oldTitle )
  {
   InvalidateMyRunUO();
  }
  public override void OnKarmaChange( int oldValue )
  {
   InvalidateMyRunUO();
  }
  public override void OnFameChange( int oldValue )
  {
   InvalidateMyRunUO();
  }
  public override void OnSkillChange( SkillName skill, double oldBase )
  {
   if ( this.Young && this.SkillsTotal >= 4500 )
   {
	Account acc = this.Account as Account;
	if ( acc != null )
	 acc.RemoveYoungStatus( 1019036 ); // You have successfully obtained a respectable skill level, and have outgrown your status as a young player!
   }
   InvalidateMyRunUO();
  }
  public override void OnAccessLevelChanged( AccessLevel oldLevel )
  {
   InvalidateMyRunUO();
  }
  public override void OnRawStatChange( StatType stat, int oldValue )
  {
   InvalidateMyRunUO();
  }
  public override void OnDelete()
  {
   InvalidateMyRunUO();
  }
  #endregion
  #region Fastwalk Prevention
  private static bool FastwalkPrevention = true; // Is fastwalk prevention enabled?
  private static TimeSpan FastwalkThreshold = TimeSpan.FromSeconds( 0.4 ); // Fastwalk prevention will become active after 0.4 seconds
  private DateTime m_NextMovementTime;
  public virtual bool UsesFastwalkPrevention{ get{ return ( AccessLevel < AccessLevel.GameMaster ); } }
  public virtual TimeSpan ComputeMovementSpeed( Direction dir )
  {
   if ( (dir & Direction.Mask) != (this.Direction & Direction.Mask) )
	return TimeSpan.FromSeconds( 0.1 );
   bool running = ( (dir & Direction.Running) != 0 );
   bool onHorse = ( this.Mount != null );
   if ( onHorse )
	return ( running ? TimeSpan.FromSeconds( 0.1 ) : TimeSpan.FromSeconds( 0.2 ) );
   return ( running ? TimeSpan.FromSeconds( 0.2 ) : TimeSpan.FromSeconds( 0.4 ) );
  }
  public static bool MovementThrottle_Callback( NetState ns )
  {
   PlayerMobile pm = ns.Mobile as PlayerMobile;
   if ( pm == null || !pm.UsesFastwalkPrevention )
	return true;
   if ( pm.m_NextMovementTime == DateTime.MinValue )
   {
	// has not yet moved
	pm.m_NextMovementTime = DateTime.Now;
	return true;
   }
   TimeSpan ts = pm.m_NextMovementTime - DateTime.Now;
   if ( ts < TimeSpan.Zero )
   {
	// been a while since we've last moved
	pm.m_NextMovementTime = DateTime.Now;
	return true;
   }
   return ( ts < FastwalkThreshold );
  }
  #endregion
  #region Enemy of One
  private Type m_EnemyOfOneType;
  private bool m_WaitingForEnemy;
  public Type EnemyOfOneType
  {
   get{ return m_EnemyOfOneType; }
   set
   {
	Type oldType = m_EnemyOfOneType;
	Type newType = value;
	if ( oldType == newType )
	 return;
	m_EnemyOfOneType = value;
	DeltaEnemies( oldType, newType );
   }
  }
  public bool WaitingForEnemy
  {
   get{ return m_WaitingForEnemy; }
   set{ m_WaitingForEnemy = value; }
  }
  private void DeltaEnemies( Type oldType, Type newType )
  {
   foreach ( Mobile m in this.GetMobilesInRange( 18 ) )
   {
	Type t = m.GetType();
	if ( t == oldType || t == newType )
	 Send( new MobileMoving( m, Notoriety.Compute( this, m ) ) );
   }
  }
  #endregion
  #region Hair and beard mods
  private int m_HairModID = -1, m_HairModHue;
  private int m_BeardModID = -1, m_BeardModHue;
  public void SetHairMods( int hairID, int beardID )
  {
   if ( hairID == -1 )
	InternalRestoreHair( true, ref m_HairModID, ref m_HairModHue );
   else if ( hairID != -2 )
	InternalChangeHair( true, hairID, ref m_HairModID, ref m_HairModHue );
   if ( beardID == -1 )
	InternalRestoreHair( false, ref m_BeardModID, ref m_BeardModHue );
   else if ( beardID != -2 )
	InternalChangeHair( false, beardID, ref m_BeardModID, ref m_BeardModHue );
  }
  private Item CreateHair( bool hair, int id, int hue )
  {
   if ( hair )
	return Server.Items.Hair.CreateByID( id, hue );
   else
	return Server.Items.Beard.CreateByID( id, hue );
  }
  private void InternalRestoreHair( bool hair, ref int id, ref int hue )
  {
   if ( id == -1 )
	return;
   Item item = FindItemOnLayer( hair ? Layer.Hair : Layer.FacialHair );
   if ( item != null )
	item.Delete();
   if ( id != 0 )
	AddItem( CreateHair( hair, id, hue ) );
   id = -1;
   hue = 0;
  }
  private void InternalChangeHair( bool hair, int id, ref int storeID, ref int storeHue )
  {
   Item item = FindItemOnLayer( hair ? Layer.Hair : Layer.FacialHair );
   if ( item != null )
   {
	if ( storeID == -1 )
	{
	 storeID = item.ItemID;
	 storeHue = item.Hue;
	}
	item.Delete();
   }
   else if ( storeID == -1 )
   {
	storeID = 0;
	storeHue = 0;
   }
   if ( id == 0 )
	return;
   AddItem( CreateHair( hair, id, 0 ) );
  }
  #endregion
  #region Virtue stuff
  private DateTime m_LastSacrificeGain;
  private DateTime m_LastSacrificeLoss;
  private int m_AvailableResurrects;
  public DateTime LastSacrificeGain{ get{ return m_LastSacrificeGain; } set{ m_LastSacrificeGain = value; } }
  public DateTime LastSacrificeLoss{ get{ return m_LastSacrificeLoss; } set{ m_LastSacrificeLoss = value; } }
  public int AvailableResurrects{ get{ return m_AvailableResurrects; } set{ m_AvailableResurrects = value; } }
  private DateTime m_NextJustAward;
  private DateTime m_LastJusticeLoss;
  private ArrayList m_JusticeProtectors;
  public DateTime LastJusticeLoss{ get{ return m_LastJusticeLoss; } set{ m_LastJusticeLoss = value; } }
  public ArrayList JusticeProtectors{ get{ return m_JusticeProtectors; } set{ m_JusticeProtectors = value; } }
  private DateTime m_LastCompassionLoss;
  private DateTime m_NextCompassionDay;
  private int m_CompassionGains;
  public DateTime LastCompassionLoss{ get{ return m_LastCompassionLoss; } set{ m_LastCompassionLoss = value; } }
  public DateTime NextCompassionDay{ get{ return m_NextCompassionDay; } set{ m_NextCompassionDay = value; } }
  public int CompassionGains{ get{ return m_CompassionGains; } set{ m_CompassionGains = value; } }
  #endregion
  #region Young system
  [CommandProperty( AccessLevel.GameMaster )]
  public bool Young
  {
   get{ return GetFlag( PlayerFlag.Young ); }
   set{ SetFlag( PlayerFlag.Young, value ); InvalidateProperties(); }
  }
  public override string ApplyNameSuffix( string suffix )
  {
   if ( Young )
   {
	if ( suffix.Length == 0 )
	 suffix = "(Young)";
	else
	 suffix = String.Concat( suffix, " (Young)" );
   }
   return base.ApplyNameSuffix( suffix );
  }

  public override TimeSpan GetLogoutDelay()
  {
   if ( Young || BedrollLogout )
	return TimeSpan.Zero;
   return base.GetLogoutDelay();
  }
  private DateTime m_LastYoungMessage = DateTime.MinValue;
  public bool CheckYoungProtection( Mobile from )
  {
   if ( !this.Young )
	return false;
   if ( Region is DungeonRegion )
	return false;
   if ( this.Quest != null && this.Quest.IgnoreYoungProtection( from ) )
	return false;
   if ( DateTime.Now - m_LastYoungMessage > TimeSpan.FromMinutes( 1.0 ) )
   {
	m_LastYoungMessage = DateTime.Now;
	SendLocalizedMessage( 1019067 ); // A monster looks at you menacingly but does not attack.  You would be under attack now if not for your status as a new citizen of Britannia.
   }
   return true;
  }
  private DateTime m_LastYoungHeal = DateTime.MinValue;
  public bool CheckYoungHealTime()
  {
   if ( DateTime.Now - m_LastYoungHeal > TimeSpan.FromMinutes( 5.0 ) )
   {
	m_LastYoungHeal = DateTime.Now;
	return true;
   }
   return false;
  }
  private static Point3D[] m_FeluccaDeathDestinations = new Point3D[]
   {
	new Point3D( 1481, 1612, 20 ),
	new Point3D( 2708, 2153,  0 ),
	new Point3D( 2249, 1230,  0 ),
	new Point3D( 5197, 3994, 37 ),
	new Point3D( 1412, 3793,  0 ),
	new Point3D( 3688, 2232, 20 ),
	new Point3D( 2578,  604,  0 ),
	new Point3D( 4397, 1089,  0 ),
	new Point3D( 5741, 3218, -2 ),
	new Point3D( 2996, 3441, 15 ),
	new Point3D(  624, 2225,  0 ),
	new Point3D( 1916, 2814,  0 ),
	new Point3D( 2929,  854,  0 ),
	new Point3D(  545,  967,  0 ),
	new Point3D( 3665, 2587,  0 )
   };
  private static Point3D[] m_IlshenarDeathDestinations = new Point3D[]
   {
	new Point3D( 1216,  468, -13 ),
	new Point3D(  723, 1367, -60 ),
	new Point3D(  745,  725, -28 ),
	new Point3D(  281, 1017,   0 ),
	new Point3D(  986, 1011, -32 ),
	new Point3D( 1175, 1287, -30 ),
	new Point3D( 1533, 1341,  -3 ),
	new Point3D(  529,  217, -44 ),
	new Point3D( 1722,  219,  96 )
   };
  private static Point3D[] m_MalasDeathDestinations = new Point3D[]
   {
	new Point3D( 2079, 1376, -70 ),
	new Point3D(  944,  519, -71 )
   };
  private static Point3D[] m_TokunoDeathDestinations = new Point3D[]
   {
	new Point3D( 1166,  801, 27 ),
	new Point3D(  782, 1228, 25 ),
	new Point3D(  268,  624, 15 )
   };
  public Point3D GetYoungDeathDestination()
  {
   if ( this.Region is Jail )
	return Point3D.Zero;
   Point3D[] list;
   if ( this.Map == Map.Felucca )
	list = m_FeluccaDeathDestinations;
   else if ( this.Map == Map.Ilshenar )
	list = m_IlshenarDeathDestinations;
   else if ( this.Map == Map.Malas )
	list = m_MalasDeathDestinations;
   else if ( this.Map == Map.Tokuno )
	list = m_TokunoDeathDestinations;
   else
	return Point3D.Zero;
   IPoint2D loc;
   if ( this.Region == null )
   {
	loc = this.Location;
   }
   else
   {
	string regName = this.Region.Name;
	// If the character is in a dungeon, get the entrance location
	switch ( regName )
	{
	 case "Covetous":
	  loc = new Point2D( 2499, 916 );
	  break;
	 case "Deceit":
	  loc = new Point2D( 4111, 429 );
	  break;
	 case "Despise":
	  loc = new Point2D( 1296, 1082 );
	  break;
	 case "Destard":
	  loc = new Point2D( 1176, 2635 );
	  break;
	 case "Hythloth":
	  loc = new Point2D( 4722, 3814 );
	  break;
	 case "Shame":
	  loc = new Point2D( 512, 1559 );
	  break;
	 case "Wrong":
	  loc = new Point2D( 2042, 226 );
	  break;
	 case "Terathan Keep":
	  loc = new Point2D( 5426, 3120 );
	  break;
	 case "Fire":
	  loc = new Point2D( 2922, 3402 );
	  break;
	 case "Ice":
	  loc = new Point2D( 1996, 80 );
	  break;
	 case "Orc Cave":
	  loc = new Point2D( 1014, 1434 );
	  break;
	 case "Misc Dungeons":
	  loc = new Point2D( 1492, 1641 );
	  break;
	 case "Rock Dungeon":
	  loc = new Point2D( 1788, 571 );
	  break;
	 case "Spider Cave":
	  loc = new Point2D( 1420, 910 );
	  break;
	 case "Spectre Dungeon":
	  loc = new Point2D( 1362, 1031 );
	  break;
	 case "Blood Dungeon":
	  loc = new Point2D( 1745, 1236 );
	  break;
	 case "Wisp Dungeon":
	  loc = new Point2D( 652, 1301 );
	  break;
	 case "Ankh Dungeon":
	  loc = new Point2D( 668, 928 );
	  break;
	 case "Exodus Dungeon":
	  loc = new Point2D( 827, 777 );
	  break;
	 case "Sorcerer's Dungeon":
	  loc = new Point2D( 546, 455 );
	  break;
	 case "Ancient Lair":
	  loc = new Point2D( 938, 494 );
	  break;
	 case "Doom":
	 case "Doom Gauntlet":
	  loc = new Point2D( 2357, 1268 );
	  break;
	 default:
	  loc = this.Location;
	  break;
	}
   }
   Point3D dest = Point3D.Zero;
   int sqDistance = int.MaxValue;
   for ( int i = 0; i < list.Length; i++ )
   {
	Point3D curDest = list[i];
	int width = loc.X - curDest.X;
	int height = loc.Y - curDest.Y;
	int curSqDistance = width * width + height * height;
	if ( curSqDistance < sqDistance )
	{
	 dest = curDest;
	 sqDistance = curSqDistance;
	}
   }
   return dest;
  }
  private void SendYoungDeathNotice()
  {
   this.SendGump( new YoungDeathNotice() );
  }
  #endregion
  #region Speech log
  private SpeechLog m_SpeechLog;
  public SpeechLog SpeechLog{ get{ return m_SpeechLog; } }
  public override void OnSpeech( SpeechEventArgs e )
  {
   if ( SpeechLog.Enabled && this.NetState != null )
   {
	if ( m_SpeechLog == null )
	 m_SpeechLog = new SpeechLog();
	m_SpeechLog.Add( e.Mobile, e.Speech );
   }
  }
  #endregion
  #region SkillsTimers
  
  [PropertyObject]
  public class SkillsTimers
  {
   private DateTime[] m_Values;
   public DateTime[] Values
   {
	get
	{
	 return m_Values;
	}
   }
   public DateTime GetValueST( int index )
   {
	if ( m_Values == null )
	 return DateTime.MinValue;
	else
	 return m_Values[index];
   }
   public void SetValueST( int index, DateTime value )
   {
	if ( m_Values == null )
	 m_Values = new DateTime[54];
 
	m_Values[index] = value;
   }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Alchemy{ get{ return GetValueST( 0 ); } set{ SetValueST( 0, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Anatomy{ get{ return GetValueST( 1 ); } set{ SetValueST( 1, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime AnimalLore{ get{ return GetValueST( 2 ); } set{ SetValueST( 2, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime ItemID{ get{ return GetValueST( 3 ); } set{ SetValueST( 3, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime ArmsLore{ get{ return GetValueST( 4 ); } set{ SetValueST( 4, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Parry{ get{ return GetValueST( 5 ); } set{ SetValueST( 5, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Begging{ get{ return GetValueST( 6 ); } set{ SetValueST( 6, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Blacksmith{ get{ return GetValueST( 7 ); } set{ SetValueST( 7, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Fletching{ get{ return GetValueST( 8 ); } set{ SetValueST( 8, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Peacemaking{ get{ return GetValueST( 9 ); } set{ SetValueST( 9, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Camping{ get{ return GetValueST( 10 ); } set{ SetValueST( 10, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Carpentry{ get{ return GetValueST( 11 ); } set{ SetValueST( 11, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Cartography{ get{ return GetValueST( 12 ); } set{ SetValueST( 12, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Cooking{ get{ return GetValueST( 13 ); } set{ SetValueST( 13, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime DetectHidden{ get{ return GetValueST( 14 ); } set{ SetValueST( 14, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Discordance{ get{ return GetValueST( 15 ); } set{ SetValueST( 15, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime EvalInt{ get{ return GetValueST( 16 ); } set{ SetValueST( 16, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Healing{ get{ return GetValueST( 17 ); } set{ SetValueST( 17, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Fishing{ get{ return GetValueST( 18 ); } set{ SetValueST( 18, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Forensics{ get{ return GetValueST( 19 ); } set{ SetValueST( 19, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Herding{ get{ return GetValueST( 20 ); } set{ SetValueST( 20, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Hiding{ get{ return GetValueST( 21 ); } set{ SetValueST( 21, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Provocation{ get{ return GetValueST( 22 ); } set{ SetValueST( 22, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Inscribe{ get{ return GetValueST( 23 ); } set{ SetValueST( 23, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Lockpicking{ get{ return GetValueST( 24 ); } set{ SetValueST( 24, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Magery{ get{ return GetValueST( 25 ); } set{ SetValueST( 25, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime MagicResist{ get{ return GetValueST( 26 ); } set{ SetValueST( 26, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Tactics{ get{ return GetValueST( 27 ); } set{ SetValueST( 27, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Snooping{ get{ return GetValueST( 28 ); } set{ SetValueST( 28, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Musicianship{ get{ return GetValueST( 29 ); } set{ SetValueST( 29, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Poisoning{ get{ return GetValueST( 30 ); } set{ SetValueST( 30, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Archery{ get{ return GetValueST( 31 ); } set{ SetValueST( 31, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime SpiritSpeak{ get{ return GetValueST( 32 ); } set{ SetValueST( 32, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Stealing{ get{ return GetValueST( 33 ); } set{ SetValueST( 33, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Tailoring{ get{ return GetValueST( 34 ); } set{ SetValueST( 34, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime AnimalTaming{ get{ return GetValueST( 35 ); } set{ SetValueST( 35, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime TasteID{ get{ return GetValueST( 36 ); } set{ SetValueST( 36, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Tinkering{ get{ return GetValueST( 37 ); } set{ SetValueST( 37, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Tracking{ get{ return GetValueST( 38 ); } set{ SetValueST( 38, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Veterinary{ get{ return GetValueST( 39 ); } set{ SetValueST( 39, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Swords{ get{ return GetValueST( 40 ); } set{ SetValueST( 40, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Macing{ get{ return GetValueST( 41 ); } set{ SetValueST( 41, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Fencing{ get{ return GetValueST( 42 ); } set{ SetValueST( 42, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Wrestling{ get{ return GetValueST( 43 ); } set{ SetValueST( 43, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Lumberjacking{ get{ return GetValueST( 44 ); } set{ SetValueST( 44, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Mining{ get{ return GetValueST( 45 ); } set{ SetValueST( 45, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Meditation{ get{ return GetValueST( 46 ); } set{ SetValueST( 46, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Stealth{ get{ return GetValueST( 47 ); } set{ SetValueST( 47, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime RemoveTrap{ get{ return GetValueST( 48 ); } set{ SetValueST( 48, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Necromancy{ get{ return GetValueST( 49 ); } set{ SetValueST( 49, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Focus{ get{ return GetValueST( 50 ); } set{ SetValueST( 50, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Chivalry{ get{ return GetValueST( 51 ); } set{ SetValueST( 51, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Bushido{ get{ return GetValueST( 52 ); } set{ SetValueST( 52, value ); } }
   [CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
   public DateTime Ninjitsu{ get{ return GetValueST( 53 ); } set{ SetValueST( 53, value ); } }
   public SkillsTimers()
   {
   }
   public SkillsTimers( GenericReader reader )
   {
	int version = reader.ReadInt();
	switch ( version )
	{
	 case 0:
	 {
	  int mask = reader.ReadByte();
	  if ( mask != 0 )
	  {
	   m_Values = new DateTime[54];
	   for ( int i = 0; i < 54; ++i )
		if ( (mask & (1 << i)) != 0 )
		 m_Values[i] = reader.ReadDeltaTime();
	  }
	  break;
	 }
	}
   }
   public static void SerializeST( GenericWriter writer, SkillsTimers info )
   {
	writer.Write( (int) 0 ); // version
	if ( info.m_Values == null )
	{
	 writer.Write( (byte) 0 );
	}
	else
	{
	 int mask = 0;
	 for ( int i = 0; i < 54; ++i )
	 {
	  if ( info.m_Values[i] != (DateTime) DateTime.MinValue )
	  {
	   mask |= 1 << i;
	  }
	 }
	 writer.Write( (byte) mask );
	 
	 for ( int i = 0; i < 54; ++i )
	 {
	  if ( info.m_Values[i] != (DateTime) DateTime.MinValue )
	  {
	   writer.WriteDeltaTime( (DateTime) info.m_Values[i] );
	  }
	 }
	}
   }
  }
  #endregion
 }
}
 

ArteGordon

Wanderer
you do not initialize your m_SkillsTimers so it is null when you go to Serialize it

Code:
private SkillsTimers m_SkillsTimers;
 

daat99

Moderator
Staff member
Looks like
Code:
m_SkillsTimers
is null.
Make a check if it's null or not and then serialize\deserialize acordingly.
 
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