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Server trying to delete all my NPC's 1 at a time?

Krystyl_Rose

Wanderer
Server trying to delete all my NPC's 1 at a time?

I am not sure if this is a server question or a script question, but the trouble is this...

I havent touched any of the NPC scripts it is trying to delete I cannot post an exact error because it is upon loading that it errors out not during compilation.
Here is what I have:
Code:
RunUO - [www.runuo.com] Version 1.0.0, Build 36918
Scripts: Compiling C# scripts...done (0 errors, 0 warnings)
Scripts: Compiling VB.net scripts...no files found.
Scripts: Verifying...done (3482 items, 847 mobiles)
World: Loading...An error was encountered while loading a saved object
 - Type: Server.Mobiles.Fisherman
 - Serial: 0x000043E0
Delete the object? (y/n)
n
After pressing return an exception will be thrown and the server will terminate

Error:
System.Exception: Load failed (items=False, mobiles=True, guilds=False, regions=
False, type=Server.Mobiles.Fisherman, serial=0x000043E0) ---> System.Exception:
***** Bad serialize on Server.Mobiles.Fisherman *****
   at Server.World.Load()
   --- End of inner exception stack trace ---
   at Server.World.Load()
   at Server.ScriptCompiler.Compile(Boolean debug)
   at Server.Core.Main(String[] args)
This exception is fatal, press return to exit

now this is about the 3rd NPC it has asked to delete... I said yes to the first two (armorer and weaponsmith) figuring if it loaded I could always go around and readd the missing NPC's, but this being the 3rd one... I am becoming fearful that its going to try to delete my whole population.

in this particular case it refers to the fishman script so I will post that, however, I have not modified this script from the way it was when installed.

Code:
using System;
using System.Collections;
using Server;

namespace Server.Mobiles
{
	public class Fisherman : BaseVendor
	{
		private ArrayList m_SBInfos = new ArrayList();
		protected override ArrayList SBInfos{ get { return m_SBInfos; } }

		public override NpcGuild NpcGuild{ get{ return NpcGuild.FishermensGuild; } }

		[Constructable]
		public Fisherman() : base( "the fisher" )
		{
			SetSkill( SkillName.Fishing, 75.0, 98.0 );
		}

		public override void InitSBInfo()
		{
			m_SBInfos.Add( new SBFisherman() );
		}

		public override void InitOutfit()
		{
			base.InitOutfit();

			AddItem( new Server.Items.FishingPole() );
		}

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

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

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

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

			int version = reader.ReadInt();
		}
	}
}

any idea what is going on? I am stumped... :(
 

PerfectWing

Wanderer
If you have modified any inherited class then any class inheriting that class will be affected.

Something isn't being saved/loaded properly somewhere. Likely your BaseVendor class.
 

Krystyl_Rose

Wanderer
I actually did think of that too LOL but I am not finding the error... and I didnt want to post ten scripts here... I will post my basevendor.cs for now and hope someone can spot the problem...

Code:
using System;
using System.Collections;
using Server.Items;
using Server.Network;
using Server.ContextMenus;
using Server.Mobiles;
using Server.Misc;
using Server.Engines.BulkOrders;
using Server.Regions;
using Server.Factions;

namespace Server.Mobiles
{
	public enum VendorShoeType
	{
		None,
		Shoes,
		Boots,
		Sandals,
		ThighBoots
	}

	public abstract class BaseVendor : BaseCreature, IVendor
	{
		private const int MaxSell = 500;

		protected abstract ArrayList SBInfos{ get; }

		private ArrayList m_ArmorBuyInfo = new ArrayList();
		private ArrayList m_ArmorSellInfo = new ArrayList();

		private DateTime m_LastRestock;

		public override bool CanTeach{ get{ return true; } }

		public override bool PlayerRangeSensitive{ get{ return true; } }

		public virtual bool IsActiveVendor{ get{ return true; } }
		public virtual bool IsActiveBuyer{ get{ return IsActiveVendor; } } // response to vendor SELL
		public virtual bool IsActiveSeller{ get{ return IsActiveVendor; } } // repsonse to vendor BUY

		public virtual NpcGuild NpcGuild{ get{ return NpcGuild.None; } }

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

		public override bool ShowFameTitle{ get{ return false; } }

		public virtual bool IsValidBulkOrder( Item item )
		{
			return false;
		}

		public virtual Item CreateBulkOrder( Mobile from, bool fromContextMenu )
		{
			return null;
		}

		public virtual bool SupportsBulkOrders( Mobile from )
		{
			return false;
		}

		public virtual TimeSpan GetNextBulkOrder( Mobile from )
		{
			return TimeSpan.Zero;
		}

		#region Faction
		public virtual int GetPriceScalar()
		{
			Town town = Town.FromRegion( this.Region );

			if ( town != null )
				return (100 + town.Tax);

			return 100;
		}

		public void UpdateBuyInfo()
		{
			int priceScalar = GetPriceScalar();
			
			IBuyItemInfo[] buyinfo = (IBuyItemInfo[])m_ArmorBuyInfo.ToArray( typeof( IBuyItemInfo ) );

			if ( buyinfo != null )
			{
				foreach ( IBuyItemInfo info in buyinfo )
					info.PriceScalar = priceScalar;
			}
		}
		#endregion

		private class BulkOrderInfoEntry : ContextMenuEntry
		{
			private Mobile m_From;
			private BaseVendor m_Vendor;

			public BulkOrderInfoEntry( Mobile from, BaseVendor vendor ) : base( 6152, 6 )
			{
				m_From = from;
				m_Vendor = vendor;
			}

			public override void OnClick()
			{
				if ( m_Vendor.SupportsBulkOrders( m_From ) )
				{
					TimeSpan ts = m_Vendor.GetNextBulkOrder( m_From );

					int totalSeconds = (int)ts.TotalSeconds;
					int totalHours = (totalSeconds + 3599) / 3600;

					if ( totalHours == 0 )
					{
						m_From.SendLocalizedMessage( 1049038 ); // You can get an order now.

						if ( Core.AOS )
						{
							Item bulkOrder = m_Vendor.CreateBulkOrder( m_From, true );

							if ( bulkOrder is SmallMobileBOD )
								m_From.SendGump( new SmallMobileBODAcceptGump( m_From, (SmallMobileBOD)bulkOrder ) );
							else if ( bulkOrder is LargeMobileBOD )
								m_From.SendGump( new LargeMobileBODAcceptGump( m_From, (LargeMobileBOD)bulkOrder ) );
							else if ( bulkOrder is LargeBOD )
								m_From.SendGump( new LargeBODAcceptGump( m_From, (LargeBOD)bulkOrder ) );
							else if ( bulkOrder is SmallBOD )
								m_From.SendGump( new SmallBODAcceptGump( m_From, (SmallBOD)bulkOrder ) );
						}
					}
					else
					{
						int oldSpeechHue = m_Vendor.SpeechHue;
						m_Vendor.SpeechHue = 0x3B2;
						m_Vendor.SayTo( m_From, 1049039, totalHours.ToString() ); // An offer may be available in about ~1_hours~ hours.
						m_Vendor.SpeechHue = oldSpeechHue;
					}
				}
			}
		}

		public BaseVendor( string title ) : base( AIType.AI_Vendor, FightMode.None, 2, 1, 0.5, 2 )
		{
			LoadSBInfo();

			this.Title = title;
			InitBody();
			InitOutfit();

			Container pack;
			//these packs MUST exist, or the client will crash when the packets are sent
			pack = new Backpack();
			pack.Layer = Layer.ShopBuy;
			pack.Movable = false;
			pack.Visible = false;
			AddItem( pack );

			pack = new Backpack();
			pack.Layer = Layer.ShopResale;
			pack.Movable = false;
			pack.Visible = false;
			AddItem( pack );

			m_LastRestock = DateTime.Now;
		}
		
		public BaseVendor( Serial serial ) : base( serial )
		{
		}

		public DateTime LastRestock
		{
			get
			{
				return m_LastRestock;
			}
			set
			{
				m_LastRestock = value;
			}
		}

		public virtual TimeSpan RestockDelay
		{
			get
			{
				return TimeSpan.FromHours( 1 );
			}
		}

		public Container BuyPack
		{
			get
			{
				Container pack = FindItemOnLayer( Layer.ShopBuy ) as Container;

				if ( pack == null )
				{
					pack = new Backpack();
					pack.Layer = Layer.ShopBuy;
					pack.Visible = false;
					AddItem( pack );
				}

				return pack;
			}
		}

		public abstract void InitSBInfo();

		protected void LoadSBInfo()
		{
			m_LastRestock = DateTime.Now;

			InitSBInfo();

			m_ArmorBuyInfo.Clear();
			m_ArmorSellInfo.Clear();

			for ( int i = 0; i < SBInfos.Count; i++ )
			{
				SBInfo sbInfo = (SBInfo)SBInfos[i];
				m_ArmorBuyInfo.AddRange( sbInfo.BuyInfo );
				m_ArmorSellInfo.Add( sbInfo.SellInfo );
			}
		}

		public virtual bool GetGender()
		{
			return Utility.RandomBool();
		}

		public virtual void InitBody()
		{
			InitStats( 100, 100, 25 );

			SpeechHue = Utility.RandomDyedHue();
			Hue = Utility.RandomSkinHue();

			if ( IsInvulnerable && !Core.AOS )
				NameHue = 0x35;

			if ( Female = GetGender() )
			{
				Body = 0x191;
				Name = NameList.RandomName( "female" );
			}
			else
			{
				Body = 0x190;
				Name = NameList.RandomName( "male" );
			}
		}

		public virtual int GetRandomHue()
		{
			switch ( Utility.Random( 5 ) )
			{
				default:
				case 0: return Utility.RandomBlueHue();
				case 1: return Utility.RandomGreenHue();
				case 2: return Utility.RandomRedHue();
				case 3: return Utility.RandomYellowHue();
				case 4: return Utility.RandomNeutralHue();
			}
		}

		public virtual int GetShoeHue()
		{
			if ( 0.1 > Utility.RandomDouble() )
				return 0;

			return Utility.RandomNeutralHue();
		}

		public virtual VendorShoeType ShoeType
		{
			get{ return VendorShoeType.Shoes; }
		}

		public virtual int RandomBrightHue()
		{
			if ( 0.1 > Utility.RandomDouble() )
				return Utility.RandomList( 0x62, 0x71 );

			return Utility.RandomList( 0x03, 0x0D, 0x13, 0x1C, 0x21, 0x30, 0x37, 0x3A, 0x44, 0x59 );
		}

		public virtual void CheckMorph()
		{
			if ( CheckGargoyle() )
				return;

			CheckNecromancer();
		}

		public virtual bool CheckGargoyle()
		{
			Map map = this.Map;

			if ( map != Map.Ilshenar )
				return false;

			if ( Region.Name != "Gargoyle City" )
				return false;

			if ( Body != 0x2F6 || (Hue & 0x8000) == 0 )
				TurnToGargoyle();

			return true;
		}

		public virtual bool CheckNecromancer()
		{
			Map map = this.Map;

			if ( map != Map.Malas )
				return false;

			if ( Region.Name != "Umbra" )
				return false;

			if ( Hue != 0x83E8 )
				TurnToNecromancer();

			return true;
		}

		public override void OnAfterSpawn()
		{
			CheckMorph();
		}

		protected override void OnMapChange( Map oldMap )
		{
			base.OnMapChange( oldMap );

			CheckMorph();
		}

		public virtual int GetRandomNecromancerHue()
		{
			switch ( Utility.Random( 20 ) )
			{
				case 0: return 0;
				case 1: return 0x4E9;
				default: return Utility.RandomList( 0x485, 0x497 );
			}
		}

		public virtual void TurnToNecromancer()
		{
			ArrayList items = new ArrayList( this.Items );

			for ( int i = 0; i < items.Count; ++i )
			{
				Item item = (Item)items[i];

				if ( item is Hair || item is Beard )
					item.Hue = 0;
				else if ( item is BaseClothing || item is BaseWeapon || item is BaseArmor || item is BaseTool )
					item.Hue = GetRandomNecromancerHue();
			}

			Hue = 0x83E8;
		}

		public virtual void TurnToGargoyle()
		{
			ArrayList items = new ArrayList( this.Items );

			for ( int i = 0; i < items.Count; ++i )
			{
				Item item = (Item)items[i];

				if ( item is BaseClothing || item is Hair || item is Beard )
					item.Delete();
			}

			Body = 0x2F6;
			Hue = RandomBrightHue() | 0x8000;
			Name = NameList.RandomName( "gargoyle vendor" );

			CapitalizeTitle();
		}

		public virtual void CapitalizeTitle()
		{
			string title = this.Title;

			if ( title == null )
				return;

			string[] split = title.Split( ' ' );

			for ( int i = 0; i < split.Length; ++i )
			{
				if ( Insensitive.Equals( split[i], "the" ) )
					continue;

				if ( split[i].Length > 1 )
					split[i] = Char.ToUpper( split[i][0] ) + split[i].Substring( 1 );
				else if ( split[i].Length > 0 )
					split[i] = Char.ToUpper( split[i][0] ).ToString();
			}

			this.Title = String.Join( " ", split );
		}

		public virtual int GetHairHue()
		{
			return Utility.RandomHairHue();
		}

		public virtual void InitOutfit()
		{
			switch ( Utility.Random( 3 ) )
			{
				case 0: AddItem( new FancyShirt( GetRandomHue() ) ); break;
				case 1: AddItem( new Doublet( GetRandomHue() ) ); break;
				case 2: AddItem( new Shirt( GetRandomHue() ) ); break;
			}

			switch ( ShoeType )
			{
				case VendorShoeType.Shoes: AddItem( new Shoes( GetShoeHue() ) ); break;
				case VendorShoeType.Boots: AddItem( new Boots( GetShoeHue() ) ); break;
				case VendorShoeType.Sandals: AddItem( new Sandals( GetShoeHue() ) ); break;
				case VendorShoeType.ThighBoots: AddItem( new ThighBoots( GetShoeHue() ) ); break;
			}

			int hairHue = GetHairHue();

			AddItem( Server.Items.Hair.GetRandomHair( Female, hairHue ) );

			if ( Female )
			{
				switch ( Utility.Random( 6 ) )
				{
					case 0: AddItem( new ShortPants( GetRandomHue() ) ); break;
					case 1:
					case 2: AddItem( new Kilt( GetRandomHue() ) ); break;
					case 3:
					case 4:
					case 5: AddItem( new Skirt( GetRandomHue() ) ); break;
				}
			}
			else
			{
				switch ( Utility.Random( 2 ) )
				{
					case 0: AddItem( new LongPants( GetRandomHue() ) ); break;
					case 1: AddItem( new ShortPants( GetRandomHue() ) ); break;
				}

				switch ( Utility.Random( 5 ) )
				{
					case 0: AddItem( new LongBeard( hairHue ) ); break;
					case 1: AddItem( new MediumLongBeard( hairHue ) ); break;
					case 2: AddItem( new Vandyke( hairHue ) ); break;
					case 3: AddItem( new Mustache( hairHue ) ); break;
					case 4: AddItem( new Goatee( hairHue ) ); break;
				}
			}

			PackGold( 100, 200 );
		}

		public virtual void Restock()
		{
			m_LastRestock = DateTime.Now;

			IBuyItemInfo[] buyInfo = this.GetBuyInfo();

			foreach ( IBuyItemInfo bii in buyInfo )
				bii.OnRestock();
		}

		private static TimeSpan InventoryDecayTime = TimeSpan.FromHours( 1.0 );

		public virtual void VendorBuy( Mobile from )
		{
			if ( !IsActiveSeller )
				return;

			if ( !from.CheckAlive() )
				return;

			if ( !CheckVendorAccess( from ) )
			{
				Say( 501522 ); // I shall not treat with scum like thee!
				return;
			}

			if ( DateTime.Now - m_LastRestock > RestockDelay )
				Restock();

			UpdateBuyInfo();

			int count = 0;
			ArrayList list;
			IBuyItemInfo[] buyInfo = this.GetBuyInfo();
			IShopSellInfo[] sellInfo = this.GetSellInfo();

			list = new ArrayList( buyInfo.Length );
			Container cont = this.BuyPack;

			ArrayList opls = new ArrayList();

			for (int idx=0;idx<buyInfo.Length;idx++)
			{
				IBuyItemInfo buyItem = (IBuyItemInfo)buyInfo[idx];

				if ( buyItem.Amount <= 0 || list.Count >= 250 )
					continue;

				// NOTE: Only GBI supported; if you use another implementation of IBuyItemInfo, this will crash
				GenericBuyInfo gbi = (GenericBuyInfo) buyItem;
				IEntity disp = gbi.GetDisplayObject() as IEntity;

				list.Add( new BuyItemState( buyItem.Name, cont.Serial, disp == null ? (Serial) 0x7FC0FFEE : disp.Serial, buyItem.Price, buyItem.Amount, buyItem.ItemID, buyItem.Hue ) );
				count++;

				if ( disp is Item )
					opls.Add( (disp as Item).PropertyList );
				else if ( disp is Mobile )
					opls.Add( (disp as Mobile).PropertyList );
			}

			ArrayList playerItems = cont.Items;

			for ( int i = playerItems.Count - 1; i >= 0; --i )
			{
				if ( i >= playerItems.Count )
					continue;

				Item item = (Item)playerItems[i];

				if ( (item.LastMoved + InventoryDecayTime) <= DateTime.Now )
					item.Delete();
			}

			for ( int i = 0; i < playerItems.Count; ++i )
			{
				Item item = (Item)playerItems[i];

				int price = 0;
				string name = null;

				foreach( IShopSellInfo ssi in sellInfo )
				{
					if ( ssi.IsSellable( item ) )
					{
						price = ssi.GetBuyPriceFor( item );
						name = ssi.GetNameFor( item );
						break;
					}
				}

				if ( name != null && list.Count < 250 )
				{
					list.Add( new BuyItemState( name, cont.Serial, item.Serial, price, item.Amount, item.ItemID, item.Hue ) );
					count++;

					opls.Add( item.PropertyList );
				}
			}

			//one (not all) of the packets uses a byte to describe number of items in the list.  Osi = dumb.
			//if ( list.Count > 255 )
			//	Console.WriteLine( "Vendor Warning: Vendor {0} has more than 255 buy items, may cause client errors!", this );

			if ( list.Count > 0 )
			{
				list.Sort( new BuyItemStateComparer() );

				SendPacksTo( from );
				
				from.Send( new VendorBuyContent( list ) );
				from.Send( new VendorBuyList( this, list ) );
				from.Send( new DisplayBuyList( this ) );
				from.Send( new MobileStatusExtended( from ) );//make sure their gold amount is sent

				for ( int i = 0; i < opls.Count; ++i )
					from.Send( opls[i] as Packet );

				SayTo( from, 500186 ); // Greetings.  Have a look around.
			}
		}

		public virtual void SendPacksTo( Mobile from )
		{
			Item pack = FindItemOnLayer( Layer.ShopBuy );

			if ( pack == null )
			{
				pack = new Backpack();
				pack.Layer = Layer.ShopBuy;
				pack.Movable = false;
				pack.Visible = false;
				AddItem( pack );
			}

			from.Send( new EquipUpdate( pack ) );

			pack = FindItemOnLayer( Layer.ShopSell );

			if ( pack != null )
				from.Send( new EquipUpdate( pack ) );

			pack = FindItemOnLayer( Layer.ShopResale );

			if ( pack == null )
			{
				pack = new Backpack();
				pack.Layer = Layer.ShopResale;
				pack.Movable = false;
				pack.Visible = false;
				AddItem( pack );
			}

			from.Send( new EquipUpdate( pack ) );
		}

		public virtual void VendorSell( Mobile from )
		{
			if ( !IsActiveBuyer )
				return;

			if ( !from.CheckAlive() )
				return;

			if ( !CheckVendorAccess( from ) )
			{
				Say( 501522 ); // I shall not treat with scum like thee!
				return;
			}

			Container pack = from.Backpack;

			if ( pack != null )
			{
				IShopSellInfo[] info = GetSellInfo();

				Hashtable table = new Hashtable();

				foreach ( IShopSellInfo ssi in info )
				{
					Item[] items = pack.FindItemsByType( ssi.Types );

					foreach ( Item item in items )
					{
						if ( item is Container && ((Container)item).Items.Count != 0 )
							continue;

						if ( item.IsStandardLoot() && item.Movable && ssi.IsSellable( item ) )
							table[item] = new SellItemState( item, ssi.GetSellPriceFor( item ), ssi.GetNameFor( item ) );
					}
				}

				if ( table.Count > 0 )
				{
					SendPacksTo( from );

					from.Send( new VendorSellList( this, table ) );
				}
				else
				{
					Say( true, "You have nothing I would be interested in." );
				}
			}
		}

		public override bool OnDragDrop( Mobile from, Item dropped )
		{
			if ( dropped is SmallBOD || dropped is LargeBOD || dropped is SmallMobileBOD || dropped is LargeMobileBOD )
			{
				if ( !IsValidBulkOrder( dropped ) || !SupportsBulkOrders( from ) )
				{
					SayTo( from, 1045130 ); // That order is for some other shopkeeper.
					return false;
				}
				else if ( (dropped is SmallBOD && !((SmallBOD)dropped).Complete) || (dropped is LargeBOD && !((LargeBOD)dropped).Complete) || (dropped is SmallMobileBOD && !((SmallMobileBOD)dropped).Complete) || (dropped is LargeMobileBOD && !((LargeMobileBOD)dropped).Complete) )
				{
					SayTo( from, 1045131 ); // You have not completed the order yet.
					return false;
				}

				Item reward;
				int gold, fame;

				if ( dropped is SmallBOD )
					((SmallBOD)dropped).GetRewards( out reward, out gold, out fame );
				else if ( dropped is LargeBOD )
					((LargeBOD)dropped).GetRewards( out reward, out gold, out fame );
				else if ( dropped is LargeMobileBOD )
					((LargeMobileBOD)dropped).GetRewards( out reward, out gold, out fame );
				else
					((SmallMobileBOD)dropped).GetRewards( out reward, out gold, out fame );

				from.SendSound( 0x3D );

				SayTo( from, 1045132 ); // Thank you so much!  Here is a reward for your effort.

				if ( reward != null )
					from.AddToBackpack( reward );

				if ( gold > 1000 )
					from.AddToBackpack( new BankCheck( gold ) );
				else if ( gold > 0 )
					from.AddToBackpack( new Gold( gold ) );
				
				//start daat99 tokens for bods 1/1
				bool b_BodTokens = daat99.OWLTR.BodGiveTokens;
				if (daat99.Daat99OWLTR.Ops != null)
					b_BodTokens = daat99.Daat99OWLTR.Ops[14].Setting;

				if (b_BodTokens == true && gold > 100)
					GiveTokens.RewardTokens(from, (int)(gold/100));
				//end daat99 tokens for bods 1/1

				Titles.AwardFame( from, fame, true );

				dropped.Delete();
				return true;
			}

			return base.OnDragDrop( from, dropped );
		}

		private GenericBuyInfo LookupDisplayObject( object obj )
		{
			IBuyItemInfo[] buyInfo = this.GetBuyInfo();

			for ( int i = 0; i < buyInfo.Length; ++i )
			{
				GenericBuyInfo gbi = buyInfo[i] as GenericBuyInfo;

				if ( gbi.GetDisplayObject() == obj )
					return gbi;
			}

			return null;
		}

		private void ProcessSinglePurchase( BuyItemResponse buy, IBuyItemInfo bii, ArrayList validBuy, ref int controlSlots, ref bool fullPurchase, ref int totalCost )
		{
			int amount = buy.Amount;

			if ( amount > bii.Amount )
				amount = bii.Amount;

			if ( amount <= 0 )
				return;

			int slots = bii.ControlSlots * amount;

			if ( controlSlots >= slots )
			{
				controlSlots -= slots;
			}
			else
			{
				fullPurchase = false;
				return;
			}

			totalCost += bii.Price * amount;
			validBuy.Add( buy );
		}

		private void ProcessValidPurchase( int amount, IBuyItemInfo bii, Mobile buyer, Container cont )
		{
			if ( amount > bii.Amount )
				amount = bii.Amount;

			if ( amount < 1 )
				return;

			bii.Amount -= amount;

			object o = bii.GetObject();

			if ( o is Item )
			{
				Item item = (Item)o;

				if ( item.Stackable )
				{
					item.Amount = amount;

					if ( cont == null || !cont.TryDropItem( buyer, item, false ) )
						item.MoveToWorld( buyer.Location, buyer.Map );
				}
				else
				{
					item.Amount = 1;

					if ( cont == null || !cont.TryDropItem( buyer, item, false ) )
						item.MoveToWorld( buyer.Location, buyer.Map );

					for (int i=1;i<amount;i++)
					{
						item = bii.GetObject() as Item;

						if ( item != null )
						{
							item.Amount = 1;

							if ( cont == null || !cont.TryDropItem( buyer, item, false ) )
								item.MoveToWorld( buyer.Location, buyer.Map );
						}
					}
				}
			}
			else if ( o is Mobile )
			{
				Mobile m = (Mobile)o;

				m.Direction = (Direction)Utility.Random( 8 );
				m.MoveToWorld( buyer.Location, buyer.Map );
				m.PlaySound( m.GetIdleSound() );

				if ( m is BaseCreature )
					((BaseCreature)m).SetControlMaster( buyer );

				for ( int i = 1; i < amount; ++i )
				{
					m = bii.GetObject() as Mobile;

					if ( m != null )
					{
						m.Direction = (Direction)Utility.Random( 8 );
						m.MoveToWorld( buyer.Location, buyer.Map );

						if ( m is BaseCreature )
							((BaseCreature)m).SetControlMaster( buyer );
					}
				}
			}
		}

		public virtual bool OnBuyItems( Mobile buyer, ArrayList list )
		{
			if ( !IsActiveSeller )
				return false;

			if ( !buyer.CheckAlive() )
				return false;

			if ( !CheckVendorAccess( buyer ) )
			{
				Say( 501522 ); // I shall not treat with scum like thee!
				return false;
			}

			UpdateBuyInfo();

			IBuyItemInfo[] buyInfo = this.GetBuyInfo();
			IShopSellInfo[] info = GetSellInfo();
			int totalCost = 0;
			ArrayList validBuy = new ArrayList( list.Count );
			Container cont;
			bool bought = false;
			bool fromBank = false;
			bool fullPurchase = true;
			int controlSlots = buyer.FollowersMax - buyer.Followers;

			foreach ( BuyItemResponse buy in list )
			{
				Serial ser = buy.Serial;
				int amount = buy.Amount;

				if ( ser.IsItem )
				{
					Item item = World.FindItem( ser );

					if ( item == null )
						continue;

					GenericBuyInfo gbi = LookupDisplayObject( item );

					if ( gbi != null )
					{
						ProcessSinglePurchase( buy, gbi, validBuy, ref controlSlots, ref fullPurchase, ref totalCost );
					}
					else if ( item.RootParent == this )
					{
						if ( amount > item.Amount )
							amount = item.Amount;

						if ( amount <= 0 )
							continue;

						foreach ( IShopSellInfo ssi in info )
						{
							if ( ssi.IsSellable( item ) )
							{
								if ( ssi.IsResellable( item ) )
								{
									totalCost += ssi.GetBuyPriceFor( item ) * amount;
									validBuy.Add( buy );
									break;
								}
							}
						}
					}
				}
				else if ( ser.IsMobile )
				{
					Mobile mob = World.FindMobile( ser );

					if ( mob == null )
						continue;

					GenericBuyInfo gbi = LookupDisplayObject( mob );

					if ( gbi != null )
						ProcessSinglePurchase( buy, gbi, validBuy, ref controlSlots, ref fullPurchase, ref totalCost );
				}
			}//foreach

			if ( fullPurchase && validBuy.Count == 0 )
				SayTo( buyer, 500190 ); // Thou hast bought nothing!
			else if ( validBuy.Count == 0 )
				SayTo( buyer, 500187 ); // Your order cannot be fulfilled, please try again.

			if ( validBuy.Count == 0 )
				return false;

			bought = ( buyer.AccessLevel >= AccessLevel.GameMaster );

			cont = buyer.Backpack;
			if ( !bought && cont != null )
			{
				if ( cont.ConsumeTotal( typeof( Gold ), totalCost ) )
					bought = true;
				else if ( totalCost < 2000 )
					SayTo( buyer, 500192 );//Begging thy pardon, but thou casnt afford that.
			}

			if ( !bought && totalCost >= 2000 )
			{
				cont = buyer.BankBox;
				if ( cont != null && cont.ConsumeTotal( typeof( Gold ), totalCost ) )
				{
					bought = true;
					fromBank = true;
				}
				else
				{
					SayTo( buyer, 500191 ); //Begging thy pardon, but thy bank account lacks these funds.
				}
			}

			if ( !bought )
				return false;
			else
				buyer.PlaySound( 0x32 );

			cont = buyer.Backpack;
			if ( cont == null )
				cont = buyer.BankBox;

			foreach ( BuyItemResponse buy in validBuy )
			{
				Serial ser = buy.Serial;
				int amount = buy.Amount;

				if ( amount < 1 )
					continue;

				if ( ser.IsItem )
				{
					Item item = World.FindItem( ser );

					if ( item == null )
						continue;

					GenericBuyInfo gbi = LookupDisplayObject( item );

					if ( gbi != null )
					{
						ProcessValidPurchase( amount, gbi, buyer, cont );
					}
					else
					{
						if ( amount > item.Amount )
							amount = item.Amount;

						foreach ( IShopSellInfo ssi in info )
						{
							if ( ssi.IsSellable( item ) )
							{
								if ( ssi.IsResellable( item ) )
								{
									Item buyItem;
									if ( amount >= item.Amount )
									{
										buyItem = item;
									}
									else
									{
										buyItem = item.Dupe( amount );
										item.Amount -= amount;
									}

									if ( cont == null || !cont.TryDropItem( buyer, buyItem, false ) )
										buyItem.MoveToWorld( buyer.Location, buyer.Map );

									break;
								}
							}
						}
					}
				}
				else if ( ser.IsMobile )
				{
					Mobile mob = World.FindMobile( ser );

					if ( mob == null )
						continue;

					GenericBuyInfo gbi = LookupDisplayObject( mob );

					if ( gbi != null )
						ProcessValidPurchase( amount, gbi, buyer, cont );
				}

				/*if ( ser >= 0 && ser <= buyInfo.Length )
				{
					IBuyItemInfo bii = buyInfo[ser];

				}
				else
				{
					Item item = World.FindItem( buy.Serial );

					if ( item == null )
						continue;

					if ( amount > item.Amount )
						amount = item.Amount;

					foreach( IShopSellInfo ssi in info )
					{
						if ( ssi.IsSellable( item ) )
						{
							if ( ssi.IsResellable( item ) )
							{
								Item buyItem;
								if ( amount >= item.Amount )
								{
									buyItem = item;
								}
								else
								{
									buyItem = item.Dupe( amount );
									item.Amount -= amount;
								}

								if ( cont == null || !cont.TryDropItem( buyer, buyItem, false ) )
									buyItem.MoveToWorld( buyer.Location, buyer.Map );

								break;
							}
						}
					}
				}*/
			}//foreach

			if ( fullPurchase )
			{
				if ( buyer.AccessLevel >= AccessLevel.GameMaster )
					SayTo( buyer, true, "I would not presume to charge thee anything.  Here are the goods you requested." );
				else if ( fromBank )
					SayTo( buyer, true, "The total of thy purchase is {0} gold, which has been withdrawn from your bank account.  My thanks for the patronage.", totalCost );
				else
					SayTo( buyer, true, "The total of thy purchase is {0} gold.  My thanks for the patronage.", totalCost );
			}
			else
			{
				if ( buyer.AccessLevel >= AccessLevel.GameMaster )
					SayTo( buyer, true, "I would not presume to charge thee anything.  Unfortunately, I could not sell you all the goods you requested." );
				else if ( fromBank )
					SayTo( buyer, true, "The total of thy purchase is {0} gold, which has been withdrawn from your bank account.  My thanks for the patronage.  Unfortunately, I could not sell you all the goods you requested.", totalCost );
				else
					SayTo( buyer, true, "The total of thy purchase is {0} gold.  My thanks for the patronage.  Unfortunately, I could not sell you all the goods you requested.", totalCost );
			}

			return true;
		}

		public virtual bool CheckVendorAccess( Mobile from )
		{
			GuardedRegion reg = this.Region as GuardedRegion;

			if ( reg != null && !reg.CheckVendorAccess( this, from ) )
				return false;

			if ( this.Region != from.Region )
			{
				reg = from.Region as GuardedRegion;

				if ( reg != null && !reg.CheckVendorAccess( this, from ) )
					return false;
			}

			return true;
		}

		public virtual bool OnSellItems( Mobile seller, ArrayList list )
		{
			if ( !IsActiveBuyer )
				return false;

			if ( !seller.CheckAlive() )
				return false;

			if ( !CheckVendorAccess( seller ) )
			{
				Say( 501522 ); // I shall not treat with scum like thee!
				return false;
			}

			seller.PlaySound( 0x32 );

			IShopSellInfo[] info = GetSellInfo();
			IBuyItemInfo[] buyInfo = this.GetBuyInfo();
			int GiveGold = 0;
			int Sold = 0;
			Container cont;
			ArrayList delete = new ArrayList();
			ArrayList drop = new ArrayList();

			foreach ( SellItemResponse resp in list )
			{
				if ( resp.Item.RootParent != seller || resp.Amount <= 0 )
					continue;

				foreach( IShopSellInfo ssi in info )
				{
					if ( ssi.IsSellable( resp.Item ) )
					{
						Sold++;
						break;
					}
				}
			}

			if ( Sold > MaxSell )
			{
				SayTo( seller, true, "You may only sell {0} items at a time!", MaxSell );
				return false;
			} 
			else if ( Sold == 0 )
			{
				return true;
			}

			foreach ( SellItemResponse resp in list )
			{
				if ( resp.Item.RootParent != seller || resp.Amount <= 0 )
					continue;

				foreach( IShopSellInfo ssi in info )
				{
					if ( ssi.IsSellable( resp.Item ) )
					{
						int amount = resp.Amount;

						if ( amount > resp.Item.Amount )
							amount = resp.Item.Amount;

						if ( ssi.IsResellable( resp.Item ) )
						{
							bool found = false;

							foreach ( IBuyItemInfo bii in buyInfo )
							{
								if ( bii.Restock( resp.Item, amount ) )
								{
									resp.Item.Consume( amount );
									found = true;

									break;
								}
							}

							if ( !found )
							{
								cont = this.BuyPack;

								if ( amount < resp.Item.Amount )
								{
									resp.Item.Amount -= amount;
									Item item = resp.Item.Dupe( amount );
									item.SetLastMoved();
									cont.DropItem( item );
								}
								else
								{
									resp.Item.SetLastMoved();
									cont.DropItem( resp.Item );
								}
							}
						}
						else
						{
							if ( amount < resp.Item.Amount )
								resp.Item.Amount -= amount;
							else
								resp.Item.Delete();
						}

						GiveGold += ssi.GetSellPriceFor( resp.Item )*amount;
						break;
					}
				}
			}

			if ( GiveGold > 0 )
			{
				while ( GiveGold > 60000 )
				{
					seller.AddToBackpack( new Gold( 60000 ) );
					GiveGold -= 60000;
				}

				seller.AddToBackpack( new Gold( GiveGold ) );

				seller.PlaySound( 0x0037 );//Gold dropping sound

				if ( SupportsBulkOrders( seller ) )
				{
					Item bulkOrder = CreateBulkOrder( seller, false );

					if ( bulkOrder is LargeBOD )
						seller.SendGump( new LargeBODAcceptGump( seller, (LargeBOD)bulkOrder ) );
					else if ( bulkOrder is SmallBOD )
						seller.SendGump( new SmallBODAcceptGump( seller, (SmallBOD)bulkOrder ) );
					else if ( bulkOrder is SmallMobileBOD )
						seller.SendGump( new SmallMobileBODAcceptGump( seller, (SmallMobileBOD)bulkOrder ) );
					else if ( bulkOrder is LargeMobileBOD )
						seller.SendGump( new LargeMobileBODAcceptGump( seller, (LargeMobileBOD)bulkOrder ) );
				}
			}
			//no cliloc for this?
			//SayTo( seller, true, "Thank you! I bought {0} item{1}. Here is your {2}gp.", Sold, (Sold > 1 ? "s" : ""), GiveGold );
			
			return true;
		}

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

			writer.Write( (int) 1 ); // version

			ArrayList sbInfos = this.SBInfos;

			for ( int i = 0; sbInfos != null && i < sbInfos.Count; ++i )
			{
				SBInfo sbInfo = (SBInfo)sbInfos[i];
				ArrayList buyInfo = sbInfo.BuyInfo;

				for ( int j = 0; buyInfo != null && j < buyInfo.Count; ++j )
				{
					GenericBuyInfo gbi = (GenericBuyInfo)buyInfo[j];

					int maxAmount = gbi.MaxAmount;
					int doubled = 0;

					switch ( maxAmount )
					{
						case  40: doubled = 1; break;
						case  80: doubled = 2; break;
						case 160: doubled = 3; break;
						case 320: doubled = 4; break;
						case 640: doubled = 5; break;
						case 999: doubled = 6; break;
					}

					if ( doubled > 0 )
					{
						writer.WriteEncodedInt( 1 + ((j * sbInfos.Count) + i) );
						writer.WriteEncodedInt( doubled );
					}
				}
			}

			writer.WriteEncodedInt( 0 );
		}

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

			int version = reader.ReadInt();

			LoadSBInfo();

			ArrayList sbInfos = this.SBInfos;

			switch ( version )
			{
				case 1:
				{
					int index;

					while ( (index = reader.ReadEncodedInt()) > 0 )
					{
						int doubled = reader.ReadEncodedInt();

						if ( sbInfos != null )
						{
							index -= 1;
							int sbInfoIndex = index % sbInfos.Count;
							int buyInfoIndex = index / sbInfos.Count;
 
							if ( sbInfoIndex >= 0 && sbInfoIndex < sbInfos.Count )
							{
								SBInfo sbInfo = (SBInfo)sbInfos[sbInfoIndex];
								ArrayList buyInfo = sbInfo.BuyInfo;

								if ( buyInfo != null && buyInfoIndex >= 0 && buyInfoIndex < buyInfo.Count )
								{
									GenericBuyInfo gbi = (GenericBuyInfo)buyInfo[buyInfoIndex];

									int amount = 20;

									switch ( doubled )
									{
										case 1: amount =  40; break;
										case 2: amount =  80; break;
										case 3: amount = 160; break;
										case 4: amount = 320; break;
										case 5: amount = 640; break;
										case 6: amount = 999; break;
									}

									gbi.Amount = gbi.MaxAmount = amount;
								}
							}
						}
					}

					break;
				}
			}

			if ( Core.AOS && NameHue == 0x35 )
				NameHue = -1;

			CheckMorph();
		}

		public override void AddCustomContextEntries( Mobile from, ArrayList list )
		{
			if ( from.Alive && IsActiveVendor )
			{
				if ( IsActiveSeller )
					list.Add( new VendorBuyEntry( from, this ) );

				if ( IsActiveBuyer )
					list.Add( new VendorSellEntry( from, this ) );

				if ( SupportsBulkOrders( from ) )
					list.Add( new BulkOrderInfoEntry( from, this ) );
			}

			base.AddCustomContextEntries( from, list );
		}

		public virtual IShopSellInfo[] GetSellInfo()
		{
			return (IShopSellInfo[])m_ArmorSellInfo.ToArray( typeof( IShopSellInfo ) );
		}

		public virtual IBuyItemInfo[] GetBuyInfo()
		{
			return (IBuyItemInfo[])m_ArmorBuyInfo.ToArray( typeof( IBuyItemInfo ) );
		}

		public override bool CanBeDamaged()
		{
			return !IsInvulnerable;
		}
	}
}

namespace Server.ContextMenus
{
	public class VendorBuyEntry : ContextMenuEntry
	{
		private BaseVendor m_Vendor;

		public VendorBuyEntry( Mobile from, BaseVendor vendor ) : base( 6103, 8 )
		{
			m_Vendor = vendor;
			Enabled = vendor.CheckVendorAccess( from );
		}

		public override void OnClick()
		{
			m_Vendor.VendorBuy( this.Owner.From );
		}
	}

	public class VendorSellEntry : ContextMenuEntry
	{
		private BaseVendor m_Vendor;

		public VendorSellEntry( Mobile from, BaseVendor vendor ) : base( 6104, 8 )
		{
			m_Vendor = vendor;
			Enabled = vendor.CheckVendorAccess( from );
		}

		public override void OnClick()
		{
			m_Vendor.VendorSell( this.Owner.From );
		}
	}
}

namespace Server
{
	public interface IShopSellInfo
	{
		//get display name for an item
		string GetNameFor( Item item );

		//get price for an item which the player is selling
		int GetSellPriceFor( Item item );

		//get price for an item which the player is buying
		int GetBuyPriceFor( Item item );

		//can we sell this item to this vendor?
		bool IsSellable( Item item );

		//What do we sell?
		Type[] Types{ get; }

		//does the vendor resell this item?
		bool IsResellable( Item item );
	}

	public interface IBuyItemInfo
	{
		//get a new instance of an object (we just bought it)
		object GetObject();

		int ControlSlots{ get; }

		int PriceScalar{ get; set; }

		//display price of the item
		int Price{ get; }

		//display name of the item
		string Name{ get; }

		//display hue
		int Hue{ get; }

		//display id
		int ItemID{ get; }

		//amount in stock
		int Amount{ get; set; }

		//max amount in stock
		int MaxAmount{ get; }

		//Attempt to restock with item, (return true if restock sucessful)
		bool Restock( Item item, int amount );

		//called when its time for the whole shop to restock
		void OnRestock();
	}
}
 
If you didn't touch them, they cannot be where the problem roots from. Usually... :p
It's got to be a script, where you changed something. And as you can easily see, those are basecreatures, so if you changed basecreatures, we need the serialize/Deserialize from there, but you should be able to figure out on your own. ;)
 

Marak

Sorceror
you could try what i do when i get strange occurances like that(if you can remember what you HAVE modified) - install a fresh copy and put in your scripts one at a time, compiling between each. Then if they all work, throw in your saves etc and if your still not getting the error a file may have just become corrupted somewhere.
 

Krystyl_Rose

Wanderer
I did indeed alter basecreatures.cs but I have looked through that as well and cannot find the problem... serialize/deserialize is definitely not my forte' :( Heres my basecreature.cs

Code:
using System;
using System.Collections;
using Server;
using Server.Regions;
using Server.Targeting;
using Server.Network;
using Server.Spells;
using Server.Misc;
using Server.Items;
using Server.Mobiles;
using Server.ContextMenus;
using Server.Engines.Quests;
using Server.Factions;
using Server.daat99;

namespace Server.Mobiles
{
	/// <summary>
	/// Summary description for MobileAI.
	/// </summary>
	/// 
	public enum FightMode
	{
		None,		// Never focus on others
		Agressor,		// Only attack agressors
		Strongest,		// Attack the strongest
		Weakest,		// Attack the weakest
		Closest, 		// Attack the closest
		Evil		// Only attack aggressor -or- negative karma
	}

	public enum OrderType
	{
		None,		//When no order, let's roam
		Come,		//"(All/Name) come"  Summons all or one pet to your location.  
		Drop,		//"(Name) drop"  Drops its loot to the ground (if it carries any).  
		Follow,		//"(Name) follow"  Follows targeted being.  
				//"(All/Name) follow me"  Makes all or one pet follow you.  
		Friend,		//"(Name) friend"  Allows targeted player to confirm resurrection. 
		Unfriend,		// Remove a friend
		Guard,		//"(Name) guard"  Makes the specified pet guard you. Pets can only guard their owner. 
				//"(All/Name) guard me"  Makes all or one pet guard you.  
		Attack,		//"(All/Name) kill", 
				//"(All/Name) attack"  All or the specified pet(s) currently under your control attack the target. 
		Patrol,		//"(Name) patrol"  Roves between two or more guarded targets.  
		Release,		//"(Name) release"  Releases pet back into the wild (removes "tame" status). 
		Stay,		//"(All/Name) stay" All or the specified pet(s) will stop and stay in current spot. 
		Stop,		//"(All/Name) stop Cancels any current orders to attack, guard or follow.  
		Transfert		//"(Name) transfer" Transfers complete ownership to targeted player. 
	}

	[Flags]
	public enum FoodType
	{
		Meat		= 0x0001,
		FruitsAndVegies	= 0x0002,
		GrainsAndHay	= 0x0004,
		Fish		= 0x0008,
		Eggs		= 0x0010,
		Gold		= 0x0020
	}

	[Flags]
	public enum PackInstinct
	{
		None		= 0x0000,
		Canine		= 0x0001,
		Ostard		= 0x0002,
		Feline		= 0x0004,
		Arachnid		= 0x0008,
		Daemon		= 0x0010,
		Bear		= 0x0020,
		Equine		= 0x0040,
		Bull		= 0x0080
	}

	public enum ScaleType
	{
		Red,
		Yellow,
		Black,
		Green,
		White,
		Blue,
//daat99 custom scales 1
		Copper,
		Silver,
		Gold,
//daat99 custom scales 1
		All
	}

	public enum MeatType
	{
		Ribs,
		Bird,
		LambLeg
	}

	public enum HideType
	{
		Regular,
		Spined,
		Horned,
		Barbed,
		Polar, 
		Synthetic, 
		BlazeL, 
		Daemonic, 
		Shadow, 
		Frost, 
		Ethereal
	}

	public enum PetLoyalty
	{
		None,
		Confused,
		ExtremelyUnhappy,
		RatherUnhappy,
		Unhappy,
		SomewhatContent,
		Content,
		Happy,
		RatherHappy,
		VeryHappy,
		ExtremelyHappy,
		WonderfullyHappy
	}

	public class DamageStore : IComparable
	{
		public Mobile m_Mobile;
		public int m_Damage;
		public bool m_HasRight;

		public DamageStore( Mobile m, int damage )
		{
			m_Mobile = m;
			m_Damage = damage;
		}

		public int CompareTo( object obj )
		{
			DamageStore ds = (DamageStore)obj;

			return ds.m_Damage - m_Damage;
		}
	}

	public class BaseCreature : Mobile
	{
		private BaseAI	m_AI;			// THE AI

		private AIType	m_CurrentAI;		// The current AI
		private AIType	m_DefaultAI;		// The default AI

		private Mobile	m_FocusMob;		// Use focus mob instead of combatant, maybe we don't want to fight
		private FightMode m_FightMode;		// The style the mob uses

		private int		m_iRangePerception;	// The view area
		private int		m_iRangeFight;		// The fight distance
       
		private bool	m_bDebugAI;		// Show debug AI messages

		private int		m_iTeam;			// Monster Team

		private double	m_dActiveSpeed;		// Timer speed when active
		private double	m_dPassiveSpeed;		// Timer speed when not active
		private double	m_dCurrentSpeed;		// The current speed, lets say it could be changed by something;

		private Point3D m_pHome;			// The home position of the creature, used by some AI
		private int		m_iRangeHome = 10;	// The home range of the creature

		ArrayList		m_arSpellAttack;		// List of attack spell/power
		ArrayList		m_arSpellDefense;		// List of defensive spell/power

		private bool		m_bControled;	// Is controled
		private Mobile		m_ControlMaster;	// My master
		private Mobile		m_ControlTarget;	// My target mobile
		private Point3D		m_ControlDest;	// My target destination (patrol)
		private OrderType	m_ControlOrder;		// My order

		private PetLoyalty  m_Loyalty;

		private double	m_dMinTameSkill;
		private bool	m_bTamable;

		private bool	m_bSummoned = false;
		private DateTime	m_SummonEnd;
		private int		m_iControlSlots = 1;

		private bool	m_bBardProvoked = false;
		private bool	m_bBardPacified = false;
		private Mobile	m_bBardMaster = null;
		private Mobile	m_bBardTarget = null;
		private DateTime	m_timeBardEnd;
		private WayPoint	m_CurrentWayPoint = null;
		private Point2D	m_TargetLocation = Point2D.Zero;

		private Mobile	m_SummonMaster;

		private int		m_HitsMax = -1;
		private	int	m_StamMax = -1;
		private int		m_ManaMax = -1;
		private int		m_DamageMin = -1;
		private int		m_DamageMax = -1;

		private int		m_PhysicalResistance, m_PhysicalDamage = 100;
		private int		m_FireResistance, m_FireDamage;
		private int		m_ColdResistance, m_ColdDamage;
		private int		m_PoisonResistance, m_PoisonDamage;
		private int		m_EnergyResistance, m_EnergyDamage;

		private ArrayList	m_Owners;
		private ArrayList	m_Friends;

		private bool	m_IsStabled;

		private bool	m_HasGeneratedLoot; // have we generated our loot yet?

		private bool	m_Paragon;

		public virtual InhumanSpeech SpeechType{ get{ return null; } }

		public bool IsStabled
		{
			get{ return m_IsStabled; }
			set{ m_IsStabled = value; }
		}

		public virtual Faction FactionAllegiance{ get{ return null; } }
		public virtual int FactionSilverWorth{ get{ return 30; } }


		#region Bonding
		public const bool BondingEnabled = true;

		public virtual bool IsBondable{ get{ return ( BondingEnabled && !Summoned ); } }
		public virtual TimeSpan BondingDelay{ get{ return TimeSpan.FromDays( 7.0 ); } }
		public virtual TimeSpan BondingAbandonDelay{ get{ return TimeSpan.FromDays( 1.0 ); } }

		public override bool CanRegenHits{ get{ return !m_IsDeadPet && base.CanRegenHits; } }
		public override bool CanRegenStam{ get{ return !m_IsDeadPet && base.CanRegenStam; } }
		public override bool CanRegenMana{ get{ return !m_IsDeadPet && base.CanRegenMana; } }

		public override bool IsDeadBondedPet{ get{ return m_IsDeadPet; } }

		private bool m_IsBonded;
		private bool m_IsDeadPet;
		private DateTime m_BondingBegin;
		private DateTime m_OwnerAbandonTime;

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

		public bool IsDeadPet
		{
			get{ return m_IsDeadPet; }
			set{ m_IsDeadPet = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public DateTime BondingBegin
		{
			get{ return m_BondingBegin; }
			set{ m_BondingBegin = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public DateTime OwnerAbandonTime
		{
			get{ return m_OwnerAbandonTime; }
			set{ m_OwnerAbandonTime = value; }
		}
		#endregion

		public virtual double WeaponAbilityChance{ get{ return 0.4; } }

		public virtual WeaponAbility GetWeaponAbility()
		{
			return null;
		}

		public override int BasePhysicalResistance{ get{ return m_PhysicalResistance; } }
		public override int BaseFireResistance{ get{ return m_FireResistance; } }
		public override int BaseColdResistance{ get{ return m_ColdResistance; } }
		public override int BasePoisonResistance{ get{ return m_PoisonResistance; } }
		public override int BaseEnergyResistance{ get{ return m_EnergyResistance; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int PhysicalResistanceSeed{ get{ return m_PhysicalResistance; } set{ m_PhysicalResistance = value; UpdateResistances(); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int FireResistSeed{ get{ return m_FireResistance; } set{ m_FireResistance = value; UpdateResistances(); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ColdResistSeed{ get{ return m_ColdResistance; } set{ m_ColdResistance = value; UpdateResistances(); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int PoisonResistSeed{ get{ return m_PoisonResistance; } set{ m_PoisonResistance = value; UpdateResistances(); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int EnergyResistSeed{ get{ return m_EnergyResistance; } set{ m_EnergyResistance = value; UpdateResistances(); } }


		[CommandProperty( AccessLevel.GameMaster )]
		public int PhysicalDamage{ get{ return m_PhysicalDamage; } set{ m_PhysicalDamage = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int FireDamage{ get{ return m_FireDamage; } set{ m_FireDamage = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ColdDamage{ get{ return m_ColdDamage; } set{ m_ColdDamage = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int PoisonDamage{ get{ return m_PoisonDamage; } set{ m_PoisonDamage = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int EnergyDamage{ get{ return m_EnergyDamage; } set{ m_EnergyDamage = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public bool IsParagon
		{
			get{ return m_Paragon; }
			set
			{
				if ( m_Paragon == value )
					return;
				else if ( value )
					Paragon.Convert( this );
				else
					Paragon.UnConvert( this );

				m_Paragon = value;

				InvalidateProperties();
			}
		}

		public virtual FoodType FavoriteFood{ get{ return FoodType.Meat; } }
		public virtual PackInstinct PackInstinct{ get{ return PackInstinct.None; } }

		public ArrayList Owners{ get{ return m_Owners; } }

		public virtual bool AllowMaleTamer{ get{ return true; } }
		public virtual bool AllowFemaleTamer{ get{ return true; } }
		public virtual bool SubdueBeforeTame{ get{ return false; } }

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

		public virtual Poison HitPoison{ get{ return null; } }
		public virtual double HitPoisonChance{ get{ return 0.5; } }
		public virtual Poison PoisonImmune{ get{ return null; } }

		public virtual bool BardImmune{ get{ return false; } }
		public virtual bool Unprovokable{ get{ return BardImmune || m_IsDeadPet; } }
		public virtual bool Uncalmable{ get{ return BardImmune || m_IsDeadPet; } }

		public virtual bool DeathAdderCharmable{ get{ return false; } }

		public virtual double DispelDifficulty{ get{ return 0.0; } } // at this skill level we dispel 50% chance
		public virtual double DispelFocus{ get{ return 20.0; } } // at difficulty - focus we have 0%, at difficulty + focus we have 100%

		#region Breath ability, like dragon fire breath
		private DateTime m_NextBreathTime;

		// Must be overriden in subclass to enable
		public virtual bool HasBreath{ get{ return false; } }

		// Base damage given is: CurrentHitPoints * BreathDamageScalar
		public virtual double BreathDamageScalar{ get{ return (Core.AOS ? 0.16 : 0.05); } }

		// Min/max seconds until next breath
		public virtual double BreathMinDelay{ get{ return 10.0; } }
		public virtual double BreathMaxDelay{ get{ return 15.0; } }

		// Creature stops moving for 1.0 seconds while breathing
		public virtual double BreathStallTime{ get{ return 1.0; } }

		// Effect is sent 1.3 seconds after BreathAngerSound and BreathAngerAnimation is played
		public virtual double BreathEffectDelay{ get{ return 1.3; } }

		// Damage is given 1.0 seconds after effect is sent
		public virtual double BreathDamageDelay{ get{ return 1.0; } }

		public virtual int BreathRange{ get{ return RangePerception; } }

		// Damage types
		public virtual int BreathPhysicalDamage{ get{ return 0; } }
		public virtual int BreathFireDamage{ get{ return 100; } }
		public virtual int BreathColdDamage{ get{ return 0; } }
		public virtual int BreathPoisonDamage{ get{ return 0; } }
		public virtual int BreathEnergyDamage{ get{ return 0; } }

		// Effect details and sound
		public virtual int BreathEffectItemID{ get{ return 0x36D4; } }
		public virtual int BreathEffectSpeed{ get{ return 5; } }
		public virtual int BreathEffectDuration{ get{ return 0; } }
		public virtual bool BreathEffectExplodes{ get{ return false; } }
		public virtual bool BreathEffectFixedDir{ get{ return false; } }
		public virtual int BreathEffectHue{ get{ return 0; } }
		public virtual int BreathEffectRenderMode{ get{ return 0; } }

		public virtual int BreathEffectSound{ get{ return 0x227; } }

		// Anger sound/animations
		public virtual int BreathAngerSound{ get{ return GetAngerSound(); } }
		public virtual int BreathAngerAnimation{ get{ return 12; } }

		public virtual void BreathStart( Mobile target )
		{
			BreathStallMovement();
			BreathPlayAngerSound();
			BreathPlayAngerAnimation();

			this.Direction = this.GetDirectionTo( target );

			Timer.DelayCall( TimeSpan.FromSeconds( BreathEffectDelay ), new TimerStateCallback( BreathEffect_Callback ), target );
		}

		public virtual void BreathStallMovement()
		{
			if ( m_AI != null )
				m_AI.NextMove = DateTime.Now + TimeSpan.FromSeconds( BreathStallTime );
		}

		public virtual void BreathPlayAngerSound()
		{
			PlaySound( BreathAngerSound );
		}

		public virtual void BreathPlayAngerAnimation()
		{
			Animate( BreathAngerAnimation, 5, 1, true, false, 0 );
		}

		public virtual void BreathEffect_Callback( object state )
		{
			Mobile target = (Mobile)state;

			if ( !target.Alive || !CanBeHarmful( target ) )
				return;

			BreathPlayEffectSound();
			BreathPlayEffect( target );

			Timer.DelayCall( TimeSpan.FromSeconds( BreathDamageDelay ), new TimerStateCallback( BreathDamage_Callback ), target );
		}

		public virtual void BreathPlayEffectSound()
		{
			PlaySound( BreathEffectSound );
		}

		public virtual void BreathPlayEffect( Mobile target )
		{
			Effects.SendMovingEffect( this, target, BreathEffectItemID,
				BreathEffectSpeed, BreathEffectDuration, BreathEffectFixedDir,
				BreathEffectExplodes, BreathEffectHue, BreathEffectRenderMode );
		}

		public virtual void BreathDamage_Callback( object state )
		{
			Mobile target = (Mobile)state;

			if ( CanBeHarmful( target ) )
			{
				DoHarmful( target );
				BreathDealDamage( target );
			}
		}

		public virtual void BreathDealDamage( Mobile target )
		{
			int physDamage = BreathPhysicalDamage;
			int fireDamage = BreathFireDamage;
			int coldDamage = BreathColdDamage;
			int poisDamage = BreathPoisonDamage;
			int nrgyDamage = BreathEnergyDamage;

			if ( physDamage == 0 && fireDamage == 0 && coldDamage == 0 && poisDamage == 0 && nrgyDamage == 0 )
			{ // Unresistable damage even in AOS
				target.Damage( BreathComputeDamage(), this );
			}
			else
			{
				AOS.Damage( target, this, BreathComputeDamage(), physDamage, fireDamage, coldDamage, poisDamage, nrgyDamage );
			}
		}

		public virtual int BreathComputeDamage()
		{
			return (int)(Hits * BreathDamageScalar);
		}
		#endregion

		private DateTime m_EndFlee;

		public DateTime EndFleeTime
		{
			get{ return m_EndFlee; }
			set{ m_EndFlee = value; }
		}

		public virtual void StopFlee()
		{
			m_EndFlee = DateTime.MinValue;
		}

		public virtual bool CheckFlee()
		{
			if ( m_EndFlee == DateTime.MinValue )
				return false;

			if ( DateTime.Now >= m_EndFlee )
			{
				StopFlee();
				return false;
			}

			return true;
		}

		public virtual void BeginFlee( TimeSpan maxDuration )
		{
			m_EndFlee = DateTime.Now + maxDuration;
		}

		public BaseAI AIObject{ get{ return m_AI; } }

		public const int MaxOwners = 5;

		public virtual OppositionGroup OppositionGroup
		{
			get{ return null; }
		}

		public ArrayList Friends{ get{ return m_Friends; } }

		public virtual bool AllowNewPetFriend
		{
			get{ return ( m_Friends == null || m_Friends.Count < 5 ); }
		}

		public virtual bool IsPetFriend( Mobile m )
		{
			return ( m_Friends != null && m_Friends.Contains( m ) );
		}

		public virtual void AddPetFriend( Mobile m )
		{
			if ( m_Friends == null )
				m_Friends = new ArrayList( 8 );

			m_Friends.Add( m );
		}

		public virtual void RemovePetFriend( Mobile m )
		{
			if ( m_Friends != null )
				m_Friends.Remove( m );
		}

		public virtual bool IsFriend( Mobile m )
		{
			OppositionGroup g = this.OppositionGroup;

			if ( g != null && g.IsEnemy( this, m ) )
				return false;

			if ( !(m is BaseCreature) )
				return false;

			BaseCreature c = (BaseCreature)m;

			return ( m_iTeam == c.m_iTeam && ( (m_bSummoned || m_bControled) == (c.m_bSummoned || c.m_bControled) ) );
		}

		public virtual bool IsEnemy( Mobile m )
		{
			OppositionGroup g = this.OppositionGroup;

			if ( g != null && g.IsEnemy( this, m ) )
				return true;

			if ( m is BaseGuard )
				return false;

			Faction ourFaction = FactionAllegiance;

			if ( ourFaction != null && Map == Faction.Facet )
			{
				Faction theirFaction = Faction.Find( m, true );

				if ( theirFaction == ourFaction )
					return false;
			}

			if ( !(m is BaseCreature) || m is Server.Engines.Quests.Haven.MilitiaFighter )
				return true;

			BaseCreature c = (BaseCreature)m;

			return ( m_iTeam != c.m_iTeam || ( (m_bSummoned || m_bControled) != (c.m_bSummoned || c.m_bControled) ) );
		}

		public override string ApplyNameSuffix( string suffix )
		{
			if ( IsParagon )
			{
				if ( suffix.Length == 0 )
					suffix = "(Paragon)";
				else
					suffix = String.Concat( suffix, " (Paragon)" );
			}

			return base.ApplyNameSuffix( suffix );
		}

		public virtual bool CheckControlChance( Mobile m )
		{
			return CheckControlChance( m, 0.0 );
		}

		public virtual bool CheckControlChance( Mobile m, double offset )
		{
			double v = GetControlChance( m ) + offset;

			if ( v > Utility.RandomDouble() )
				return true;

			PlaySound( GetAngerSound() );

			if ( Body.IsAnimal )
				Animate( 10, 5, 1, true, false, 0 );
			else if ( Body.IsMonster )
				Animate( 18, 5, 1, true, false, 0 );

			return false;
		}

		public virtual bool CanBeControlledBy( Mobile m )
		{
			return ( GetControlChance( m ) > 0.0 );
		}

		public virtual double GetControlChance( Mobile m )
		{
			if ( m_dMinTameSkill <= 29.1 || m_bSummoned || m.AccessLevel >= AccessLevel.GameMaster )
				return 1.0;

			double dMinTameSkill = m_dMinTameSkill;

			if ( dMinTameSkill > -24.9 && Server.SkillHandlers.AnimalTaming.CheckMastery( m, this ) )
				dMinTameSkill = -24.9;

			int taming = (int)(m.Skills[SkillName.AnimalTaming].Value * 10);
			int lore = (int)(m.Skills[SkillName.AnimalLore].Value * 10);
			int difficulty = (int)(dMinTameSkill * 10);
			int weighted = ((taming * 4) + lore) / 5;
			int bonus = weighted - difficulty;
			int chance;

			if ( bonus <= 0 )
				chance = 700 + (bonus * 14);
			else
				chance = 700 + (bonus * 6);

			if ( chance >= 0 && chance < 200 )
				chance = 200;
			else if ( chance > 990 )
				chance = 990;

			int loyaltyValue = 1;

			if ( m_Loyalty > PetLoyalty.Confused )
				loyaltyValue = (int)(m_Loyalty - PetLoyalty.Confused) * 10;

			chance -= (100 - loyaltyValue) * 10;

			return ( (double)chance / 10 );
		}

		private static Type[] m_AnimateDeadTypes = new Type[]
			{
				typeof( MoundOfMaggots ), typeof( HellSteed ), typeof( SkeletalMount ),
				typeof( WailingBanshee ), typeof( Wraith ), typeof( SkeletalDragon ),
				typeof( LichLord ), typeof( FleshGolem ), typeof( Lich ),
				typeof( SkeletalKnight ), typeof( BoneKnight ), typeof( Mummy ),
				typeof( SkeletalMage ), typeof( BoneMagi ), typeof( PatchworkSkeleton )
			};

		public virtual bool IsAnimatedDead
		{
			get
			{
				if ( !Summoned )
					return false;

				Type type = this.GetType();

				bool contains = false;

				for ( int i = 0; !contains && i < m_AnimateDeadTypes.Length; ++i )
					contains = ( type == m_AnimateDeadTypes[i] );

				return contains;
			}
		}

		public override void Damage( int amount, Mobile from )
		{
			int oldHits = this.Hits;

			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 );

			if ( SubdueBeforeTame && !Controled )
			{
				if ( (oldHits > (this.HitsMax / 10)) && (this.Hits <= (this.HitsMax / 10)) )
					PublicOverheadMessage( MessageType.Regular, 0x3B2, false, "* The creature has been beaten into subjugation! *" );
			}
		}

		public virtual bool DeleteCorpseOnDeath
		{
			get
			{
				return !Core.AOS && m_bSummoned;
			}
		}

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

			if ( isTeleport && m_AI != null )
				m_AI.OnTeleported();
		}

		public override void OnBeforeSpawn( Point3D location, Map m )
		{
			if ( Paragon.CheckConvert( this, location, m ) )
				IsParagon = true;

			base.OnBeforeSpawn( location, m );
		}

		public override ApplyPoisonResult ApplyPoison( Mobile from, Poison poison )
		{
			if ( !Alive || IsDeadPet )
				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 ( base.CheckPoisonImmunity( from, poison ) )
				return true;

			Poison p = this.PoisonImmune;

			return ( p != null && p.Level >= poison.Level );
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public PetLoyalty Loyalty
		{
			get
			{
				return m_Loyalty;
			}
			set
			{
				m_Loyalty = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public WayPoint CurrentWayPoint 
		{
			get
			{
				return m_CurrentWayPoint;
			}
			set
			{
				m_CurrentWayPoint = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public Point2D TargetLocation
		{
			get
			{
				return m_TargetLocation;
			}
			set
			{
				m_TargetLocation = value;
			}
		}

		public virtual Mobile ConstantFocus{ get{ return null; } }

		public virtual bool DisallowAllMoves
		{
			get
			{
				return false;
			}
		}

		public virtual bool InitialInnocent
		{
			get
			{
				return false;
			}
		}

		public virtual bool AlwaysMurderer
		{
			get
			{
				return false;
			}
		}

		public virtual bool AlwaysAttackable
		{
			get
			{
				return false;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public virtual int DamageMin{ get{ return m_DamageMin; } set{ m_DamageMin = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public virtual int DamageMax{ get{ return m_DamageMax; } set{ m_DamageMax = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public override int HitsMax
		{
			get
			{
				if ( m_HitsMax >= 0 )
					return m_HitsMax;

				return Str;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitsMaxSeed
		{
			get{ return m_HitsMax; }
			set{ m_HitsMax = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public override int StamMax
		{
			get
			{
				if ( m_StamMax >= 0 )
					return m_StamMax;

				return Dex;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int StamMaxSeed
		{
			get{ return m_StamMax; }
			set{ m_StamMax = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public override int ManaMax
		{
			get
			{
				if ( m_ManaMax >= 0 )
					return m_ManaMax;

				return Int;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int ManaMaxSeed
		{
			get{ return m_ManaMax; }
			set{ m_ManaMax = value; }
		}

		public virtual bool CanOpenDoors
		{
			get
			{
				return !this.Body.IsAnimal && !this.Body.IsSea;
			}
		}

		public virtual bool CanMoveOverObstacles
		{
			get
			{
				return Core.AOS || this.Body.IsMonster;
			}
		}

		public virtual bool CanDestroyObstacles
		{
			get
			{
				// to enable breaking of furniture, 'return CanMoveOverObstacles;'
				return false;
			}
		}

		public void Unpacify()
		{
			BardEndTime = DateTime.Now;
			BardPacified = false;
		}

		public override void OnDamage( int amount, Mobile from, bool willKill )
		{
			if ( BardPacified && (HitsMax - Hits) * 0.001 > Utility.RandomDouble() )
				Unpacify();

			WeightOverloading.FatigueOnDamage( this, amount );

			InhumanSpeech speechType = this.SpeechType;

			if ( speechType != null && !willKill )
				speechType.OnDamage( this, amount );

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

		public virtual void OnDamagedBySpell( Mobile from )
		{
		}

		public virtual void AlterDamageScalarFrom( Mobile caster, ref double scalar )
		{
		}

		public virtual void AlterDamageScalarTo( Mobile target, ref double scalar )
		{
		}

		public virtual void AlterSpellDamageFrom( Mobile from, ref int damage )
		{
		}

		public virtual void AlterSpellDamageTo( Mobile to, ref int damage )
		{
		}

		public virtual void AlterMeleeDamageFrom( Mobile from, ref int damage )
		{
		}

		public virtual void AlterMeleeDamageTo( Mobile to, ref int damage )
		{
		}

		public virtual void CheckReflect( Mobile caster, ref bool reflect )
		{
		}

		public virtual void OnCarve( Mobile from, Corpse corpse )
		{
			int feathers = Feathers;
			int wool = Wool;
			int meat = Meat;
			int hides = Hides;
			int scales = Scales;

			if ( (feathers == 0 && wool == 0 && meat == 0 && hides == 0 && scales == 0) || Summoned || IsBonded )
			{
				from.SendLocalizedMessage( 500485 ); // You see nothing useful to carve from the corpse.
			}
			else
			{
				if ( corpse.Map == Map.Felucca )
				{
					feathers *= 2;
					wool *= 2;
					hides *= 2;
				}

				new Blood( 0x122D ).MoveToWorld( corpse.Location, corpse.Map );

				if ( feathers != 0 )
				{
					corpse.DropItem( new Feather( feathers ) );
					from.SendLocalizedMessage( 500479 ); // You pluck the bird. The feathers are now on the corpse.
				}

				if ( wool != 0 )
				{
					corpse.DropItem( new Wool( wool ) );
					from.SendLocalizedMessage( 500483 ); // You shear it, and the wool is now on the corpse.
				}

				if ( meat != 0 )
				{
					if ( MeatType == MeatType.Ribs )
						corpse.DropItem( new RawRibs( meat ) );
					else if ( MeatType == MeatType.Bird )
						corpse.DropItem( new RawBird( meat ) );
					else if ( MeatType == MeatType.LambLeg )
						corpse.DropItem( new RawLambLeg( meat ) );

					from.SendLocalizedMessage( 500467 ); // You carve some meat, which remains on the corpse.
				}

				if ( hides != 0 )
				{
					if ( HideType == HideType.Regular )
						corpse.DropItem( new Hides( hides ) );
					else if ( HideType == HideType.Spined )
						corpse.DropItem( new SpinedHides( hides ) );
					else if ( HideType == HideType.Horned )
						corpse.DropItem( new HornedHides( hides ) );
					else if ( HideType == HideType.Barbed )
						corpse.DropItem( new BarbedHides( hides ) );
					else if ( HideType == HideType.Polar )
						corpse.DropItem( new PolarHides( hides ) );
					else if ( HideType == HideType.Synthetic )
						corpse.DropItem( new SyntheticHides( hides ) );
					else if ( HideType == HideType.BlazeL )
						corpse.DropItem( new BlazeHides( hides ) );
					else if ( HideType == HideType.Daemonic )
						corpse.DropItem( new DaemonicHides( hides ) );
					else if ( HideType == HideType.Shadow )
						corpse.DropItem( new ShadowHides( hides ) );
					else if ( HideType == HideType.Frost )
						corpse.DropItem( new FrostHides( hides ) );
					else if ( HideType == HideType.Ethereal )
						corpse.DropItem( new EtherealHides( hides ) );
                    from.SendLocalizedMessage( 500471 ); // You skin it, and the hides are now in the corpse.
				}

				if ( scales != 0 )
				{
					ScaleType sc = this.ScaleType;

					switch ( sc )
					{
						case ScaleType.Red:		corpse.DropItem( new RedScales( scales ) ); break;
						case ScaleType.Yellow:	corpse.DropItem( new YellowScales( scales ) ); break;
						case ScaleType.Black:	corpse.DropItem( new BlackScales( scales ) ); break;
						case ScaleType.Green:	corpse.DropItem( new GreenScales( scales ) ); break;
						case ScaleType.White:	corpse.DropItem( new WhiteScales( scales ) ); break;
						case ScaleType.Blue:	corpse.DropItem( new BlueScales( scales ) ); break;
//daat99 custom scales	2
						case ScaleType.Copper:	corpse.DropItem( new CopperScales( scales ) ); break;
						case ScaleType.Silver:	corpse.DropItem( new SilverScales( scales ) ); break;
						case ScaleType.Gold:	corpse.DropItem( new GoldScales( scales ) ); break;
//daat99 custom scales	2					
						case ScaleType.All:
						{
							corpse.DropItem( new RedScales( scales ) );
							corpse.DropItem( new YellowScales( scales ) );
							corpse.DropItem( new BlackScales( scales ) );
							corpse.DropItem( new GreenScales( scales ) );
							corpse.DropItem( new WhiteScales( scales ) );
							corpse.DropItem( new BlueScales( scales ) );
//daat99 custom scales	3
							corpse.DropItem( new CopperScales( scales ) );
							corpse.DropItem( new SilverScales( scales ) );
							corpse.DropItem( new GoldScales( scales ) );
//daat99 custom scales	3
							break;
						}
					}

					from.SendMessage( "You cut away some scales, but they remain on the corpse." );
				}

				corpse.Carved = true;

				if ( corpse.IsCriminalAction( from ) )
					from.CriminalAction( true );
			}
		}

		public const int DefaultRangePerception = 16;
		public const int OldRangePerception = 10;

		public BaseCreature(AIType ai,
			FightMode mode,
			int iRangePerception,
			int iRangeFight,
			double dActiveSpeed, 
			double dPassiveSpeed)
		{
			if ( iRangePerception == OldRangePerception )
				iRangePerception = DefaultRangePerception;

			m_Loyalty = PetLoyalty.WonderfullyHappy;

			m_CurrentAI = ai;
			m_DefaultAI = ai;

			m_iRangePerception = iRangePerception;
			m_iRangeFight = iRangeFight;
			
			m_FightMode = mode;

			m_iTeam = 0;

			SpeedInfo.GetSpeeds( this, ref dActiveSpeed, ref dPassiveSpeed );

			m_dActiveSpeed = dActiveSpeed;
			m_dPassiveSpeed = dPassiveSpeed;
			m_dCurrentSpeed = dPassiveSpeed;

			m_bDebugAI = false;

			m_arSpellAttack = new ArrayList();
			m_arSpellDefense = new ArrayList();

			m_bControled = false;
			m_ControlMaster = null;
			m_ControlTarget = null;
			m_ControlOrder = OrderType.None;

			m_bTamable = false;

			m_Owners = new ArrayList();

			m_NextReaquireTime = DateTime.Now + ReaquireDelay;

			ChangeAIType(AI);

			InhumanSpeech speechType = this.SpeechType;

			if ( speechType != null )
				speechType.OnConstruct( this );

			GenerateLoot( true );
		}

		public BaseCreature( Serial serial ) : base( serial )
		{
			m_arSpellAttack = new ArrayList();
			m_arSpellDefense = new ArrayList();

			m_bDebugAI = false;
		}

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

			writer.Write( (int) 13 ); // version

			writer.Write( (int)m_CurrentAI );
			writer.Write( (int)m_DefaultAI );

			writer.Write( (int)m_iRangePerception );
			writer.Write( (int)m_iRangeFight );

			writer.Write( (int)m_iTeam );

			writer.Write( (double)m_dActiveSpeed );
			writer.Write( (double)m_dPassiveSpeed );
			writer.Write( (double)m_dCurrentSpeed );

			writer.Write( (int) m_pHome.X );
			writer.Write( (int) m_pHome.Y );
			writer.Write( (int) m_pHome.Z );

			// Version 1
			writer.Write( (int) m_iRangeHome );

			int i=0;

			writer.Write( (int) m_arSpellAttack.Count );
			for ( i=0; i< m_arSpellAttack.Count; i++ )
			{
				writer.Write( m_arSpellAttack[i].ToString() );
			}

			writer.Write( (int) m_arSpellDefense.Count );
			for ( i=0; i< m_arSpellDefense.Count; i++ )
			{
				writer.Write( m_arSpellDefense[i].ToString() );
			}

			// Version 2
			writer.Write( (int) m_FightMode );

			writer.Write( (bool) m_bControled );
			writer.Write( (Mobile) m_ControlMaster );
			writer.Write( (Mobile) m_ControlTarget );
			writer.Write( (Point3D) m_ControlDest );
			writer.Write( (int) m_ControlOrder );
			writer.Write( (double) m_dMinTameSkill );
			// Removed in version 9
			//writer.Write( (double) m_dMaxTameSkill );
			writer.Write( (bool) m_bTamable );
			writer.Write( (bool) m_bSummoned );

			if ( m_bSummoned )
				writer.WriteDeltaTime( m_SummonEnd );

			writer.Write( (int) m_iControlSlots );

			// Version 3
			writer.Write( (int)m_Loyalty );

			// Version 4 
			writer.Write( m_CurrentWayPoint );

			// Verison 5
			writer.Write( m_SummonMaster );

			// Version 6
			writer.Write( (int) m_HitsMax );
			writer.Write( (int) m_StamMax );
			writer.Write( (int) m_ManaMax );
			writer.Write( (int) m_DamageMin );
			writer.Write( (int) m_DamageMax );

			// Version 7
			writer.Write( (int) m_PhysicalResistance );
			writer.Write( (int) m_PhysicalDamage );

			writer.Write( (int) m_FireResistance );
			writer.Write( (int) m_FireDamage );

			writer.Write( (int) m_ColdResistance );
			writer.Write( (int) m_ColdDamage );

			writer.Write( (int) m_PoisonResistance );
			writer.Write( (int) m_PoisonDamage );

			writer.Write( (int) m_EnergyResistance );
			writer.Write( (int) m_EnergyDamage );

			// Version 8
			writer.WriteMobileList( m_Owners, true );

			// Version 10
			writer.Write( (bool) m_IsDeadPet );
			writer.Write( (bool) m_IsBonded );
			writer.Write( (DateTime) m_BondingBegin );
			writer.Write( (DateTime) m_OwnerAbandonTime );

			// Version 11
			writer.Write( (bool) m_HasGeneratedLoot );

			// Version 12
			writer.Write( (bool) m_Paragon );

			// Version 13
			writer.Write( (bool) ( m_Friends != null && m_Friends.Count > 0 ) );

			if ( m_Friends != null && m_Friends.Count > 0 )
				writer.WriteMobileList( m_Friends, true );
		}

		private static double[] m_StandardActiveSpeeds = new double[]
			{
				0.175, 0.1, 0.15, 0.2, 0.25, 0.3, 0.4, 0.5, 0.6, 0.8
			};

		private static double[] m_StandardPassiveSpeeds = new double[]
			{
				0.350, 0.2, 0.4, 0.5, 0.6, 0.8, 1.0, 1.2, 1.6, 2.0
			};

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

			int version = reader.ReadInt();

			m_CurrentAI = (AIType)reader.ReadInt();
			m_DefaultAI = (AIType)reader.ReadInt();

			m_iRangePerception = reader.ReadInt();
			m_iRangeFight = reader.ReadInt();

			m_iTeam = reader.ReadInt();

			m_dActiveSpeed = reader.ReadDouble();
			m_dPassiveSpeed = reader.ReadDouble();
			m_dCurrentSpeed = reader.ReadDouble();

			double activeSpeed = m_dActiveSpeed;
			double passiveSpeed = m_dPassiveSpeed;

			SpeedInfo.GetSpeeds( this, ref activeSpeed, ref passiveSpeed );

			bool isStandardActive = false;
			for ( int i = 0; !isStandardActive && i < m_StandardActiveSpeeds.Length; ++i )
				isStandardActive = ( m_dActiveSpeed == m_StandardActiveSpeeds[i] );

			bool isStandardPassive = false;
			for ( int i = 0; !isStandardPassive && i < m_StandardPassiveSpeeds.Length; ++i )
				isStandardPassive = ( m_dPassiveSpeed == m_StandardPassiveSpeeds[i] );

			if ( isStandardActive && m_dCurrentSpeed == m_dActiveSpeed )
				m_dCurrentSpeed = activeSpeed;
			else if ( isStandardPassive && m_dCurrentSpeed == m_dPassiveSpeed )
				m_dCurrentSpeed = passiveSpeed;

			if ( isStandardActive )
				m_dActiveSpeed = activeSpeed;

			if ( isStandardPassive )
				m_dPassiveSpeed = passiveSpeed;

			if ( m_iRangePerception == OldRangePerception )
				m_iRangePerception = DefaultRangePerception;

			m_pHome.X = reader.ReadInt();
			m_pHome.Y = reader.ReadInt();
			m_pHome.Z = reader.ReadInt();

			if ( version >= 1 )
			{
				m_iRangeHome = reader.ReadInt();

				int i, iCount;
				
				iCount = reader.ReadInt();
				for ( i=0; i< iCount; i++ )
				{
					string str = reader.ReadString();
					Type type = Type.GetType( str );

					if ( type != null )
					{
						m_arSpellAttack.Add( type );
					}
				}

				iCount = reader.ReadInt();
				for ( i=0; i< iCount; i++ )
				{
					string str = reader.ReadString();
					Type type = Type.GetType( str );

					if ( type != null )
					{
						m_arSpellDefense.Add( type );
					}			
				}
			}
			else
			{
				m_iRangeHome = 0;
			}

			if ( version >= 2 )
			{
				m_FightMode = ( FightMode )reader.ReadInt();

				m_bControled = reader.ReadBool();
				m_ControlMaster = reader.ReadMobile();
				m_ControlTarget = reader.ReadMobile();
				m_ControlDest = reader.ReadPoint3D();
				m_ControlOrder = (OrderType) reader.ReadInt();

				m_dMinTameSkill = reader.ReadDouble();

				if ( version < 9 )
					reader.ReadDouble();

				m_bTamable = reader.ReadBool();
				m_bSummoned = reader.ReadBool();

				if ( m_bSummoned )
				{
					m_SummonEnd = reader.ReadDeltaTime();
					new UnsummonTimer( m_ControlMaster, this, m_SummonEnd - DateTime.Now ).Start();
				}

				m_iControlSlots = reader.ReadInt();
			}
			else
			{
				m_FightMode = FightMode.Closest;

				m_bControled = false;
				m_ControlMaster = null;
				m_ControlTarget = null;
				m_ControlOrder = OrderType.None;
			}

			if ( version >= 3 )
				m_Loyalty = (PetLoyalty)reader.ReadInt();
			else
				m_Loyalty = PetLoyalty.WonderfullyHappy;

			if ( version >= 4 )
				m_CurrentWayPoint = reader.ReadItem() as WayPoint;

			if ( version >= 5 )
				m_SummonMaster = reader.ReadMobile();

			if ( version >= 6 )
			{
				m_HitsMax = reader.ReadInt();
				m_StamMax = reader.ReadInt();
				m_ManaMax = reader.ReadInt();
				m_DamageMin = reader.ReadInt();
				m_DamageMax = reader.ReadInt();
			}

			if ( version >= 7 )
			{
				m_PhysicalResistance = reader.ReadInt();
				m_PhysicalDamage = reader.ReadInt();

				m_FireResistance = reader.ReadInt();
				m_FireDamage = reader.ReadInt();

				m_ColdResistance = reader.ReadInt();
				m_ColdDamage = reader.ReadInt();

				m_PoisonResistance = reader.ReadInt();
				m_PoisonDamage = reader.ReadInt();

				m_EnergyResistance = reader.ReadInt();
				m_EnergyDamage = reader.ReadInt();
			}

			if ( version >= 8 )
				m_Owners = reader.ReadMobileList();
			else
				m_Owners = new ArrayList();

			if ( version >= 10 )
			{
				m_IsDeadPet = reader.ReadBool();
				m_IsBonded = reader.ReadBool();
				m_BondingBegin = reader.ReadDateTime();
				m_OwnerAbandonTime = reader.ReadDateTime();
			}

			if ( version >= 11 )
				m_HasGeneratedLoot = reader.ReadBool();
			else
				m_HasGeneratedLoot = true;

			if ( version >= 12 )
				m_Paragon = reader.ReadBool();
			else
				m_Paragon = false;

			if ( version >= 13 && reader.ReadBool() )
				m_Friends = reader.ReadMobileList();
			else if ( version < 13 && m_ControlOrder >= OrderType.Unfriend )
				++m_ControlOrder;

			CheckStatTimers();

			ChangeAIType(m_CurrentAI);

			AddFollowers();

			if ( IsAnimatedDead )
				Spells.Necromancy.AnimateDeadSpell.Register( m_SummonMaster, this );
		}

		public virtual bool IsHumanInTown()
		{
			return ( Body.IsHuman && Region is Regions.GuardedRegion );
		}

		public virtual bool CheckGold( Mobile from, Item dropped )
		{
			if ( dropped is Gold )
				return OnGoldGiven( from, (Gold)dropped );

			return false;
		}

		public virtual bool OnGoldGiven( Mobile from, Gold dropped )
		{
			if ( CheckTeachingMatch( from ) )
			{
				if ( Teach( m_Teaching, from, dropped.Amount, true ) )
				{
					dropped.Delete();
					return true;
				}
			}
			else if ( IsHumanInTown() )
			{
				Direction = GetDirectionTo( from );

				int oldSpeechHue = this.SpeechHue;

				this.SpeechHue = 0x23F;
				SayTo( from, "Thou art giving me gold?" );

				if ( dropped.Amount >= 400 )
					SayTo( from, "'Tis a noble gift." );
				else
					SayTo( from, "Money is always welcome." );

				this.SpeechHue = 0x3B2;
				SayTo( from, 501548 ); // I thank thee.

				this.SpeechHue = oldSpeechHue;

				dropped.Delete();
				return true;
			}

			return false;
		}

		public override bool ShouldCheckStatTimers{ get{ return false; } }

		private static Type[] m_Eggs = new Type[]
			{
				typeof( FriedEggs ), typeof( Eggs )
			};

		private static Type[] m_Fish = new Type[]
			{
				typeof( FishSteak ), typeof( RawFishSteak )
			};

		private static Type[] m_GrainsAndHay = new Type[]
			{
				typeof( BreadLoaf ), typeof( FrenchBread )
			};

		private static Type[] m_Meat = new Type[]
			{
				/* Cooked */
				typeof( Bacon ), typeof( CookedBird ), typeof( Sausage ),
				typeof( Ham ), typeof( Ribs ), typeof( LambLeg ),
				typeof( ChickenLeg ),

				/* Uncooked */
				typeof( RawBird ), typeof( RawRibs ), typeof( RawLambLeg ),
				typeof( RawChickenLeg ),

				/* Body Parts */
				typeof( Head ), typeof( LeftArm ), typeof( LeftLeg ),
				typeof( Torso ), typeof( RightArm ), typeof( RightLeg )
			};

		private static Type[] m_FruitsAndVegies = new Type[]
			{
				typeof( HoneydewMelon ), typeof( YellowGourd ), typeof( GreenGourd ),
				typeof( Banana ), typeof( Bananas ), typeof( Lemon ), typeof( Lime ),
				typeof( Dates ), typeof( Grapes ), typeof( Peach ), typeof( Pear ),
				typeof( Apple ), typeof( Watermelon ), typeof( Squash ),
				typeof( Cantaloupe ), typeof( Carrot ), typeof( Cabbage ),
				typeof( Onion ), typeof( Lettuce ), typeof( Pumpkin )
			};

		private static Type[] m_Gold = new Type[]
			{
				// white wyrms eat gold..
				typeof( Gold )
			};

		public virtual bool CheckFoodPreference( Item f )
		{
			if ( CheckFoodPreference( f, FoodType.Eggs, m_Eggs ) )
				return true;

			if ( CheckFoodPreference( f, FoodType.Fish, m_Fish ) )
				return true;

			if ( CheckFoodPreference( f, FoodType.GrainsAndHay, m_GrainsAndHay ) )
				return true;

			if ( CheckFoodPreference( f, FoodType.Meat, m_Meat ) )
				return true;

			if ( CheckFoodPreference( f, FoodType.FruitsAndVegies, m_FruitsAndVegies ) )
				return true;

			if ( CheckFoodPreference( f, FoodType.Gold, m_Gold ) )
				return true;

			return false;
		}

		public virtual bool CheckFoodPreference( Item fed, FoodType type, Type[] types )
		{
			if ( (FavoriteFood & type) == 0 )
				return false;

			Type fedType = fed.GetType();
			bool contains = false;

			for ( int i = 0; !contains && i < types.Length; ++i )
				contains = ( fedType == types[i] );

			return contains;
		}

		public virtual bool CheckFeed( Mobile from, Item dropped )
		{
			if ( !IsDeadPet && Controled && (ControlMaster == from || IsPetFriend( from )) && (dropped is Food || dropped is Gold || dropped is CookableFood || dropped is Head || dropped is LeftArm || dropped is LeftLeg || dropped is Torso || dropped is RightArm || dropped is RightLeg) )
			{
				Item f = dropped;

				if ( CheckFoodPreference( f ) )
				{
					int amount = f.Amount;

					if ( amount > 0 )
					{
						bool happier = false;

						int stamGain;

						if ( f is Gold )
							stamGain = amount - 50;
						else
							stamGain = (amount * 15) - 50;

						if ( stamGain > 0 )
							Stam += stamGain;

						for ( int i = 0; i < amount; ++i )
						{
							if ( m_Loyalty < PetLoyalty.WonderfullyHappy && 0.5 >= Utility.RandomDouble() )
							{
								++m_Loyalty;
								happier = true;
							}
						}

						if ( happier )
							SayTo( from, 502060 ); // Your pet looks happier.

						if ( Body.IsAnimal )
							Animate( 3, 5, 1, true, false, 0 );
						else if ( Body.IsMonster )
							Animate( 17, 5, 1, true, false, 0 );

						if ( IsBondable && !IsBonded )
						{
							Mobile master = m_ControlMaster;

							if ( master != null )
							{
								if ( m_dMinTameSkill <= 29.1 || master.Skills[SkillName.AnimalTaming].Value >= m_dMinTameSkill || this is SwampDragon || this is Ridgeback || this is SavageRidgeback )
								{
									if ( BondingBegin == DateTime.MinValue )
									{
										BondingBegin = DateTime.Now;
									}
									else if ( (BondingBegin + BondingDelay) <= DateTime.Now )
									{
										IsBonded = true;
										BondingBegin = DateTime.MinValue;
										from.SendLocalizedMessage( 1049666 ); // Your pet has bonded with you!
									}
								}
							}
						}

						dropped.Delete();
						return true;
					}
				}
			}

			return false;
		}

		public virtual void OnActionWander()
		{
		}

		public virtual void OnActionCombat()
		{
		}

		public virtual void OnActionGuard()
		{
		}

		public virtual void OnActionFlee()
		{
		}

		public virtual void OnActionInteract()
		{
		}

		public virtual void OnActionBackoff()
		{
		}

		public override bool OnDragDrop( Mobile from, Item dropped )
		{
			if ( CheckFeed( from, dropped ) )
				return true;
			else if ( CheckGold( from, dropped ) )
				return true;

			return base.OnDragDrop( from, dropped );
		}

		public virtual void ChangeAIType(AIType NewAI)
		{
			if ( m_AI != null )
				m_AI.m_Timer.Stop();

			m_AI = null;

			if ( this is BaseFactionGuard )
			{
				m_AI = new FactionGuardAI( (BaseFactionGuard) this );
				return;
			}

			switch (NewAI)
			{
				case AIType.AI_Melee:
					m_AI = new MeleeAI(this);
					break;
				case AIType.AI_Animal:
					m_AI = new AnimalAI(this);
					break;
				case AIType.AI_Berserk:
					m_AI = new BerserkAI(this);
					break;
				case AIType.AI_Archer:
					m_AI = new ArcherAI(this);
					break;
				case AIType.AI_Healer:
					m_AI = new HealerAI(this);
					break;
				case AIType.AI_Vendor:
					m_AI = new VendorAI(this);
					break;
				case AIType.AI_Mage:
					m_AI = new MageAI(this);
					break;
				case AIType.AI_Predator:
					//m_AI = new PredatorAI(this);
					m_AI = new MeleeAI(this);
					break;
				case AIType.AI_Thief:
					m_AI = new ThiefAI(this);
					break;
			}
		}

		public virtual void ChangeAIToDefault()
		{
			ChangeAIType(m_DefaultAI);
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public AIType AI
		{
			get
			{
				return m_CurrentAI;
			}
			set
			{
				m_CurrentAI = value;

				if (m_CurrentAI == AIType.AI_Use_Default)
				{
					m_CurrentAI = m_DefaultAI;
				}
				
				ChangeAIType(m_CurrentAI);
			}
		}

		[CommandProperty( AccessLevel.Administrator )]
		public bool Debug
		{
			get
			{
				return m_bDebugAI;
			}
			set
			{
				m_bDebugAI = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int Team
		{
			get
			{
				return m_iTeam;
			}
			set
			{
				m_iTeam = value;
				
				OnTeamChange();
			}
		}

		public virtual void OnTeamChange()
		{
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public Mobile FocusMob
		{
			get
			{
				return m_FocusMob;
			}
			set
			{
				m_FocusMob = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public FightMode FightMode
		{
			get
			{
				return m_FightMode;
			}
			set
			{
				m_FightMode = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int RangePerception
		{
			get
			{
				return m_iRangePerception;
			}
			set
			{
				m_iRangePerception = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int RangeFight
		{
			get
			{
				return m_iRangeFight;
			}
			set
			{
				m_iRangeFight = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int RangeHome
		{
			get
			{
				return m_iRangeHome;
			}
			set
			{
				m_iRangeHome = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public double ActiveSpeed
		{
			get
			{
				return m_dActiveSpeed;
			}
			set
			{
				m_dActiveSpeed = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public double PassiveSpeed
		{
			get
			{
				return m_dPassiveSpeed;
			}
			set
			{
				m_dPassiveSpeed = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public double CurrentSpeed
		{
			get
			{
				return m_dCurrentSpeed;
			}
			set
			{
				if ( m_dCurrentSpeed != value )
				{
					m_dCurrentSpeed = value;

					if (m_AI != null)
						m_AI.OnCurrentSpeedChanged();
				}
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public Point3D Home
		{
			get
			{
				return m_pHome;
			}
			set
			{
				m_pHome = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool Controled
		{
			get
			{
				return m_bControled;
			}
			set
			{
				if ( m_bControled == value )
					return;

				m_bControled = value;
				Delta( MobileDelta.Noto );

				InvalidateProperties();
			}
		}

		public override void RevealingAction()
		{
			Spells.Sixth.InvisibilitySpell.RemoveTimer( this );

			base.RevealingAction();
		}

		public void RemoveFollowers()
		{
			if ( m_ControlMaster != null )
				m_ControlMaster.Followers -= ControlSlots;
			else if ( m_SummonMaster != null )
				m_SummonMaster.Followers -= ControlSlots;

			if ( m_ControlMaster != null && m_ControlMaster.Followers < 0 )
				m_ControlMaster.Followers = 0;

			if ( m_SummonMaster != null && m_SummonMaster.Followers < 0 )
				m_SummonMaster.Followers = 0;
		}

		public void AddFollowers()
		{
			if ( m_ControlMaster != null )
				m_ControlMaster.Followers += ControlSlots;
			else if ( m_SummonMaster != null )
				m_SummonMaster.Followers += ControlSlots;
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public Mobile ControlMaster
		{
			get
			{
				return m_ControlMaster;
			}
			set
			{
				if ( m_ControlMaster == value )
					return;

				RemoveFollowers();
				m_ControlMaster = value;
				AddFollowers();

				Delta( MobileDelta.Noto );
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public Mobile SummonMaster
		{
			get
			{
				return m_SummonMaster;
			}
			set
			{
				if ( m_SummonMaster == value )
					return;

				RemoveFollowers();
				m_SummonMaster = value;
				AddFollowers();

				Delta( MobileDelta.Noto );
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public Mobile ControlTarget
		{
			get
			{
				return m_ControlTarget;
			}
			set
			{
				m_ControlTarget = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public Point3D ControlDest
		{
			get
			{
				return m_ControlDest;
			}
			set
			{
				m_ControlDest = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public OrderType ControlOrder
		{
			get
			{
				return m_ControlOrder;
			}
			set
			{
				m_ControlOrder = value;

				if ( m_AI != null )
					m_AI.OnCurrentOrderChanged();
			}
		}

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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public Mobile BardMaster
		{
			get
			{
				return m_bBardMaster;
			}
			set
			{
				m_bBardMaster = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public Mobile BardTarget
		{
			get
			{
				return m_bBardTarget;
			}
			set
			{
				m_bBardTarget = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public DateTime BardEndTime
		{
			get
			{
				return m_timeBardEnd;
			}
			set
			{
				m_timeBardEnd = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public double MinTameSkill
		{
			get
			{
				return m_dMinTameSkill;
			}
			set
			{
				m_dMinTameSkill = value;
			}
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool Tamable
		{
			get
			{
				return m_bTamable && !m_Paragon;
			}
			set
			{
				m_bTamable = value;
			}
		}

		[CommandProperty( AccessLevel.Administrator )]
		public bool Summoned
		{
			get
			{
				return m_bSummoned;
			}
			set
			{
				if ( m_bSummoned == value )
					return;

				m_NextReaquireTime = DateTime.Now;

				m_bSummoned = value;
				Delta( MobileDelta.Noto );

				InvalidateProperties();
			}
		}

		[CommandProperty( AccessLevel.Administrator )]
		public int ControlSlots
		{
			get
			{
				return m_iControlSlots;
			}
			set
			{
				m_iControlSlots = value;
			}
		}

		public virtual bool NoHouseRestrictions{ get{ return false; } }
		public virtual bool IsHouseSummonable{ get{ return false; } }

		public virtual int Feathers{ get{ return 0; } }
		public virtual int Wool{ get{ return 0; } }

		public virtual MeatType MeatType{ get{ return MeatType.Ribs; } }
		public virtual int Meat{ get{ return 0; } }

		public virtual int Hides{ get{ return 0; } }
		public virtual HideType HideType{ get{ return HideType.Regular; } }

		public virtual int Scales{ get{ return 0; } }
		public virtual ScaleType ScaleType{ get{ return ScaleType.Red; } }

		public virtual bool AutoDispel{ get{ return false; } }

		public virtual bool IsScaryToPets{ get{ return false; } }
		public virtual bool IsScaredOfScaryThings{ get{ return true; } }

		public virtual bool CanRummageCorpses{ get{ return false; } }

		public virtual void OnGotMeleeAttack( Mobile attacker )
		{
			if ( AutoDispel && attacker is BaseCreature && ((BaseCreature)attacker).Summoned && !((BaseCreature)attacker).IsAnimatedDead )
				Dispel( attacker );
		}

		public virtual void Dispel( Mobile m )
		{
			Effects.SendLocationParticles( EffectItem.Create( m.Location, m.Map, EffectItem.DefaultDuration ), 0x3728, 8, 20, 5042 );
			Effects.PlaySound( m, m.Map, 0x201 );

			m.Delete();
		}

		public virtual bool DeleteOnRelease{ get{ return m_bSummoned; } }

		public virtual void OnGaveMeleeAttack( Mobile defender )
		{
			Poison p = HitPoison;
			
			if ( m_Paragon )
				p = PoisonImpl.IncreaseLevel( p );

			if ( p != null && HitPoisonChance >= Utility.RandomDouble() )
				defender.ApplyPoison( this, p );

			if ( AutoDispel && defender is BaseCreature && ((BaseCreature)defender).Summoned && !((BaseCreature)defender).IsAnimatedDead )
				Dispel( defender );
		}

		public override void OnAfterDelete()
		{
			if ( m_AI != null )
			{
				if ( m_AI.m_Timer != null )
					m_AI.m_Timer.Stop();

				m_AI = null;
			}

			FocusMob = null;

			if ( IsAnimatedDead )
				Spells.Necromancy.AnimateDeadSpell.Unregister( m_SummonMaster, this );

			base.OnAfterDelete();
		}

		public void DebugSay( string text )
		{
			if ( m_bDebugAI )
				this.PublicOverheadMessage( MessageType.Regular, 41, false, text );
		}

		public void DebugSay( string format, params object[] args )
		{
			if ( m_bDebugAI )
				this.PublicOverheadMessage( MessageType.Regular, 41, false, String.Format( format, args ) );
		}

		/*
		 * Will need to be givent a better name
		 * 
		 * This function can be overriden.. so a "Strongest" mobile, can have a different definition depending
		 * on who check for value
		 * -Could add a FightMode.Prefered
		 * 
		 */
		public virtual double GetValueFrom( Mobile m, FightMode acqType, bool bPlayerOnly )
		{
			if ( ( bPlayerOnly && m.Player ) ||  !bPlayerOnly )
			{
				switch( acqType )
				{
					case FightMode.Strongest : 
						return (m.Skills[SkillName.Tactics].Value + m.Str); //returns strongest mobile

					case FightMode.Weakest : 
						return -m.Hits; // returns weakest mobile

					default : 
						return -GetDistanceToSqrt( m ); // returns closest mobile
				}
			}
			else
			{
				return double.MinValue;
			}
		}

		// Turn, - for let, + for right
		// Basic for now, need works
		public virtual void Turn(int iTurnSteps)
		{
			int v = (int)Direction;

			Direction = (Direction)((((v & 0x7) + iTurnSteps) & 0x7) | (v & 0x80));
		}

		public virtual void TurnInternal(int iTurnSteps)
		{
			int v = (int)Direction;

			SetDirection( (Direction)((((v & 0x7) + iTurnSteps) & 0x7) | (v & 0x80)) );
		}

		public bool IsHurt()
		{
			return ( Hits != HitsMax );
		}

		public double GetHomeDistance()
		{
			return GetDistanceToSqrt( m_pHome );
		}

		public virtual int GetTeamSize(int iRange)
		{
			int iCount = 0;

			foreach ( Mobile m in this.GetMobilesInRange( iRange ) )
			{
				if (m is BaseCreature)
				{
					if ( ((BaseCreature)m).Team == Team )
					{
						if ( !m.Deleted )
						{
							if ( m != this )
							{
								if ( CanSee( m ) )
								{
									iCount++;
								}
							}
						}
					}
				}
			}
			
			return iCount;
		}

		// Do my combatant is attaking me??
		public bool IsCombatantAnAgressor()
		{
			if (Combatant != null)
			{
				if (Combatant.Combatant == this)
				{
					return true;
				}
			}
			return false;
		}

		private class TameEntry : ContextMenuEntry
		{
			private BaseCreature m_Mobile;

			public TameEntry( Mobile from, BaseCreature creature ) : base( 6130, 6 )
			{
				m_Mobile = creature;

				Enabled = Enabled && ( from.Female ? creature.AllowFemaleTamer : creature.AllowMaleTamer );
			}

			public override void OnClick()
			{
				if ( !Owner.From.CheckAlive() )
					return;

				Owner.From.TargetLocked = true;
				SkillHandlers.AnimalTaming.DisableMessage = true;

				if ( Owner.From.UseSkill( SkillName.AnimalTaming ) )
					Owner.From.Target.Invoke( Owner.From, m_Mobile );

				SkillHandlers.AnimalTaming.DisableMessage = false;
				Owner.From.TargetLocked = false;
			}
		}

		public virtual bool CanTeach{ get{ return false; } }

		public virtual bool CheckTeach( SkillName skill, Mobile from )
		{
			if ( !CanTeach )
				return false;

			if ( skill == SkillName.Stealth && from.Skills[SkillName.Hiding].Base < 80.0 )
				return false;

			if ( skill == SkillName.RemoveTrap && (from.Skills[SkillName.Lockpicking].Base < 50.0 || from.Skills[SkillName.DetectHidden].Base < 50.0) )
				return false;

			if ( !Core.AOS && (skill == SkillName.Focus || skill == SkillName.Chivalry || skill == SkillName.Necromancy) )
				return false;

			return true;
		}

		public enum TeachResult
		{
			Success,
			Failure,
			KnowsMoreThanMe,
			KnowsWhatIKnow,
			SkillNotRaisable,
			NotEnoughFreePoints
		}

		public virtual TeachResult CheckTeachSkills( SkillName skill, Mobile m, int maxPointsToLearn, ref int pointsToLearn, bool doTeach )
		{
			if ( !CheckTeach( skill, m ) || !m.CheckAlive() )
				return TeachResult.Failure;

			Skill ourSkill = Skills[skill];
			Skill theirSkill = m.Skills[skill];

			if ( ourSkill == null || theirSkill == null )
				return TeachResult.Failure;

			int baseToSet = ourSkill.BaseFixedPoint / 3;

			if ( baseToSet > 420 )
				baseToSet = 420;
			else if ( baseToSet < 200 )
				return TeachResult.Failure;

			if ( baseToSet > theirSkill.CapFixedPoint )
				baseToSet = theirSkill.CapFixedPoint;

			pointsToLearn = baseToSet - theirSkill.BaseFixedPoint;

			if ( maxPointsToLearn > 0 && pointsToLearn > maxPointsToLearn )
			{
				pointsToLearn = maxPointsToLearn;
				baseToSet = theirSkill.BaseFixedPoint + pointsToLearn;
			}

			if ( pointsToLearn < 0 )
				return TeachResult.KnowsMoreThanMe;

			if ( pointsToLearn == 0 )
				return TeachResult.KnowsWhatIKnow;

			if ( theirSkill.Lock != SkillLock.Up )
				return TeachResult.SkillNotRaisable;

			int freePoints = m.Skills.Cap - m.Skills.Total;
			int freeablePoints = 0;

			if ( freePoints < 0 )
				freePoints = 0;

			for ( int i = 0; (freePoints + freeablePoints) < pointsToLearn && i < m.Skills.Length; ++i )
			{
				Skill sk = m.Skills[i];

				if ( sk == theirSkill || sk.Lock != SkillLock.Down )
					continue;

				freeablePoints += sk.BaseFixedPoint;
			}

			if ( (freePoints + freeablePoints) == 0 )
				return TeachResult.NotEnoughFreePoints;

			if ( (freePoints + freeablePoints) < pointsToLearn )
			{
				pointsToLearn = freePoints + freeablePoints;
				baseToSet = theirSkill.BaseFixedPoint + pointsToLearn;
			}

			if ( doTeach )
			{
				int need = pointsToLearn - freePoints;

				for ( int i = 0; need > 0 && i < m.Skills.Length; ++i )
				{
					Skill sk = m.Skills[i];

					if ( sk == theirSkill || sk.Lock != SkillLock.Down )
						continue;

					if ( sk.BaseFixedPoint < need )
					{
						need -= sk.BaseFixedPoint;
						sk.BaseFixedPoint = 0;
					}
					else
					{
						sk.BaseFixedPoint -= need;
						need = 0;
					}
				}

				/* Sanity check */
				if ( baseToSet > theirSkill.CapFixedPoint || (m.Skills.Total - theirSkill.BaseFixedPoint + baseToSet) > m.Skills.Cap )
					return TeachResult.NotEnoughFreePoints;

				theirSkill.BaseFixedPoint = baseToSet;
			}

			return TeachResult.Success;
		}

		public virtual bool CheckTeachingMatch( Mobile m )
		{
			if ( m_Teaching == (SkillName)(-1) )
				return false;

			if ( m is PlayerMobile )
				return ( ((PlayerMobile)m).Learning == m_Teaching );

			return true;
		}

		private SkillName m_Teaching = (SkillName)(-1);

		public virtual bool Teach( SkillName skill, Mobile m, int maxPointsToLearn, bool doTeach )
		{
			int pointsToLearn = 0;
			TeachResult res = CheckTeachSkills( skill, m, maxPointsToLearn, ref pointsToLearn, doTeach );

			switch ( res )
			{
				case TeachResult.KnowsMoreThanMe:
				{
					Say( 501508 ); // I cannot teach thee, for thou knowest more than I!
					break;
				}
				case TeachResult.KnowsWhatIKnow:
				{
					Say( 501509 ); // I cannot teach thee, for thou knowest all I can teach!
					break;
				}
				case TeachResult.NotEnoughFreePoints:
				case TeachResult.SkillNotRaisable:
				{
					// Make sure this skill is marked to raise. If you are near the skill cap (700 points) you may need to lose some points in another skill first.
					m.SendLocalizedMessage( 501510, "", 0x22 );
					break;
				}
				case TeachResult.Success:
				{
					if ( doTeach )
					{
						Say( 501539 ); // Let me show thee something of how this is done.
						m.SendLocalizedMessage( 501540 ); // Your skill level increases.

						m_Teaching = (SkillName)(-1);

						if ( m is PlayerMobile )
							((PlayerMobile)m).Learning = (SkillName)(-1);
					}
					else
					{
						// I will teach thee all I know, if paid the amount in full.  The price is:
						Say( 1019077, AffixType.Append, String.Format( " {0}", pointsToLearn ), "" );
						Say( 1043108 ); // For less I shall teach thee less.

						m_Teaching = skill;

						if ( m is PlayerMobile )
							((PlayerMobile)m).Learning = skill;
					}

					return true;
				}
			}

			return false;
		}

		public override void AggressiveAction( Mobile aggressor, bool criminal )
		{
			base.AggressiveAction( aggressor, criminal );

			if ( m_AI != null )
				m_AI.OnAggressiveAction( aggressor );

			StopFlee();

			ForceReaquire();

			OrderType ct = m_ControlOrder;

			if ( aggressor.ChangingCombatant && (m_bControled || m_bSummoned) && (ct == OrderType.Come || ct == OrderType.Stay || ct == OrderType.Stop || ct == OrderType.None || ct == OrderType.Follow) )
			{
				ControlTarget = aggressor;
				ControlOrder = OrderType.Attack;
			}
			else if ( Combatant == null && !m_bBardPacified )
			{
				Warmode = true;
				Combatant = aggressor;
			}
		}

		public override bool OnMoveOver( Mobile m )
		{
			if ( m is BaseCreature && !((BaseCreature)m).Controled )
				return false;

			return base.OnMoveOver( m );
		}

		public virtual void AddCustomContextEntries( Mobile from, ArrayList list )
		{
		}

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

			if ( m_AI != null && Commandable )
				m_AI.GetContextMenuEntries( from, list );

			if ( m_bTamable && !m_bControled && from.Alive )
				list.Add( new TameEntry( from, this ) );

			AddCustomContextEntries( from, list );

			if ( CanTeach && from.Alive )
			{
				Skills ourSkills = this.Skills;
				Skills theirSkills = from.Skills;

				for ( int i = 0; i < ourSkills.Length && i < theirSkills.Length; ++i )
				{
					Skill skill = ourSkills[i];
					Skill theirSkill = theirSkills[i];

					if ( skill != null && theirSkill != null && skill.Base >= 60.0 && CheckTeach( skill.SkillName, from ) )
					{
						double toTeach = skill.Base / 3.0;

						if ( toTeach > 42.0 )
							toTeach = 42.0;

						list.Add( new TeachEntry( (SkillName)i, this, from, ( toTeach > theirSkill.Base ) ) );
					}
				}
			}
		}

		public override bool HandlesOnSpeech( Mobile from )
		{
			InhumanSpeech speechType = this.SpeechType;

			if ( speechType != null && (speechType.Flags & IHSFlags.OnSpeech) != 0 && from.InRange( this, 3 ) )
				return true;

			return ( m_AI != null && m_AI.HandlesOnSpeech( from ) && from.InRange( this, m_iRangePerception ) );
		}

		public override void OnSpeech( SpeechEventArgs e )
		{
			InhumanSpeech speechType = this.SpeechType;

			if ( speechType != null && speechType.OnSpeech( this, e.Mobile, e.Speech ) )
				e.Handled = true;
			else if ( !e.Handled && m_AI != null && e.Mobile.InRange( this, m_iRangePerception ) )
				m_AI.OnSpeech( e );
		}

		public override bool IsHarmfulCriminal( Mobile target )
		{
			if ( (Controled && target == m_ControlMaster) || (Summoned && target == m_SummonMaster) )
				return false;

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

			if ( target is PlayerMobile && ((PlayerMobile)target).PermaFlags.Count > 0 )
				return false;

			return base.IsHarmfulCriminal( target );
		}

		public override void CriminalAction( bool message )
		{
			base.CriminalAction( message );

			if ( (Controled || Summoned) )
			{
				if ( m_ControlMaster != null && m_ControlMaster.Player )
					m_ControlMaster.CriminalAction( false );
				else if ( m_SummonMaster != null && m_SummonMaster.Player )
					m_SummonMaster.CriminalAction( false );
			}
		}

		public override void DoHarmful( Mobile target, bool indirect )
		{
			base.DoHarmful( target, indirect );

			if ( target == this || target == m_ControlMaster || target == m_SummonMaster || (!Controled && !Summoned) )
				return;

			ArrayList list = this.Aggressors;

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

				if ( ai.Attacker == target )
					return;
			}

			list = this.Aggressed;

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

				if ( ai.Defender == target )
				{
					if ( m_ControlMaster != null && m_ControlMaster.Player && m_ControlMaster.CanBeHarmful( target, false ) )
						m_ControlMaster.DoHarmful( target, true );
					else if ( m_SummonMaster != null && m_SummonMaster.Player && m_SummonMaster.CanBeHarmful( target, false ) )
						m_SummonMaster.DoHarmful( target, true );

					return;
				}
			}
		}

		private static Mobile m_NoDupeGuards;

		public void ReleaseGuardDupeLock()
		{
			m_NoDupeGuards = null;
		}

		public void ReleaseGuardLock()
		{
			EndAction( typeof( GuardedRegion ) );
		}

		private DateTime m_IdleReleaseTime;

		public virtual bool CheckIdle()
		{
			if ( Combatant != null )
				return false; // in combat.. not idling

			if ( m_IdleReleaseTime > DateTime.MinValue )
			{
				// idling...

				if ( DateTime.Now >= m_IdleReleaseTime )
				{
					m_IdleReleaseTime = DateTime.MinValue;
					return false; // idle is over
				}

				return true; // still idling
			}

			if ( 95 > Utility.Random( 100 ) )
				return false; // not idling, but don't want to enter idle state

			m_IdleReleaseTime = DateTime.Now + TimeSpan.FromSeconds( Utility.RandomMinMax( 15, 25 ) );

			if ( Body.IsHuman )
			{
				switch ( Utility.Random( 2 ) )
				{
					case 0: Animate( 5, 5, 1, true,  true, 1 ); break;
					case 1: Animate( 6, 5, 1, true, false, 1 ); break;
				}	
			}
			else if ( Body.IsAnimal )
			{
				switch ( Utility.Random( 3 ) )
				{
					case 0: Animate(  3, 3, 1, true, false, 1 ); break;
					case 1: Animate(  9, 5, 1, true, false, 1 ); break;
					case 2: Animate( 10, 5, 1, true, false, 1 ); break;
				}
			}
			else if ( Body.IsMonster )
			{
				switch ( Utility.Random( 2 ) )
				{
					case 0: Animate( 17, 5, 1, true, false, 1 ); break;
					case 1: Animate( 18, 5, 1, true, false, 1 ); break;
				}
			}

			PlaySound( GetIdleSound() );
			return true; // entered idle state
		}

		public override void OnMovement( Mobile m, Point3D oldLocation )
		{
			base.OnMovement( m, oldLocation );

			if ( ReaquireOnMovement || m_Paragon )
				ForceReaquire();

			InhumanSpeech speechType = this.SpeechType;

			if ( speechType != null )
				speechType.OnMovement( this, m, oldLocation );

			/* Begin notice sound */
			if ( (!m.Hidden || m.AccessLevel == AccessLevel.Player) && m.Player && m_FightMode != FightMode.Agressor && m_FightMode != FightMode.None && Combatant == null && !Controled && !Summoned )
			{
				// If this creature defends itself but doesn't actively attack (animal) or
				// doesn't fight at all (vendor) then no notice sounds are played..
				// So, players are only notified of agressive monsters

				// Monsters that are currently fighting are ignored

				// Controled or summoned creatures are ignored

				if ( InRange( m.Location, 18 ) && !InRange( oldLocation, 18 ) )
				{
					if ( Body.IsMonster )
						Animate( 11, 5, 1, true, false, 1 );

					PlaySound( GetAngerSound() );
				}
			}
			/* End notice sound */

			if ( m_NoDupeGuards == m )
				return;

			if ( !Body.IsHuman || Kills >= 5 || AlwaysMurderer || AlwaysAttackable || m.Kills < 5 || !m.InRange( Location, 12 ) || !m.Alive )
				return;

			Region reg = this.Region;

			if ( reg is GuardedRegion )
			{
				GuardedRegion guardedRegion = (GuardedRegion)reg;

				if ( !guardedRegion.IsDisabled() && guardedRegion.IsGuardCandidate( m ) && BeginAction( typeof( GuardedRegion ) ) )
				{
					Say( 1013037 + Utility.Random( 16 ) );
					guardedRegion.CallGuards( this.Location );

					Timer.DelayCall( TimeSpan.FromSeconds( 5.0 ), new TimerCallback( ReleaseGuardLock ) );

					m_NoDupeGuards = m;
					Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ReleaseGuardDupeLock ) );
				}
			}
		}


		public void AddSpellAttack( Type type )
		{
			m_arSpellAttack.Add ( type );
		}

		public void AddSpellDefense( Type type )
		{
			m_arSpellDefense.Add ( type );
		}

		public Spell GetAttackSpellRandom()
		{
			if ( m_arSpellAttack.Count > 0 )
			{
				Type type = (Type) m_arSpellAttack[Utility.Random(m_arSpellAttack.Count)];

				object[] args = {this, null};
				return Activator.CreateInstance( type, args ) as Spell;
			}
			else
			{
				return null;
			}
		}

		public Spell GetDefenseSpellRandom()
		{
			if ( m_arSpellDefense.Count > 0 )
			{
				Type type = (Type) m_arSpellDefense[Utility.Random(m_arSpellDefense.Count)];

				object[] args = {this, null};
				return Activator.CreateInstance( type, args ) as Spell;
			}
			else
			{
				return null;
			}
		}

		public Spell GetSpellSpecific( Type type )
		{
			int i;

			for ( i=0; i< m_arSpellAttack.Count; i++ )
			{
				if ( m_arSpellAttack[i] == type )
				{
					object[] args = {this, null};
					return Activator.CreateInstance( type, args ) as Spell;
				}
			}

			for ( i=0; i< m_arSpellDefense.Count; i++ )
			{
				if ( m_arSpellDefense[i] == type )
				{
					object[] args = {this, null};
					return Activator.CreateInstance( type, args ) as Spell;
				}			
			}

			return null;
		}

		public void SetDamage( int val )
		{
			m_DamageMin = val;
			m_DamageMax = val;
		}

		public void SetDamage( int min, int max )
		{
			m_DamageMin = min;
			m_DamageMax = max;
		}

		public void SetHits( int val )
		{
			if ( val < 1000 && !Core.AOS )
				val = (val * 100) / 60;

			m_HitsMax = val;
			Hits = HitsMax;
		}

		public void SetHits( int min, int max )
		{
			if ( min < 1000 && !Core.AOS )
			{
				min = (min * 100) / 60;
				max = (max * 100) / 60;
			}

			m_HitsMax = Utility.RandomMinMax( min, max );
			Hits = HitsMax;
		}

		public void SetStam( int val )
		{
			m_StamMax = val;
			Stam = StamMax;
		}

		public void SetStam( int min, int max )
		{
			m_StamMax = Utility.RandomMinMax( min, max );
			Stam = StamMax;
		}

		public void SetMana( int val )
		{
			m_ManaMax = val;
			Mana = ManaMax;
		}

		public void SetMana( int min, int max )
		{
			m_ManaMax = Utility.RandomMinMax( min, max );
			Mana = ManaMax;
		}

		public void SetStr( int val )
		{
			RawStr = val;
			Hits = HitsMax;
		}

		public void SetStr( int min, int max )
		{
			RawStr = Utility.RandomMinMax( min, max );
			Hits = HitsMax;
		}

		public void SetDex( int val )
		{
			RawDex = val;
			Stam = StamMax;
		}

		public void SetDex( int min, int max )
		{
			RawDex = Utility.RandomMinMax( min, max );
			Stam = StamMax;
		}

		public void SetInt( int val )
		{
			RawInt = val;
			Mana = ManaMax;
		}

		public void SetInt( int min, int max )
		{
			RawInt = Utility.RandomMinMax( min, max );
			Mana = ManaMax;
		}

		public void SetDamageType( ResistanceType type, int min, int max )
		{
			SetDamageType( type, Utility.RandomMinMax( min, max ) );
		}

		public void SetDamageType( ResistanceType type, int val )
		{
			switch ( type )
			{
				case ResistanceType.Physical: m_PhysicalDamage = val; break;
				case ResistanceType.Fire: m_FireDamage = val; break;
				case ResistanceType.Cold: m_ColdDamage = val; break;
				case ResistanceType.Poison: m_PoisonDamage = val; break;
				case ResistanceType.Energy: m_EnergyDamage = val; break;
			}
		}

		public void SetResistance( ResistanceType type, int min, int max )
		{
			SetResistance( type, Utility.RandomMinMax( min, max ) );
		}

		public void SetResistance( ResistanceType type, int val )
		{
			switch ( type )
			{
				case ResistanceType.Physical: m_PhysicalResistance = val; break;
				case ResistanceType.Fire: m_FireResistance = val; break;
				case ResistanceType.Cold: m_ColdResistance = val; break;
				case ResistanceType.Poison: m_PoisonResistance = val; break;
				case ResistanceType.Energy: m_EnergyResistance = val; break;
			}

			UpdateResistances();
		}

		public void SetSkill( SkillName name, double val )
		{
			Skills[name].BaseFixedPoint = (int)(val * 10);
		}

		public void SetSkill( SkillName name, double min, double max )
		{
			int minFixed = (int)(min * 10);
			int maxFixed = (int)(max * 10);

			Skills[name].BaseFixedPoint = Utility.RandomMinMax( minFixed, maxFixed );
		}

		public void SetFameLevel( int level )
		{
			switch ( level )
			{
				case 1: Fame = Utility.RandomMinMax(     0,  1249 ); break;
				case 2: Fame = Utility.RandomMinMax(  1250,  2499 ); break;
				case 3: Fame = Utility.RandomMinMax(  2500,  4999 ); break;
				case 4: Fame = Utility.RandomMinMax(  5000,  9999 ); break;
				case 5: Fame = Utility.RandomMinMax( 10000, 10000 ); break;
			}
		}

		public void SetKarmaLevel( int level )
		{
			switch ( level )
			{
				case 0: Karma = -Utility.RandomMinMax(     0,   624 ); break;
				case 1: Karma = -Utility.RandomMinMax(   625,  1249 ); break;
				case 2: Karma = -Utility.RandomMinMax(  1250,  2499 ); break;
				case 3: Karma = -Utility.RandomMinMax(  2500,  4999 ); break;
				case 4: Karma = -Utility.RandomMinMax(  5000,  9999 ); break;
				case 5: Karma = -Utility.RandomMinMax( 10000, 10000 ); break;
			}
		}

		public static void Cap( ref int val, int min, int max )
		{
			if ( val < min )
				val = min;
			else if ( val > max )
				val = max;
		}

		public void PackPotion()
		{
			PackItem( Loot.RandomPotion() );
		}

		public void PackNecroScroll( int index )
		{
			if ( !Core.AOS || 0.05 <= Utility.RandomDouble() )
				return;

			PackItem( Loot.Construct( Loot.NecromancyScrollTypes, index ) );
		}

		public void PackScroll( int minCircle, int maxCircle )
		{
			PackScroll( Utility.RandomMinMax( minCircle, maxCircle ) );
		}

		public void PackScroll( int circle )
		{
			int min = (circle - 1) * 8;

			PackItem( Loot.RandomScroll( min, min + 7, SpellbookType.Regular ) );
		}

		public void PackMagicItems( int minLevel, int maxLevel )
		{
			PackMagicItems( minLevel, maxLevel, 0.30, 0.15 );
		}

		public void PackMagicItems( int minLevel, int maxLevel, double armorChance, double weaponChance )
		{
			if ( !PackArmor( minLevel, maxLevel, armorChance ) )
				PackWeapon( minLevel, maxLevel, weaponChance );
		}

		protected bool m_Spawning;
		protected int m_KillersLuck;

		public virtual void GenerateLoot( bool spawning )
		{
			m_Spawning = spawning;

			if ( !spawning )
				m_KillersLuck = LootPack.GetLuckChanceForKiller( this );

			GenerateLoot();

			m_Spawning = false;
			m_KillersLuck = 0;
		}

		public virtual void GenerateLoot()
		{
		}

		public virtual void AddLoot( LootPack pack, int amount )
		{
			for ( int i = 0; i < amount; ++i )
				AddLoot( pack );
		}

		public virtual void AddLoot( LootPack pack )
		{
			if ( Summoned )
				return;

			Container backpack = Backpack;

			if ( backpack == null )
			{
				backpack = new Backpack();

				backpack.Movable = false;

				AddItem( backpack );
			}

			pack.Generate( this, backpack, m_Spawning, m_KillersLuck );
		}

		public bool PackArmor( int minLevel, int maxLevel )
		{
			return PackArmor( minLevel, maxLevel, 1.0 );
		}

		public bool PackArmor( int minLevel, int maxLevel, double chance )
		{
			if ( chance <= Utility.RandomDouble() )
				return false;

			Cap( ref minLevel, 0, 5 );
			Cap( ref maxLevel, 0, 5 );

			if ( Core.AOS )
			{
				Item item = Loot.RandomArmorOrShieldOrJewelry();

				if ( item == null )
					return false;

				int attributeCount, min, max;
				GetRandomAOSStats( minLevel, maxLevel, out attributeCount, out min, out max );

				if ( item is BaseArmor )
					BaseRunicTool.ApplyAttributesTo( (BaseArmor)item, attributeCount, min, max );
				else if ( item is BaseJewel )
					BaseRunicTool.ApplyAttributesTo( (BaseJewel)item, attributeCount, min, max );

				PackItem( item );
			}
			else
			{
				BaseArmor armor = Loot.RandomArmorOrShield();

				if ( armor == null )
					return false;

				armor.ProtectionLevel = (ArmorProtectionLevel)RandomMinMaxScaled( minLevel, maxLevel );
				armor.Durability = (ArmorDurabilityLevel)RandomMinMaxScaled( minLevel, maxLevel );

				PackItem( armor );
			}

			return true;
		}

		public static void GetRandomAOSStats( int minLevel, int maxLevel, out int attributeCount, out int min, out int max )
		{
			int v = RandomMinMaxScaled( minLevel, maxLevel );

			if ( v >= 5 )
			{
				attributeCount = Utility.RandomMinMax( 2, 6 );
				min = 20; max = 70;
			}
			else if ( v == 4 )
			{
				attributeCount = Utility.RandomMinMax( 2, 4 );
				min = 20; max = 50;
			}
			else if ( v == 3 )
			{
				attributeCount = Utility.RandomMinMax( 2, 3 );
				min = 20; max = 40;
			}
			else if ( v == 2 )
			{
				attributeCount = Utility.RandomMinMax( 1, 2 );
				min = 10; max = 30;
			}
			else
			{
				attributeCount = 1;
				min = 10; max = 20;
			}
		}

		public static int RandomMinMaxScaled( int min, int max )
		{
			if ( min == max )
				return min;

			if ( min > max )
			{
				int hold = min;
				min = max;
				max = hold;
			}

			/* Example:
			 *    min: 1
			 *    max: 5
			 *  count: 5
			 * 
			 * total = (5*5) + (4*4) + (3*3) + (2*2) + (1*1) = 25 + 16 + 9 + 4 + 1 = 55
			 * 
			 * chance for min+0 : 25/55 : 45.45%
			 * chance for min+1 : 16/55 : 29.09%
			 * chance for min+2 :  9/55 : 16.36%
			 * chance for min+3 :  4/55 :  7.27%
			 * chance for min+4 :  1/55 :  1.81%
			 */

			int count = max - min + 1;
			int total = 0, toAdd = count;

			for ( int i = 0; i < count; ++i, --toAdd )
				total += toAdd*toAdd;

			int rand = Utility.Random( total );
			toAdd = count;

			int val = min;

			for ( int i = 0; i < count; ++i, --toAdd, ++val )
			{
				rand -= toAdd*toAdd;

				if ( rand < 0 )
					break;
			}

			return val;
		}

		public bool PackSlayer()
		{
			return PackSlayer( 0.05 );
		}

		public bool PackSlayer( double chance )
		{
			if ( chance <= Utility.RandomDouble() )
				return false;

			if ( Utility.RandomBool() )
			{
				BaseInstrument instrument = Loot.RandomInstrument();

				if ( instrument != null )
				{
					instrument.Slayer = SlayerGroup.GetLootSlayerType( GetType() );
					PackItem( instrument );
				}
			}
			else if ( !Core.AOS )
			{
				BaseWeapon weapon = Loot.RandomWeapon();

				if ( weapon != null )
				{
					weapon.Slayer = SlayerGroup.GetLootSlayerType( GetType() );
					PackItem( weapon );
				}
			}

			return true;
		}

		public bool PackWeapon( int minLevel, int maxLevel )
		{
			return PackWeapon( minLevel, maxLevel, 1.0 );
		}

		public bool PackWeapon( int minLevel, int maxLevel, double chance )
		{
			if ( chance <= Utility.RandomDouble() )
				return false;

			Cap( ref minLevel, 0, 5 );
			Cap( ref maxLevel, 0, 5 );

			if ( Core.AOS )
			{
				Item item = Loot.RandomWeaponOrJewelry();

				if ( item == null )
					return false;

				int attributeCount, min, max;
				GetRandomAOSStats( minLevel, maxLevel, out attributeCount, out min, out max );

				if ( item is BaseWeapon )
					BaseRunicTool.ApplyAttributesTo( (BaseWeapon)item, attributeCount, min, max );
				else if ( item is BaseJewel )
					BaseRunicTool.ApplyAttributesTo( (BaseJewel)item, attributeCount, min, max );

				PackItem( item );
			}
			else
			{
				BaseWeapon weapon = Loot.RandomWeapon();

				if ( weapon == null )
					return false;

				if ( 0.05 > Utility.RandomDouble() )
					weapon.Slayer = SlayerName.Silver;

				weapon.DamageLevel = (WeaponDamageLevel)RandomMinMaxScaled( minLevel, maxLevel );
				weapon.AccuracyLevel = (WeaponAccuracyLevel)RandomMinMaxScaled( minLevel, maxLevel );
				weapon.DurabilityLevel = (WeaponDurabilityLevel)RandomMinMaxScaled( minLevel, maxLevel );

				PackItem( weapon );
			}

			return true;
		}

		public void PackGold( int amount )
		{
			if ( amount > 0 )
				PackItem( new Gold( amount ) );

			bool b_RecipeCraft = OWLTR.RecipeCraft;
			if (Daat99OWLTR.Ops != null)
				b_RecipeCraft = Daat99OWLTR.Ops[5].Setting;
			if ( b_RecipeCraft )
			{
				if (amount >= 10 && amount < 50)
					amount = 1;
				else if (amount >= 50 && amount < 125)
					amount = 2;
				else if (amount >= 125 && amount < 225)
					amount = 3;
				else if (amount >= 225 && amount < 350)
					amount = 4;
				else if (amount >= 350 && amount < 500)
					amount = 5;
				else if (amount >= 500)
					amount = 6;
				else
					return;
				if (Utility.Random(100) == 50)
					PackItem( new CraftingRecipe( 0 ) );
				int check = 3, level = amount;
				if (amount < check)
					check = amount;
				while (check != 0)
				{
					if (check > 2)
						PackItem( new CraftingRecipe( level ) );
					else
						PackItem( new CraftingRecipe( Utility.RandomMinMax( 1, amount ) ) );
					level--;
					check--;
				}
			}
		}

		public void PackGold( int min, int max )
		{
			PackGold( Utility.RandomMinMax( min, max ) );
		}

		public void PackStatue( int min, int max )
		{
			PackStatue( Utility.RandomMinMax( min, max ) );
		}

		public void PackStatue( int amount )
		{
			for ( int i = 0; i < amount; ++i )
				PackStatue();
		}

		public void PackStatue()
		{
			PackItem( Loot.RandomStatue() );
		}

		public void PackGem()
		{
			PackGem( 1 );
		}

		public void PackGem( int min, int max )
		{
			PackGem( Utility.RandomMinMax( min, max ) );
		}

		public void PackGem( int amount )
		{
			if ( amount <= 0 )
				return;

			Item gem = Loot.RandomGem();

			gem.Amount = amount;

			PackItem( gem );
		}

		public void PackNecroReg( int min, int max )
		{
			PackNecroReg( Utility.RandomMinMax( min, max ) );
		}

		public void PackNecroReg( int amount )
		{
			for ( int i = 0; i < amount; ++i )
				PackNecroReg();
		}

		public void PackNecroReg()
		{
			if ( !Core.AOS )
				return;

			PackItem( Loot.RandomNecromancyReagent() );
		}

		public void PackReg( int min, int max )
		{
			PackReg( Utility.RandomMinMax( min, max ) );
		}

		public void PackReg( int amount )
		{
			if ( amount <= 0 )
				return;

			Item reg = Loot.RandomReagent();

			reg.Amount = amount;

			PackItem( reg );
			bool b_RecipeCraft = OWLTR.RecipeCraft;
			if (Daat99OWLTR.Ops != null)
				b_RecipeCraft = Daat99OWLTR.Ops[5].Setting;
			if ( b_RecipeCraft )
			{
				if (Utility.Random(100) == 50)
					PackItem( new CraftingRecipe( 0 ) );
				amount = Utility.RandomMinMax( 1, amount );
				if (amount > 4)
					amount = 4;
				switch ( amount )
				{
					case 1: default: amount = Utility.RandomMinMax(1, 3); break;
					case 2: amount = Utility.RandomMinMax(2, 4); break;
					case 3: amount = Utility.RandomMinMax(3, 5); break;
					case 4: amount = Utility.RandomMinMax(4, 6); break;
				}
				int check = 3, level = amount;
				if (level < check)
					check = level;
				while (check != 0)
				{
					if (check > 2)
						PackItem( new CraftingRecipe( level ) );
					else
						PackItem( new CraftingRecipe( Utility.RandomMinMax( 1, amount ) ) );
					level--;
					check--;
				}
			}
		}

		public void PackItem( Item item )
		{
			if ( Summoned || item == null )
			{
				if ( item != null )
					item.Delete();

				return;
			}

			Container pack = Backpack;

			if ( pack == null )
			{
				pack = new Backpack();

				pack.Movable = false;

				AddItem( pack );
			}

			if ( !item.Stackable || !pack.TryDropItem( this, item, false ) ) // try stack
				pack.DropItem( item ); // failed, drop it anyway
		}

		public override void OnDoubleClick( Mobile from )
		{
			if ( from.AccessLevel >= AccessLevel.GameMaster && !Body.IsHuman )
			{
				Container pack = this.Backpack;

				if ( pack != null )
					pack.DisplayTo( from );
			}

			if ( this.DeathAdderCharmable && from.CanBeHarmful( this, false ) )
			{
				DeathAdder da = Spells.Necromancy.SummonFamiliarSpell.Table[from] as DeathAdder;

				if ( da != null && !da.Deleted )
				{
					from.SendAsciiMessage( "You charm the snake.  Select a target to attack." );
					from.Target = new DeathAdderCharmTarget( this );
				}
			}

			base.OnDoubleClick( from );
		}

		private class DeathAdderCharmTarget : Target
		{
			private BaseCreature m_Charmed;

			public DeathAdderCharmTarget( BaseCreature charmed ) : base( -1, false, TargetFlags.Harmful )
			{
				m_Charmed = charmed;
			}

			protected override void OnTarget( Mobile from, object targeted )
			{
				if ( !m_Charmed.DeathAdderCharmable || m_Charmed.Combatant != null || !from.CanBeHarmful( m_Charmed, false ) )
					return;

				DeathAdder da = Spells.Necromancy.SummonFamiliarSpell.Table[from] as DeathAdder;
				if ( da == null || da.Deleted )
					return;

				Mobile targ = targeted as Mobile;
				if ( targ == null || !from.CanBeHarmful( targ, false ) )
					return;

				from.RevealingAction();
				from.DoHarmful( targ, true );

				m_Charmed.Combatant = targ;

				if ( m_Charmed.AIObject != null )
					m_Charmed.AIObject.Action = ActionType.Combat;
			}
		}

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

			if ( Controled && Commandable )
			{
				if ( Summoned )
					list.Add( 1049646 ); // (summoned)
				else if ( IsBonded )
					list.Add( 1049608 ); // (bonded)
				else
					list.Add( 502006 ); // (tame)
			}
		}

		public override void OnSingleClick( Mobile from )
		{
			if ( Controled && Commandable )
			{
				int number;

				if ( Summoned )
					number = 1049646; // (summoned)
				else if ( IsBonded )
					number = 1049608; // (bonded)
				else
					number = 502006; // (tame)

				PrivateOverheadMessage( MessageType.Regular, 0x3B2, number, from.NetState );
			}

			base.OnSingleClick( from );
		}

		public virtual int TreasureMapLevel{ get{ return -1; } }

		public virtual void OnBeforeTame()
		{
		}
		
		public virtual void OnBeforeReTame()
		{
		}
				
		public override bool OnBeforeDeath()
		{
			int treasureLevel = TreasureMapLevel;

			if ( treasureLevel == 1 && this.Map == Map.Trammel && TreasureMap.IsInHavenIsland( this ) )
			{
				Mobile killer = this.LastKiller;

				if ( killer is BaseCreature )
					killer = ((BaseCreature)killer).GetMaster();

				if ( killer is PlayerMobile && ((PlayerMobile)killer).Young )
					treasureLevel = 0;
			}

			if ( !Summoned && !NoKillAwards && !IsBonded && treasureLevel >= 0 )
			{
				if ( m_Paragon && Paragon.ChestChance > Utility.RandomDouble() )
					PackItem( new ParagonChest( this.Name, treasureLevel ) );
				else if ( (Map == Map.Felucca || Map == Map.Trammel) && TreasureMap.LootChance >= Utility.RandomDouble() )
					PackItem( new TreasureMap( treasureLevel, Map ) );
			}		

			if ( !Summoned && !NoKillAwards && !m_HasGeneratedLoot )
			{
				m_HasGeneratedLoot = true;
				GenerateLoot( false );
			}

			if ( !NoKillAwards && Region.Name == "Doom" )
			{
				int bones = Engines.Quests.Doom.TheSummoningQuest.GetDaemonBonesFor( this );

				if ( bones > 0 )
					PackItem( new DaemonBone( bones ) );
			}

			if ( IsAnimatedDead )
				Effects.SendLocationEffect( Location, Map, 0x3728, 13, 1, 0x461, 4 );

			InhumanSpeech speechType = this.SpeechType;

			if ( speechType != null )
				speechType.OnDeath( this );

			return base.OnBeforeDeath();
		}

		private bool m_NoKillAwards;

		public bool NoKillAwards
		{
			get{ return m_NoKillAwards; }
			set{ m_NoKillAwards = value; }
		}

		public int ComputeBonusDamage( ArrayList list, Mobile m )
		{
			int bonus = 0;

			for ( int i = list.Count - 1; i >= 0; --i )
			{
				DamageEntry de = (DamageEntry)list[i];

				if ( de.Damager == m || !(de.Damager is BaseCreature) )
					continue;

				BaseCreature bc = (BaseCreature)de.Damager;
				Mobile master = null;

				master = bc.GetMaster();

				if ( master == m )
					bonus += de.DamageGiven;
			}

			return bonus;
		}

		public Mobile GetMaster()
		{
			if ( Controled && ControlMaster != null )
				return ControlMaster;
			else if ( Summoned && SummonMaster != null )
				return SummonMaster;

			return null;
		}

		private class FKEntry
		{
			public Mobile m_Mobile;
			public int m_Damage;

			public FKEntry( Mobile m, int damage )
			{
				m_Mobile = m;
				m_Damage = damage;
			}
		}

		public static ArrayList GetLootingRights( ArrayList damageEntries, int hitsMax )
		{
			ArrayList rights = new ArrayList();

			for ( int i = damageEntries.Count - 1; i >= 0; --i )
			{
				if ( i >= damageEntries.Count )
					continue;

				DamageEntry de = (DamageEntry)damageEntries[i];

				if ( de.HasExpired )
				{
					damageEntries.RemoveAt( i );
					continue;
				}

				int damage = de.DamageGiven;

				ArrayList respList = de.Responsible;

				if ( respList != null )
				{
					for ( int j = 0; j < respList.Count; ++j )
					{
						DamageEntry subEntry = (DamageEntry)respList[j];
						Mobile master = subEntry.Damager;

						if ( master == null || master.Deleted || !master.Player )
							continue;

						bool needNewSubEntry = true;

						for ( int k = 0; needNewSubEntry && k < rights.Count; ++k )
						{
							DamageStore ds = (DamageStore)rights[k];

							if ( ds.m_Mobile == master )
							{
								ds.m_Damage += subEntry.DamageGiven;
								needNewSubEntry = false;
							}
						}

						if ( needNewSubEntry )
							rights.Add( new DamageStore( master, subEntry.DamageGiven ) );

						damage -= subEntry.DamageGiven;
					}
				}

				Mobile m = de.Damager;

				if ( m == null || m.Deleted || !m.Player )
					continue;

				if ( damage <= 0 )
					continue;

				bool needNewEntry = true;

				for ( int j = 0; needNewEntry && j < rights.Count; ++j )
				{
					DamageStore ds = (DamageStore)rights[j];

					if ( ds.m_Mobile == m )
					{
						ds.m_Damage += damage;
						needNewEntry = false;
					}
				}

				if ( needNewEntry )
					rights.Add( new DamageStore( m, damage ) );
			}

			if ( rights.Count > 0 )
			{
				if ( rights.Count > 1 )
					rights.Sort();

				int topDamage = ((DamageStore)rights[0]).m_Damage;
				int minDamage;

				if ( hitsMax >= 3000 )
					minDamage = topDamage / 16;
				else if ( hitsMax >= 1000 )
					minDamage = topDamage / 8;
				else if ( hitsMax >= 200 )
					minDamage = topDamage / 4;
				else
					minDamage = topDamage / 2;

				for ( int i = 0; i < rights.Count; ++i )
				{
					DamageStore ds = (DamageStore)rights[i];

					ds.m_HasRight = ( ds.m_Damage >= minDamage );
				}
			}

			return rights;
		}

		public override void OnDeath( Container c )
		{
			MeerMage.StopEffect( this, false );

			if ( IsBonded )
			{
				int sound = this.GetDeathSound();

				if ( sound >= 0 )
					Effects.PlaySound( this, this.Map, sound );

				Warmode = false;

				Poison = null;
				Combatant = null;

				Hits = 0;
				Stam = 0;
				Mana = 0;

				IsDeadPet = true;
				ControlTarget = ControlMaster;
				ControlOrder = OrderType.Follow;

				ProcessDeltaQueue();
				SendIncomingPacket();
				SendIncomingPacket();

				ArrayList aggressors = this.Aggressors;

				for ( int i = 0; i < aggressors.Count; ++i )
				{
					AggressorInfo info = (AggressorInfo)aggressors[i];

					if ( info.Attacker.Combatant == this )
						info.Attacker.Combatant = null;
				}

				ArrayList aggressed = this.Aggressed;

				for ( int i = 0; i < aggressed.Count; ++i )
				{
					AggressorInfo info = (AggressorInfo)aggressed[i];

					if ( info.Defender.Combatant == this )
						info.Defender.Combatant = null;
				}

				Mobile owner = this.ControlMaster;

				if ( owner == null || owner.Deleted || owner.Map != this.Map || !owner.InRange( this, 12 ) || !this.CanSee( owner ) || !this.InLOS( owner ) )
				{
					if ( this.OwnerAbandonTime == DateTime.MinValue )
						this.OwnerAbandonTime = DateTime.Now;
				}
				else
				{
					this.OwnerAbandonTime = DateTime.MinValue;
				}

				CheckStatTimers();
			}
			else
			{
				if ( !Summoned && !m_NoKillAwards )
				{
					int totalFame = Fame / 100;
					int totalKarma = -Karma / 100;

					ArrayList list = GetLootingRights( this.DamageEntries, this.HitsMax );

					bool givenQuestKill = false;
					bool givenFactionKill = false;

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

						if ( !ds.m_HasRight )
							continue;

						Titles.AwardFame( ds.m_Mobile, totalFame, true );
						Titles.AwardKarma( ds.m_Mobile, totalKarma, true );
						
						bool b_MonsterTokens = OWLTR.MonsterGiveTokens;
						if (Daat99OWLTR.Ops != null)
							b_MonsterTokens = Daat99OWLTR.Ops[13].Setting;

						if (b_MonsterTokens == true)
							GiveTokens.CalculateTokens(ds.m_Mobile, this);

						if ( m_Paragon )
							if ( Paragon.CheckArtifactChance( ds.m_Mobile, this ) )
								Paragon.GiveArtifactTo( ds.m_Mobile );

						if ( !givenFactionKill )
						{
							givenFactionKill = true;
							Faction.HandleDeath( this, ds.m_Mobile );
						}

						if ( givenQuestKill )
							continue;

						PlayerMobile pm = ds.m_Mobile as PlayerMobile;

						if ( pm != null )
						{
							QuestSystem qs = pm.Quest;

							if ( qs != null )
							{
								qs.OnKill( this, c );
								givenQuestKill = true;
							}
						}
					}
				}

				base.OnDeath( c );

				if ( DeleteCorpseOnDeath )
					c.Delete();
			}
		}

		/* To save on cpu usage, RunUO creatures only reaquire creatures under the following circumstances:
		 *  - 10 seconds have elapsed since the last time it tried
		 *  - The creature was attacked
		 *  - Some creatures, like dragons, will reaquire when they see someone move
		 * 
		 * This functionality appears to be implemented on OSI as well
		 */

		private DateTime m_NextReaquireTime;

		public DateTime NextReaquireTime{ get{ return m_NextReaquireTime; } set{ m_NextReaquireTime = value; } }

		public virtual TimeSpan ReaquireDelay{ get{ return TimeSpan.FromSeconds( 10.0 ); } }
		public virtual bool ReaquireOnMovement{ get{ return false; } }

		public void ForceReaquire()
		{
			m_NextReaquireTime = DateTime.MinValue;
		}

		public override void OnDelete()
		{
			SetControlMaster( null );
			SummonMaster = null;

			base.OnDelete();
		}

		public override bool CanBeHarmful( Mobile target, bool message, bool ignoreOurBlessedness )
		{
			if ( target is BaseFactionGuard )
				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 CanBeRenamedBy( Mobile from )
		{
			bool ret = base.CanBeRenamedBy( from );

			if ( Controled && from == ControlMaster )
				ret = true;

			return ret;
		}

		public bool SetControlMaster( Mobile m )
		{
			if ( m == null )
			{
				ControlMaster = null;
				Controled = false;
				ControlTarget = null;
				ControlOrder = OrderType.None;
				Guild = null;

				Delta( MobileDelta.Noto );
			}
			else
			{
				if ( m.Followers + ControlSlots > m.FollowersMax )
				{
					m.SendLocalizedMessage( 1049607 ); // You have too many followers to control that creature.
					return false;
				}

				CurrentWayPoint = null;//so tamed animals don't try to go back
			
				ControlMaster = m;
				Controled = true;
				ControlTarget = null;
				ControlOrder = OrderType.Come;
				Guild = null;

				Delta( MobileDelta.Noto );
			}

			return true;
		}

		private static bool m_Summoning;

		public static bool Summoning
		{
			get{ return m_Summoning; }
			set{ m_Summoning = value; }
		}

		public static bool Summon( BaseCreature creature, Mobile caster, Point3D p, int sound, TimeSpan duration )
		{
			return Summon( creature, true, caster, p, sound, duration );
		}

		public static bool Summon( BaseCreature creature, bool controled, Mobile caster, Point3D p, int sound, TimeSpan duration )
		{
			if ( caster.Followers + creature.ControlSlots > caster.FollowersMax )
			{
				caster.SendLocalizedMessage( 1049645 ); // You have too many followers to summon that creature.
				creature.Delete();
				return false;
			}

			m_Summoning = true;

			if ( controled )
				creature.SetControlMaster( caster );

			creature.RangeHome = 10;
			creature.Summoned = true;

			creature.SummonMaster = caster;

			Container pack = creature.Backpack;

			if ( pack != null )
			{
				for ( int i = pack.Items.Count - 1; i >= 0; --i )
				{
					if ( i >= pack.Items.Count )
						continue;

					((Item)pack.Items[i]).Delete();
				}
			}

			new UnsummonTimer( caster, creature, duration ).Start();
			creature.m_SummonEnd = DateTime.Now + duration;

			creature.MoveToWorld( p, caster.Map );

			Effects.PlaySound( p, creature.Map, sound );

			m_Summoning = false;

			return true;
		}

		private static bool EnableRummaging = true;

		private const double ChanceToRummage = 0.5; // 50%

		private const double MinutesToNextRummageMin = 1.0;
		private const double MinutesToNextRummageMax = 4.0;

		private const double MinutesToNextChanceMin = 0.25;
		private const double MinutesToNextChanceMax = 0.75;

		private DateTime m_NextRummageTime;

		public virtual void OnThink()
		{
			if ( EnableRummaging && CanRummageCorpses && !Summoned && !Controled && DateTime.Now >= m_NextRummageTime )
			{
				double min, max;

				if ( ChanceToRummage > Utility.RandomDouble() && Rummage() )
				{
					min = MinutesToNextRummageMin;
					max = MinutesToNextRummageMax;
				}
				else
				{
					min = MinutesToNextChanceMin;
					max = MinutesToNextChanceMax;
				}

				double delay = min + (Utility.RandomDouble() * (max - min));
				m_NextRummageTime = DateTime.Now + TimeSpan.FromMinutes( delay );
			}

			if ( HasBreath && !Summoned && DateTime.Now >= m_NextBreathTime ) // tested: controled dragons do breath fire, what about summoned skeletal dragons?
			{
				Mobile target = this.Combatant;

				if ( target != null && target.Alive && !target.IsDeadBondedPet && CanBeHarmful( target ) && target.Map == this.Map && !IsDeadBondedPet && target.InRange( this, BreathRange ) && InLOS( target ) && !BardPacified )
					BreathStart( target );

				m_NextBreathTime = DateTime.Now + TimeSpan.FromSeconds( BreathMinDelay + (Utility.RandomDouble() * BreathMaxDelay) );
			}
		}

		public virtual bool Rummage()
		{
			Corpse toRummage = null;

			foreach ( Item item in this.GetItemsInRange( 2 ) )
			{
				if ( item is Corpse && item.Items.Count > 0 )
				{
					toRummage = (Corpse)item;
					break;
				}
			}

			if ( toRummage == null )
				return false;

			Container pack = this.Backpack;

			if ( pack == null )
				return false;

			ArrayList items = toRummage.Items;

			bool rejected;
			LRReason reason;

			for ( int i = 0; i < items.Count; ++i )
			{
				Item item = (Item)items[Utility.Random( items.Count )];

				Lift( item, item.Amount, out rejected, out reason );

				if ( !rejected && Drop( this, new Point3D( -1, -1, 0 ) ) )
				{
					// *rummages through a corpse and takes an item*
					PublicOverheadMessage( MessageType.Emote, 0x3B2, 1008086 );
					return true;
				}
			}

			return false;
		}

		public void Pacify( Mobile master, DateTime endtime )
		{
			BardPacified = true;
			BardEndTime = endtime;
		}

		public override Mobile GetDamageMaster( Mobile damagee )
		{
			if ( m_bBardProvoked && damagee == m_bBardTarget )
				return m_bBardMaster;
			else if ( m_bControled && m_ControlMaster != null )
				return m_ControlMaster;
			else if ( m_bSummoned && m_SummonMaster != null )
				return m_SummonMaster;

			return base.GetDamageMaster( damagee );
		}
 
		public void Provoke( Mobile master, Mobile target, bool bSuccess )
		{
			BardProvoked = true;

			this.PublicOverheadMessage( MessageType.Emote, EmoteHue, false, "*looks furious*" );
 
			if ( bSuccess )
			{
				PlaySound( GetIdleSound() );
 
				BardMaster = master;
				BardTarget = target;
				Combatant = target;
				BardEndTime = DateTime.Now + TimeSpan.FromSeconds( 30.0 );

				if ( target is BaseCreature )
				{
					BaseCreature t = (BaseCreature)target;

					t.BardProvoked = true;

					t.BardMaster = master;
					t.BardTarget = this;
					t.Combatant = this;
					t.BardEndTime = DateTime.Now + TimeSpan.FromSeconds( 30.0 );
				}
			}
			else
			{
				PlaySound( GetAngerSound() );

				BardMaster = master;
				BardTarget = target;
			}
		}

		public bool FindMyName( string str, bool bWithAll )
		{
			int i, j;

			string name = this.Name;
 
			if( name == null || str.Length < name.Length )
				return false;
 
			string[] wordsString = str.Split(' ');
			string[] wordsName = name.Split(' ');
 
			for ( j=0 ; j < wordsName.Length; j++ )
			{
				string wordName = wordsName[j];
 
				bool bFound = false;
				for ( i=0 ; i < wordsString.Length; i++ )
				{
					string word = wordsString[i];

					if ( Insensitive.Equals( word, wordName ) )
						bFound = true;
 
					if ( bWithAll && Insensitive.Equals( word, "all" ) )
						return true;
				}
 
				if ( !bFound )
					return false;
			}
 
			return true;
		}

		public static void TeleportPets( Mobile master, Point3D loc, Map map )
		{
			TeleportPets( master, loc, map, false );
		}

		public static void TeleportPets( Mobile master, Point3D loc, Map map, bool onlyBonded )
		{
			ArrayList move = new ArrayList();

			foreach ( Mobile m in master.GetMobilesInRange( 3 ) )
			{
				if ( m is BaseCreature )
				{
					BaseCreature pet = (BaseCreature)m;

					if ( pet.Controled && pet.ControlMaster == master )
					{
						if ( !onlyBonded || pet.IsBonded )
						{
							if ( pet.ControlOrder == OrderType.Guard || pet.ControlOrder == OrderType.Follow || pet.ControlOrder == OrderType.Come )
								move.Add( pet );
						}
					}
				}
			}

			foreach ( Mobile m in move )
				m.MoveToWorld( loc, map );
		}

		public virtual void ResurrectPet()
		{
			if ( !IsDeadPet )
				return;

			OnBeforeResurrect();

			Poison = null;

			Warmode = false;

			Hits = 10;
			Stam = StamMax;
			Mana = 0;

			ProcessDeltaQueue();

			IsDeadPet = false;

			Effects.SendPacket( Location, Map, new BondedStatus( 0, this.Serial, 0 ) );

			this.SendIncomingPacket();
			this.SendIncomingPacket();

			OnAfterResurrect();

			Mobile owner = this.ControlMaster;

			if ( owner == null || owner.Deleted || owner.Map != this.Map || !owner.InRange( this, 12 ) || !this.CanSee( owner ) || !this.InLOS( owner ) )
			{
				if ( this.OwnerAbandonTime == DateTime.MinValue )
					this.OwnerAbandonTime = DateTime.Now;
			}
			else
			{
				this.OwnerAbandonTime = DateTime.MinValue;
			}

			CheckStatTimers();
		}

		public override bool CanBeDamaged()
		{
			if ( IsDeadPet )
				return false;

			return base.CanBeDamaged();
		}

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

		public override void OnSectorDeactivate()
		{
			if ( PlayerRangeSensitive && m_AI != null )
				m_AI.Deactivate();

			base.OnSectorDeactivate();
		}

		public override void OnSectorActivate()
		{
			if ( PlayerRangeSensitive && m_AI != null )
				m_AI.Activate();

			base.OnSectorActivate();
		}

		// used for deleting creatures in houses
		private int m_RemoveStep; 

		[CommandProperty( AccessLevel.GameMaster )] 
		public int RemoveStep { get { return m_RemoveStep; } set { m_RemoveStep = value; } }
	}

	public class LoyaltyTimer : Timer
	{
		private static TimeSpan InternalDelay = TimeSpan.FromMinutes( 5.0 );

		public static void Initialize()
		{
			new LoyaltyTimer().Start();
		}

		public LoyaltyTimer() : base( InternalDelay, InternalDelay )
		{
			m_NextHourlyCheck = DateTime.Now + TimeSpan.FromHours( 1.0 );
			Priority = TimerPriority.FiveSeconds;
		}

		private DateTime m_NextHourlyCheck;

		protected override void OnTick() 
		{ 
			bool hasHourElapsed = ( DateTime.Now >= m_NextHourlyCheck );

			if ( hasHourElapsed )
				m_NextHourlyCheck = DateTime.Now + TimeSpan.FromHours( 1.0 );

			ArrayList toRelease = new ArrayList();

			// added array for wild creatures in house regions to be removed
			ArrayList toRemove = new ArrayList();

			foreach ( Mobile m in World.Mobiles.Values )
			{
				if ( m is BaseMount && ((BaseMount)m).Rider != null )
				{
					((BaseCreature)m).OwnerAbandonTime = DateTime.MinValue;
					continue;
				}

				if ( m is BaseCreature )
				{
					BaseCreature c = (BaseCreature)m;

					if ( c.IsDeadPet )
					{
						Mobile owner = c.ControlMaster;

						if ( owner == null || owner.Deleted || owner.Map != c.Map || !owner.InRange( c, 12 ) || !c.CanSee( owner ) || !c.InLOS( owner ) )
						{
							if ( c.OwnerAbandonTime == DateTime.MinValue )
								c.OwnerAbandonTime = DateTime.Now;
							else if ( (c.OwnerAbandonTime + c.BondingAbandonDelay) <= DateTime.Now )
								toRemove.Add( c );
						}
						else
						{
							c.OwnerAbandonTime = DateTime.MinValue;
						}
					}
					else if ( c.Controled && c.Commandable && c.Loyalty > PetLoyalty.None && c.Map != Map.Internal )
					{
						Mobile owner = c.ControlMaster;

						// changed loyalty decrement
						if ( hasHourElapsed )
						{
							--c.Loyalty;

							if ( c.Loyalty == PetLoyalty.Confused )
							{
								c.Say( 1043270, c.Name ); // * ~1_NAME~ looks around desperately *
								c.PlaySound( c.GetIdleSound() );
							}
						}

						c.OwnerAbandonTime = DateTime.MinValue;

						if ( c.Loyalty == PetLoyalty.None )
							toRelease.Add( c );
					}

					// added lines to check if a wild creature in a house region has to be removed or not
					if ( !c.Controled && c.Region is HouseRegion && c.CanBeDamaged() )
					{
						c.RemoveStep++;

						if ( c.RemoveStep >= 20 )
							toRemove.Add( c );
					}
					else
					{
						c.RemoveStep = 0;
					}
				}
			}

			foreach ( BaseCreature c in toRelease )
			{
				c.Say( 1043255, c.Name ); // ~1_NAME~ appears to have decided that is better off without a master!
				c.Loyalty = PetLoyalty.WonderfullyHappy;
				c.IsBonded = false;
				c.BondingBegin = DateTime.MinValue;
				c.OwnerAbandonTime = DateTime.MinValue;
				c.ControlTarget = null;
				//c.ControlOrder = OrderType.Release;
				c.AIObject.DoOrderRelease(); // this will prevent no release of creatures left alone with AI disabled (and consequent bug of Followers)
			}

			// added code to handle removing of wild creatures in house regions
			foreach ( BaseCreature c in toRemove )
			{
				c.Delete();
			}
		}
	}
}

any thoughts?
 

Krystyl_Rose

Wanderer
the only files I mod'd are the ones listed above (as fas as base's go) I did change the animal trainer as well as the player mobile and added taming bods (the trouble started only when I got the bod system installed) I am right now working on UNdoing this addition and hoping that will do the trick but since all of these mobiles are non player and also are not the custom creations the only thing I could figure doing it was one of the base modifications... and I cant seem to find where I went wrong... :(
 

Phantom

Knight
Try using the default script, in the future follow the directions, or don't modify important classes like baseCreature.

You can of course just delete those objects, and the problem would just fix itself.

Of course it means EVERY BaseCreature would have to be removed to be "correct"
 
Well no de-/serialize has been changed... just some stuff in the basecreature about resources, which are not saved and some stuff about BODs in the basevendor, which is not saved so...
I'm out of ideas already, since I highly doubt you changed the core...
Talk with Daat, maybe he got an idea, if his system was the last you added. :(

Now that I think about it again... maybe you did a mistake in the basevendor? Maybe somehow the buyinfo was changed badly...
 

Krystyl_Rose

Wanderer
No wasnt Daat's that I added last... I was trying to implement a taming BODs script that I was trying to work up on my own from a different system... so I didnt have directions to follow, I started with one thing and worked til I thought it ready, then I tried to start the server and waited for errors, from there I fixed the errors and got it to work... only trouble is now I have run into an error upon loading instead of compilation and I am lost as to how to fix it.

*edit* I DID have the files I altered backed up as well and putting them back in didnt fix this, its as if something got corrupted or something

Try using the default script, in the future follow the directions, or don't modify important classes like baseCreature.

You tell people to learn and learning by trial and error is a big part of it... how can I learn by trial and error if I never try to do something new myself from something I saw and liked but wanted changed slightly?
 

Krystyl_Rose

Wanderer
ok I have taken out the entire taming system, restored the default scripts (even though there werent any differences aside from daat's OWLTR and it was working just fine before) and I am STILL getting the same error and the shard wants to delete my NPCs.

I even went so far as to revert to an earlier save (not that it should've be necessary since the shard was shut down properly, and the errors were upon a fresh start-up, but I tried anyway) and that didnt help either.

Any other ideas out there? My problem right now is that I cant even really nail it to one script so I know what to fix. I think it must be basevendor.cs, but I reinstalled a fresh version of that script and then re-edited in the Daat99 OWLTR modifications (all of which worked fine before) and it didnt change anything. *edit* I did this with basecreature.cs as well, forgot to mention that.

I am at a loss... :(
 

ArteGordon

Wanderer
Krystyl_Rose said:
ok I have taken out the entire taming system, restored the default scripts (even though there werent any differences aside from daat's OWLTR and it was working just fine before) and I am STILL getting the same error and the shard wants to delete my NPCs.

I even went so far as to revert to an earlier save (not that it should've be necessary since the shard was shut down properly, and the errors were upon a fresh start-up, but I tried anyway) and that didnt help either.

Any other ideas out there? My problem right now is that I cant even really nail it to one script so I know what to fix. I think it must be basevendor.cs, but I reinstalled a fresh version of that script and then re-edited in the Daat99 OWLTR modifications (all of which worked fine before) and it didnt change anything. *edit* I did this with basecreature.cs as well, forgot to mention that.

I am at a loss... :(

it looks like a basevendor ser/deser problem, not a basecreature problem. I would take a look at genericbuy.cs.
If you havent modified that, it is still possible that it is giving you a problem if you have modified your default vendor stocks and it is trying to restore corrupt SB info.

You can try to track it down systematically by adding in debug statements into the basevendor.cs Deserialize method like this

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

			int version = reader.ReadInt();
[color=red]Console.WriteLine("loading SBInfo for {0}",this);[/color]
			LoadSBInfo();
[color=red]Console.WriteLine("loaded SBInfo");[/color]
			ArrayList sbInfos = this.SBInfos;

then start it up and see how far it gets.
 

Krystyl_Rose

Wanderer
thank you ArteGordon.... I tried that and am a little bit further along.

You were correct that it has something to do with the SBInfo, but I havent ever altered that either so now I am unsure what I am to do next.

Heres the current error as it is with the debug comments you suggested I add
Code:
RunUO - [[url]www.runuo.com][/url] Version 1.0.0, Build 36918
Scripts: Compiling C# scripts...done (0 errors, 0 warnings)
Scripts: Compiling VB.net scripts...no files found.
Scripts: Verifying...done (3441 items, 847 mobiles)
[COLOR="Red"]World: Loading...loading SBInfo for 0x43EF "Ansreana"
loaded SBInfo[/COLOR]
An error was encountered while loading a saved object
 - Type: Server.Mobiles.Armorer
 - Serial: 0x000043EF
Delete the object? (y/n)
n
After pressing return an exception will be thrown and the server will terminate

Error:
System.Exception: Load failed (items=False, mobiles=True, guilds=False, regions=
False, type=Server.Mobiles.Armorer, serial=0x000043EF) ---> System.Exception: **
*** Bad serialize on Server.Mobiles.Armorer *****
   at Server.World.Load()
   --- End of inner exception stack trace ---
   at Server.World.Load()
   at Server.ScriptCompiler.Compile(Boolean debug)
   at Server.Core.Main(String[] args)
This exception is fatal, press return to exit

the line in red is the new information it gave me.


here is my SBInfo.cs script (if I should be posting the SBArmorer.cs instead just let me know... and thank you for the help.

Code:
using System;
using System.Collections;
using Server.Items;

namespace Server.Mobiles
{
	public abstract class SBInfo
	{
		public SBInfo()
		{
		}

		public abstract IShopSellInfo SellInfo { get; }
		public abstract ArrayList BuyInfo { get; }
	}
}
 

ArteGordon

Wanderer
Krystyl_Rose said:
thank you ArteGordon.... I tried that and am a little bit further along.

You were correct that it has something to do with the SBInfo, but I havent ever altered that either so now I am unsure what I am to do next.

Heres the current error as it is with the debug comments you suggested I add
Code:
RunUO - [[url]www.runuo.com][/url] Version 1.0.0, Build 36918
Scripts: Compiling C# scripts...done (0 errors, 0 warnings)
Scripts: Compiling VB.net scripts...no files found.
Scripts: Verifying...done (3441 items, 847 mobiles)
[COLOR="Red"]World: Loading...loading SBInfo for 0x43EF "Ansreana"
loaded SBInfo[/COLOR]
An error was encountered while loading a saved object
 - Type: Server.Mobiles.Armorer
 - Serial: 0x000043EF
Delete the object? (y/n)
n
After pressing return an exception will be thrown and the server will terminate

Error:
System.Exception: Load failed (items=False, mobiles=True, guilds=False, regions=
False, type=Server.Mobiles.Armorer, serial=0x000043EF) ---> System.Exception: **
*** Bad serialize on Server.Mobiles.Armorer *****
   at Server.World.Load()
   --- End of inner exception stack trace ---
   at Server.World.Load()
   at Server.ScriptCompiler.Compile(Boolean debug)
   at Server.Core.Main(String[] args)
This exception is fatal, press return to exit

the line in red is the new information it gave me.


here is my SBInfo.cs script (if I should be posting the SBArmorer.cs instead just let me know... and thank you for the help.

Code:
using System;
using System.Collections;
using Server.Items;

namespace Server.Mobiles
{
	public abstract class SBInfo
	{
		public SBInfo()
		{
		}

		public abstract IShopSellInfo SellInfo { get; }
		public abstract ArrayList BuyInfo { get; }
	}
}


from the debug code you added it appears that it is getting past that point, so you will have to do a little more tracking to find the spot.
I would add these debug statements.

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

			int version = reader.ReadInt();

			LoadSBInfo();

			ArrayList sbInfos = this.SBInfos;

			switch ( version )
			{
				case 1:
				{
					int index;
[color=red]Console.WriteLine("reading gbi");[/color]
					while ( (index = reader.ReadEncodedInt()) > 0 )
					{
[color=red]Console.WriteLine("index={0}",index);[/color]
						int doubled = reader.ReadEncodedInt();
[color=red]Console.WriteLine("doubled={0}",doubled);[/color]
						if ( sbInfos != null )
						{
							index -= 1;
							int sbInfoIndex = index % sbInfos.Count;
							int buyInfoIndex = index / sbInfos.Count;
 
							if ( sbInfoIndex >= 0 && sbInfoIndex < sbInfos.Count )
							{
								SBInfo sbInfo = (SBInfo)sbInfos[sbInfoIndex];
								ArrayList buyInfo = sbInfo.BuyInfo;

								if ( buyInfo != null && buyInfoIndex >= 0 && buyInfoIndex < buyInfo.Count )
								{
									GenericBuyInfo gbi = (GenericBuyInfo)buyInfo[buyInfoIndex];

									int amount = 20;

									switch ( doubled )
									{
										case 1: amount =  40; break;
										case 2: amount =  80; break;
										case 3: amount = 160; break;
										case 4: amount = 320; break;
										case 5: amount = 640; break;
										case 6: amount = 999; break;
									}

									gbi.Amount = gbi.MaxAmount = amount;
								}
							}
						}
[color=red]Console.WriteLine("assigned gbi");[/color]
					}
[color=red]Console.WriteLine("read gbi");[/color]
					break;
				}
			}

			if ( Core.AOS && NameHue == 0x35 )
				NameHue = -1;

			CheckMorph();
		}
 

Krystyl_Rose

Wanderer
Added the 3 new lines you suggested above, got the same error as the last one. I DID NOT, however, remove the previous 2 you had me add.... if I needed to, just let me know.

Code:
RunUO - [www.runuo.com] Version 1.0.0, Build 36918
Scripts: Compiling C# scripts...done (0 errors, 0 warnings)
Scripts: Compiling VB.net scripts...no files found.
Scripts: Verifying...done (3441 items, 847 mobiles)
World: Loading...loading SBInfo for 0x43EF "Ansreana"
loaded SBInfo
An error was encountered while loading a saved object
 - Type: Server.Mobiles.Armorer
 - Serial: 0x000043EF
Delete the object? (y/n)
n
After pressing return an exception will be thrown and the server will terminate

Error:
System.Exception: Load failed (items=False, mobiles=True, guilds=False, regions=
False, type=Server.Mobiles.Armorer, serial=0x000043EF) ---> System.Exception: **
*** Bad serialize on Server.Mobiles.Armorer *****
   at Server.World.Load()
   --- End of inner exception stack trace ---
   at Server.World.Load()
   at Server.ScriptCompiler.Compile(Boolean debug)
   at Server.Core.Main(String[] args)
This exception is fatal, press return to exit

I am also looking into the genericbuy.cs and genericsell.cs as you said, to see if there is anything there that could be causing this



*update*
I did compare the genericbuy.cs to a fresh install... no differences there, and the only changes made to genericsell.cs were the ones Daat99 made in his OWLTR (which as I said worked fine before) so I am still not sure what I did wrong, thanks for taking the time to walk through it with me.
 

ArteGordon

Wanderer
hmm. ok, add in one additional debug line.

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

			int version = reader.ReadInt();

			LoadSBInfo();

			ArrayList sbInfos = this.SBInfos;
[color=red]Console.WriteLine("version {0}", version);[/color]
			switch ( version )
			{
				case 1:
				{
					int index;
Console.WriteLine("reading gbi");
					while ( (index = reader.ReadEncodedInt()) > 0 )
					{
Console.WriteLine("index={0}",index);
						int doubled = reader.ReadEncodedInt();
Console.WriteLine("doubled={0}",doubled);
						if ( sbInfos != null )
						{
							index -= 1;
							int sbInfoIndex = index % sbInfos.Count;
							int buyInfoIndex = index / sbInfos.Count;
 
							if ( sbInfoIndex >= 0 && sbInfoIndex < sbInfos.Count )
							{
								SBInfo sbInfo = (SBInfo)sbInfos[sbInfoIndex];
								ArrayList buyInfo = sbInfo.BuyInfo;

								if ( buyInfo != null && buyInfoIndex >= 0 && buyInfoIndex < buyInfo.Count )
								{
									GenericBuyInfo gbi = (GenericBuyInfo)buyInfo[buyInfoIndex];

									int amount = 20;

									switch ( doubled )
									{
										case 1: amount =  40; break;
										case 2: amount =  80; break;
										case 3: amount = 160; break;
										case 4: amount = 320; break;
										case 5: amount = 640; break;
										case 6: amount = 999; break;
									}

									gbi.Amount = gbi.MaxAmount = amount;
								}
							}
						}
Console.WriteLine("assigned gbi");
					}
Console.WriteLine("read gbi");
					break;
				}
			}

			if ( Core.AOS && NameHue == 0x35 )
				NameHue = -1;

			CheckMorph();
		}
 

Krystyl_Rose

Wanderer
ok only a very slight change when adding the line you gave...

Code:
RunUO - [www.runuo.com] Version 1.0.0, Build 36918
Scripts: Compiling C# scripts...done (0 errors, 0 warnings)
Scripts: Compiling VB.net scripts...no files found.
Scripts: Verifying...done (3441 items, 847 mobiles)
World: Loading...loading SBInfo for 0x43EF "Ansreana"
loaded SBInfo
version 0
An error was encountered while loading a saved object
 - Type: Server.Mobiles.Armorer
 - Serial: 0x000043EF
Delete the object? (y/n)
n
After pressing return an exception will be thrown and the server will terminate

Error:
System.Exception: Load failed (items=False, mobiles=True, guilds=False, regions=
False, type=Server.Mobiles.Armorer, serial=0x000043EF) ---> System.Exception: **
*** Bad serialize on Server.Mobiles.Armorer *****
   at Server.World.Load()
   --- End of inner exception stack trace ---
   at Server.World.Load()
   at Server.ScriptCompiler.Compile(Boolean debug)
   at Server.Core.Main(String[] args)
This exception is fatal, press return to exit

I hope this is making some sense to you, because so far I am lost as I can be... I thought I understood the errors until I started getting them after the compilation....
 
Huh? Why does it say version 0? It's supposed to say version 1! >.<
Tried to add before the line in red:
version = 1;
It should show version 1 then and probably load up.
 

A_Li_N

Knight
Kamuflaro said:
Huh? Why does it say version 0? It's supposed to say version 1! >.<
Tried to add before the line in red:
version = 1;
It should show version 1 then and probably load up.
ding ding...This looks to be the winner :)
So that means there is one of two problems...
1. Serialize is storing the wrong version number
2. The switch in Deser has the wrong case number

My bet is on #2 since there is no 'goto case 0'.
 
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