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Sickness System Re-edited V1.6

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Tru

Knight
Jeremy508 said:
Here's the script, it wont work for some reason. *shrugs* Thanks for any help you can offer
ok I didnt say I'd do it for you
that playermobile doesnt look to be edited at all

Jeremy508 said:
There's a problem, I did everything i was supposed to, eddited the playermobile script but i get this error repeated many times.

at least try....
 

Jeremy508

Wanderer
I did as he said, I took the lines that were marked for the sickness script and inserted them in thier proper locations on the playermobile script. I did, however, try for an hour but nothing worked so i went back to the orgional and added the lines as i had origionally. I tried as much as a person with no scripting knowledge can. I'm not asking you to do the script for me, i just wanted to know if you could point out if there was some small error that was screwing it up. You have more knowledge about such things and would be able to realize what was wrong. I'm not asking anyone to do my work, so dont worry about it.
 
G

GoldDraco13

Guest
Naria said:
k here is my unedited PlayerMobile.cs file :)



Thanks for the distro playermobile....I'll update the package tonight and repost v1.7.

:)
 

iZJokersWild

Wanderer
Okay, I just re-applied all the stuff and used the PlayerMobile.cs that was included, but am still getting 3 errors. This is what I am getting:
PHP:
Scripts: Compiling C# scripts...failed (3 errors, 0 warnings)
 - Error: Scripts\Mobiles\PlayerMobile.cs: CS1513: (line 32, column 32) } expect
ed
 - Error: Scripts\Mobiles\PlayerMobile.cs: CS0116: (line 36, column 17) A namesp
ace does not directly contain members such as fields or methods
 - Error: Scripts\Mobiles\PlayerMobile.cs: CS1022: (line 63, column 2) Type or n
amespace definition, or end-of-file expected
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.
What do I do with that? I took a peek at it, the first I have no clue what to do with it.
 

iZJokersWild

Wanderer
Oh, for any that are not using the new PlayerMobile.cs this is the code:
PHP:
using System;
using System.Collections;
using Server;
using Server.Misc;
using Server.Items;
using Server.Gumps;
using Server.Multis;
using Server.Engines.Help;
using Server.ContextMenus;
using Server.Network;
using Server.Spells;
using Server.Spells.Fifth;
using Server.Spells.Seventh;
using Server.Targeting;
using Server.Engines.Quests;

namespace Server.Mobiles
{
	[Flags]
	public enum PlayerFlag // First 16 bits are reserved for default-distro use, start custom flags at 0x00010000
	{
		None				= 0x00000000,
		Glassblowing		= 0x00000001,
		Masonry				= 0x00000002,
		SandMining			= 0x00000004,
		StoneMining			= 0x00000008,
		ToggleMiningStone	= 0x00000010,
		KarmaLocked			= 0x00000020,
		AutoRenewInsurance	= 0x00000040,
		UseOwnFilter		= 0x00000080,
		PublicMyRunUO		= 0x00000100,
		PagingSquelched		= 0x00000200
////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit///////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
                Sick            		= 0x00010000,
                Sickness         		= 0x00020000,
                SickContagious        		= 0x00040000
	}

   	public enum SickFlag
   	{
      		None,
      		TempImmunity,
      		PermImmunity,
     		Cold,
     		Flu,
      		Headache,
      		Virus,
      		VampTurn
  	}

  	public enum VampType
        {
              None,
              Vampire,
              Master,
              Ancient
        }
///////////////////////////////////////////////////////////////////////////////
//End Sickness Edit////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
	}	

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

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

			public CountAndTimeStamp()
			{
			}

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

      #region Vampires
		
		public VampType m_VampType = VampType.None;
		private bool m_Vampirism = false;
		private bool m_VampBurn = false;
		private bool m_VampHunger = false;
		public int m_Blood = 100;
		private PlayerFlag m_Flags;
		
		public bool GetDFlag( PlayerFlag flag )
		{
			return ( (m_Flags & flag) != 0 );
		}
		
		public void SetDFlag( PlayerFlag flag, bool value )
		{
			if ( value )
				m_Flags |= flag;
			else
				m_Flags &= ~flag;
		}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public VampType VampireType
		{
			get { return m_VampType; }
			set { m_VampType = value; }
		}

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

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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public bool VampBurn
		{
			get{ return m_VampBurn; }
			set{ m_VampBurn = value; }
		}
		
		public class VampBurnTimer : Timer
		{
			public const double SecondsPerUOMinute = 5.0;
			public const double MinutesPerUODay = SecondsPerUOMinute * 24;
			private static DateTime WorldStart = new DateTime( 1997, 9, 1 );
			
			public static void Initialize()
			{
				// m_ServerStart = DateTime.Now;
				new VampBurnTimer().Start();
			}
			
			public VampBurnTimer() : base( TimeSpan.FromMinutes( .10 ), TimeSpan.FromMinutes( .10 ) )
			{
				Priority = TimerPriority.OneSecond;
			}
			protected override void OnTick()
			{
				CheckBurn(); //Every tick run function burn
			}
			private bool GetBurning( int XPos )
			{
				TimeSpan timeSpan = DateTime.Now - WorldStart;
				int totalMinutes = (int)( timeSpan.TotalSeconds / SecondsPerUOMinute );
				totalMinutes += Map.Felucca.MapIndex * 320;
				totalMinutes += XPos / 16;
				int currentHour = ( totalMinutes / 60 ) % 24;
				int currentMinute = totalMinutes % 60;
				
				if ( currentHour <= 18 && currentHour >= 6)
					//if (( currentHour >= 18 && currentMinute >= 01 ) ||(currentHour <= 5 && currentMinute <= 59))
					return true;
				//if ( currentHour <= 7 && ( currentHour >= 18 /*&& currentMinute <= 59 */))
				// return false;
				return false;
			}
			private void CheckBurn( )
			{
				ArrayList mobs = new ArrayList( World.Mobiles.Values );
				for( int i = 0; i<mobs.Count; i++)
				{
					Mobile m = mobs[i] as Mobile;
					
					if (m is PlayerMobile && m.Alive && m.Map != Map.Internal)
					{
						PlayerMobile mplayer = m as PlayerMobile;
						if (mplayer.Vampirism == true && mplayer.VampBurn == true )
						{
							BaseHouse house = BaseHouse.FindHouseAt( m );
							//StaticHouseSign staticHouse = StaticHouseSign.StaticFindHouseAt( m );
							if (house == null /*&& staticHouse == null*/ && Validate(m) == true)
							{
								if ( GetBurning( m.X ) )
								{
									m.Stam -= 10; //tick away some stamina
									m.FixedParticles( 0x3735, 1, 30, 9503, EffectLayer.Waist );
									Effects.SendLocationEffect(m.Location, m.Map,0x371C, 20); //0x36BD,0x398C
									m.PrivateOverheadMessage(0, 0, false, "You feel as if your skin is melting", m.NetState );
									m.PlaySound( m.Female ? 814 : 1088 );
									m.Say( "*ahhhh!*" );
									m.Damage( Utility.Random( 40, 75 ) );
								}
								else
									m.PrivateOverheadMessage(0, 0, false, "Be glad your not a vampire", m.NetState );
								return;
							}
						}
					}
				}
			}
			
			public bool Validate(Mobile from)
	  {
                   if(from.Region.Name != "Wind" &&   //towns
                   from.Region.Name != "Covetous" && from.Region.Name != "Deceit" &&//dungeons
                   from.Region.Name != "Despise" && from.Region.Name != "Destard" &&//dungeons
                   from.Region.Name != "Hythloth" && from.Region.Name != "Shame" &&//dungeons
                   from.Region.Name != "Wrong" && from.Region.Name != "Terathan Keep" &&//dungeons
                   from.Region.Name != "Fire" && from.Region.Name != "Ice" &&//dungeons
	  	   from.Region.Name != "Rock Dungeon" && from.Region.Name != "Spider Cave" &&//dungeons
	  	   from.Region.Name != "Spectre Dungeon" && from.Region.Name != "Blood Dungeon" &&//dungeons
	  	   from.Region.Name != "Wisp Dungeon" && from.Region.Name != "Ankh Dungeon" &&//dungeons
	  	   from.Region.Name != "Exodus Dungeon" && from.Region.Name != "Sorcerer's Dungeon" &&//dungeons
	  	   from.Region.Name != "Ancient Lair" && from.Region.Name != "Doom" &&//dungeons
                   from.Region.Name != "Jail")
				   {
				   	return true;
				   }
				   else
				   {
				   	return false;
				   }
			}
		}
		#endregion
                
		#region Sicknesses
		private SickFlag flag;
		public SickTimer m_SickTimer;
		public ImmunTimer m_ImmunTimer;
		[CommandProperty( AccessLevel.GameMaster )]
		public bool Sick
		{
			get{ return GetDFlag( PlayerFlag.Sick ); }
			set
			{
				if ( this.Sickness != SickFlag.TempImmunity && this.Sickness != SickFlag.PermImmunity && this.Sickness != SickFlag.None && this.Sickness != SickFlag.VampTurn && !value )
					this.SendMessage( "You feel better!" );
				
				if ( this.Sickness != SickFlag.None ) //&& this.Sickness != SickFlag.VampTurn
					SetDFlag( PlayerFlag.Sick, value );
				else
				{
					SetDFlag( PlayerFlag.Sick, false );
					this.SickContagious = false;
				}
				if ( !value )
				{
					this.Sickness = SickFlag.None;
				}
			}
		}
      [CommandProperty( AccessLevel.GameMaster )]
      public bool SickContagious
      {
      	get{ return GetDFlag( PlayerFlag.SickContagious ); }
      	set
      	{
      		if ( !this.Sick || this.Sickness == SickFlag.TempImmunity || this.Sickness == SickFlag.PermImmunity || this.Sickness == SickFlag.VampTurn)
      			SetDFlag( PlayerFlag.SickContagious, false );
      		else
      			SetDFlag( PlayerFlag.SickContagious, value );
      	}
      }
      [CommandProperty( AccessLevel.GameMaster )]
      public SickFlag Sickness
      {
      	get{ return flag; }
      	set
      	{
      		flag = value;
      		ChangeSickness( this, flag );
      	}
      }
      public class ImmunTimer : Timer
      {
      	private Mobile m_defender;
      	private PlayerMobile m_pmdefender;
      	private int cnt = 0;
      	public ImmunTimer( Mobile defender ) : base( TimeSpan.Zero, TimeSpan.FromSeconds( 0.6 ), 480 )
      	{
      		m_defender = defender;
      		m_pmdefender = (PlayerMobile) defender;
      	}
      	protected override void OnTick()
      	{
      		cnt += 1;
      		if ( !m_pmdefender.Sick && m_pmdefender.Sickness == SickFlag.VampTurn)
      			Stop();
      		if ( m_pmdefender.Sickness == SickFlag.TempImmunity && m_pmdefender.Sickness != SickFlag.VampTurn && cnt == 480)//&& m_pmdefender.Vampirism == false
      		m_pmdefender.Sick = false;
      	}
      }
      public class SickTimer : Timer
      {
      	private Mobile m_defender;
      	private int cnt = 0;
      	private int m_count = 0;
      	private int m_countmax;
      	private PlayerMobile m_pmdefender;
      	private SickFlag m_flag;
      	public SickTimer( Mobile defender, int count, SickFlag flag ) : base( TimeSpan.Zero, TimeSpan.FromSeconds( 20 ), count )
      	{
      		m_defender = defender;
      		m_countmax = count;
      		m_pmdefender = (PlayerMobile) defender;
      		m_flag = flag;
      	}
      	protected override void OnTick()
      	{
      		if ( !m_defender.Alive && m_pmdefender.Sickness != SickFlag.VampTurn)
      		{
      			m_pmdefender.Sick = false;
      			m_pmdefender.SickContagious = false;
      			Stop();
      		}
      		
      		if ( ((!m_pmdefender.Sick) || (m_pmdefender.Sickness == SickFlag.None) || (m_pmdefender.Sickness == SickFlag.TempImmunity) || (m_pmdefender.Sickness == SickFlag.PermImmunity)) && (m_pmdefender.Sickness != SickFlag.VampTurn ))
      			Stop();
      		
      		if ( m_flag == SickFlag.Cold )
      		{
         		cnt += 1;
      			m_count += 1;
         		m_defender.Damage( Utility.Random( 5, 10 ) );
         		//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 3 );
         		if ( cnt > 2 )
         		{
         			m_defender.SendMessage( "You have a cold!" );
         			m_defender.Emote("cough*cough");
         			
         			if ( !m_defender.Female )
         				m_defender.PlaySound( 0x420 );
         			else
         				m_defender.PlaySound( 0x311 );
         			
         			cnt = 0;
         		}
         	}
         	if( m_flag == SickFlag.Flu )
         	{
         		cnt += 1;
         		m_count += 1;
         		m_defender.Damage( Utility.Random( 10, 15 ) );
         		//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 5 );
         		if ( cnt > 2 )
         		{
         			m_defender.SendMessage( "You have influenza!" );
         			m_defender.Emote("*feels feverish*");
         			if ( !m_defender.Female )
         				m_defender.PlaySound( 0x42B );
         			else
         				m_defender.PlaySound( 0x31B );
         			cnt = 0;
         		}
         	}
         	if ( m_flag == SickFlag.Headache )
         	{
         		cnt += 1;
         		m_count += 1;
         		m_defender.Damage( Utility.Random( 1, 5 ) );
         		//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 2 );
         		if ( cnt > 2 )
         		{
         			m_defender.SendMessage( "You have a bad headache!" );
         			m_defender.Emote("*head throbbing*");
         			
         			if ( !m_defender.Female )
         				m_defender.PlaySound( 0x42B );
         			else
         				m_defender.PlaySound( 0x31B );
         			
         			cnt = 0;
         		}
         	}
         	if ( m_flag == SickFlag.Virus )
         	{
         		cnt += 1;
         		m_count += 1;
         		m_defender.Damage( Utility.Random( 15, 20 ) );
         		//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 4 );
         		if ( cnt > 2 )
         		{
         			m_defender.SendMessage( "You have a virus!" );
         			m_defender.Emote("*stomach wretching*");
         			
         			if ( !m_defender.Female )
         				m_defender.PlaySound( 0x43F );
         			else
         				m_defender.PlaySound( 0x32D );
         			
         			cnt = 0;
         		}
         	}
         	if ( m_flag == SickFlag.VampTurn )
         	{
         		cnt += 1;
         		m_count += 12;
         		
         		if ( cnt == 2 )
         		{
         			m_defender.SendMessage( "You feel the blood in your body changing!" );
         			m_defender.Emote("*stomach wretching*");
         			m_defender.Damage( Utility.Random( 1, 1 ) );
         			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
         			m_defender.Say( "*pukes*" );
         			if ( !m_defender.Mounted )
         			{
         				m_defender.Animate( 32, 5, 1, true, false, 0 );
         			}
         			Point3D p = new Point3D( m_defender.Location );
         			switch( m_defender.Direction )
         			{
               			case Direction.North:
							p.Y--; break;
               			case Direction.South:
							p.Y++; break;
               			case Direction.East:
                  			p.X++; break;
               			case Direction.West:
                  			p.X--; break;
               			case Direction.Right:
                  			p.X++; p.Y--; break;
               			case Direction.Down:
                  			p.X++; p.Y++; break;
               			case Direction.Left:
                  			p.X--; p.Y++; break;
               			case Direction.Up:
                  			p.X--; p.Y--; break;
               			default:
                  			break;
					}
					p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
         			
         			Puke puke = new Puke();
         			puke.Map = m_defender.Map;
         			puke.Location = p;
         			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 1 );
         		}
         		if ( cnt == 4 )
         		{
         			m_defender.SendMessage( "You feel your body drying up!" );
         			m_defender.Emote("*stomach wretching*");
         			m_defender.Damage( Utility.Random( 1, 2 ) );
         			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
         			m_defender.Say( "*pukes*" );
         			if ( !m_defender.Mounted )
         			{
         				m_defender.Animate( 32, 5, 1, true, false, 0 );
         			}
         			Point3D p = new Point3D( m_defender.Location );
         			switch( m_defender.Direction )
         			{
               			case Direction.North:
							p.Y--; break;
               			case Direction.South:
							p.Y++; break;
               			case Direction.East:
                  			p.X++; break;
               			case Direction.West:
                  			p.X--; break;
               			case Direction.Right:
                  			p.X++; p.Y--; break;
               			case Direction.Down:
                  			p.X++; p.Y++; break;
               			case Direction.Left:
                  			p.X--; p.Y++; break;
               			case Direction.Up:
                  			p.X--; p.Y--; break;
               			default:
                  			break;
					}
					p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
         			
         			Puke puke = new Puke();
         			puke.Map = m_defender.Map;
         			puke.Location = p;
         			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 2 );
         		}
         		if ( cnt == 6 )
         		{
         			m_defender.SendMessage( "You feel as if you are dying!" );
         			m_defender.Emote("*stomach wretching*");
         			m_defender.Damage( Utility.Random( 1, 3 ) );
         			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
         			m_defender.Say( "*pukes*" );
         			if ( !m_defender.Mounted )
         			{
         				m_defender.Animate( 32, 5, 1, true, false, 0 );
         			}
         			Point3D p = new Point3D( m_defender.Location );
            		switch( m_defender.Direction )
            		{
               			case Direction.North:
							p.Y--; break;
               			case Direction.South:
							p.Y++; break;
               			case Direction.East:
                  			p.X++; break;
               			case Direction.West:
                  			p.X--; break;
               			case Direction.Right:
                  			p.X++; p.Y--; break;
               			case Direction.Down:
                  			p.X++; p.Y++; break;
               			case Direction.Left:
                  			p.X--; p.Y++; break;
               			case Direction.Up:
                  			p.X--; p.Y--; break;
               			default:
                  			break;
					}
					p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
         			
         			Puke puke = new Puke();
         			puke.Map = m_defender.Map;
         			puke.Location = p;
         			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 3 );
         		}
         		if ( cnt == 8 )
         		{
         			m_defender.SendMessage( "You feel extremely dizzy and light headed!" );
         			m_defender.Emote("*stomach wretching*");
         			m_defender.Damage( Utility.Random( 1, 4 ) );
         			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
         			m_defender.Say( "*pukes*" );
         			if ( !m_defender.Mounted )
         			{
         				m_defender.Animate( 32, 5, 1, true, false, 0 );
         			}
         			Point3D p = new Point3D( m_defender.Location );
            		switch( m_defender.Direction )
            		{
               			case Direction.North:
							p.Y--; break;
               			case Direction.South:
							p.Y++; break;
               			case Direction.East:
                  			p.X++; break;
               			case Direction.West:
                  			p.X--; break;
               			case Direction.Right:
                  			p.X++; p.Y--; break;
               			case Direction.Down:
                  			p.X++; p.Y++; break;
               			case Direction.Left:
                  			p.X--; p.Y++; break;
               			case Direction.Up:
                  			p.X--; p.Y--; break;
               			default:
                  			break;
					}
					p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
         			
         			Puke puke = new Puke();
         			puke.Map = m_defender.Map;
         			puke.Location = p;
         			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 4 );
         		}
         		if ( cnt == 10 )
         		{
         			m_defender.SendMessage( "You can hardly control yourself!" );
         			m_defender.Emote("*stomach tightens*");
         			m_defender.Damage( Utility.Random( 1, 5 ) );
         			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
         			m_defender.Say( "*pukes*" );
         			if ( !m_defender.Mounted )
         			{
         				m_defender.Animate( 32, 5, 1, true, false, 0 );
         			}
         			Point3D p = new Point3D( m_defender.Location );
            		switch( m_defender.Direction )
            		{
               			case Direction.North:
							p.Y--; break;
               			case Direction.South:
							p.Y++; break;
               			case Direction.East:
                  			p.X++; break;
               			case Direction.West:
                  			p.X--; break;
               			case Direction.Right:
                  			p.X++; p.Y--; break;
               			case Direction.Down:
                  			p.X++; p.Y++; break;
               			case Direction.Left:
                  			p.X--; p.Y++; break;
               			case Direction.Up:
                  			p.X--; p.Y--; break;
               			default:
                  			break;
					}
					p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
         			
         			Puke puke = new Puke();
         			puke.Map = m_defender.Map;
         			puke.Location = p;
         			//break;
         			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 5 );
         		}
         		if ( cnt == 12 )
                  	{
                  	m_defender.SendMessage( "You begin to fall over and feel death upon you!" );
                  	m_defender.PlaySound( m_defender.Female ? 814 : 1088 );
                  	m_defender.Say( "*ahhhh!*" );
                  	m_defender.PublicOverheadMessage( MessageType.Spell, m_defender.SpeechHue, true, "*you shuffle off your mortal coil*", false );
                  	m_defender.Damage( Utility.Random( 150, 150 ) );
                  	//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 150 );
                  	m_pmdefender.Vampirism = true;
                  	m_pmdefender.VampHunger = true;
                  	m_pmdefender.VampBurn = true;
                  	m_pmdefender.Title = "The Vampire";
                  	m_pmdefender.Hue = 1154;
                  	m_pmdefender.VampireType = VampType.Vampire;
                  	m_pmdefender.Sickness = SickFlag.PermImmunity;
                  	m_pmdefender.Resurrect();
                  	m_defender.AddToBackpack( new VampireOrb() );
                  	m_defender.Hunger = 3;
                  	m_defender.Kills = 5;
                  	m_defender.SendMessage( "You have been reborn into a Vampire, you'll need Blood to survive now!" );
			/////////////////////////////////////////////////////////////////////////////////////////
			///////THIS IS FOR RESETTING SKILLS AND CAP ON TURN//////////////////////////////////////
			/////////////////////////////////////////////////////////////////////////////////////////
			//Server.Skills skills = m_defender.Skills;
			//
			//for ( int i = 0; i < skills.Length; ++i )
			//{
			//skills[i].Base = 0.0;
			//skills[i].Cap = 100.0;
			//}
			///////////////////////////////////////////////////////////////////////////////////////
           	}
    	}
         	
         	if ( m_count == m_countmax )//&& m_pmdefender.Vampirism != true
            {
               m_pmdefender.Sickness = SickFlag.TempImmunity;
               return;
            }
         	int randominfect = Utility.Random( 1, 99 );
         	
         	ArrayList li = new ArrayList();
         	foreach ( Mobile o in m_defender.Map.GetMobilesInRange( m_defender.Location, 5 ) )
         	{
         		li.Add(o);
         	}
         	for (int i = 0; i < li.Count; i++)
         	{
         		Mobile o = li[i] as Mobile;
         		
         		if ( o is PlayerMobile && m_defender != o )
         		{
         			PlayerMobile mob = (PlayerMobile) o;
         			
         			if (( mob.Sickness == SickFlag.TempImmunity || mob.Sickness == SickFlag.PermImmunity || !mob.SickContagious )|| (mob.Vampirism == true))
         			{
         			}
         			else if ( mob.Sickness == SickFlag.None )
         			{
         				if ( randominfect > 43 && randominfect < 50 )
         					mob.Sickness = m_flag;
         			}
         		}
         	}
         }
      }
      public virtual void ChangeSickness( PlayerMobile m, SickFlag newsick )
      {
      	int count = Utility.Random( 5, 20 );
      	Mobile pm = (Mobile) m;
      	
      	switch ( newsick )
      	{
      		case SickFlag.None:
      			{
      				if ( m.Sick )
      				{
      					m.Sick = false;
      					m.SickContagious = false;
      				}
      				break;
      			}
            case SickFlag.TempImmunity:
            	{
            		m.SendMessage( "You feel better!" );
            		m.Sick = true;
            		m.SickContagious= false;
            		m_ImmunTimer = new ImmunTimer ( pm );
            		m_ImmunTimer.Start();
            		break;
            	}
            case SickFlag.PermImmunity:
            	{
            		m.SendMessage( "You feel permanently immune to sicknesses!" );
            		m.Sick = true;
            		m.SickContagious= false;
            		break;
            	}
            case SickFlag.Cold:
            	{
            		m.SendMessage( "You have caught a cold!" );
            		m.Sick = true;
            		m.SickContagious= true;
            		m_SickTimer = new SickTimer ( pm, count, SickFlag.Cold );
            		m_SickTimer.Start();
            		break;
            	}
            case SickFlag.Flu:
            	{
            		m.SendMessage( "You came down with influenza!" );
            		m.Sick = true;
            		m.SickContagious= true;
            		m_SickTimer = new SickTimer ( pm, count, SickFlag.Flu );
            		m_SickTimer.Start();
            		break;
            	}
            case SickFlag.Headache:
            	{
            		m.SendMessage( "You feel a bad headache coming on!" );
            		m.Sick = true;
            		m.SickContagious= false;
            		m_SickTimer = new SickTimer ( pm, count, SickFlag.Headache );
            		m_SickTimer.Start();
            		break;
            	}
            case SickFlag.Virus:
            	{
            		m.SendMessage( "You caught a bad virus!" );
            		m.Sick = true;
            		m.SickContagious= true;
            		m_SickTimer = new SickTimer ( pm, count, SickFlag.Virus );
            		m_SickTimer.Start();
            		break;
            	}
            case SickFlag.VampTurn:
            	{
            		m.SendMessage( "You have been infected by a Vampire!" );
            		m.Sick = true;
            		m.SickContagious= false;
            		m_SickTimer = new SickTimer ( pm, count, SickFlag.VampTurn );
            		m_SickTimer.Start();
            		break;
           	}
   	}
	}
		#endregion
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//End Sickness Edit///////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////

		private DesignContext m_DesignContext;

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

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

		public int StepsTaken
		{
			get{ return m_StepsTaken; }
			set{ m_StepsTaken = value; }
		}

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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public TimeSpan NpcGuildGameTime
		{
			get{ return m_NpcGuildGameTime; }
			set{ m_NpcGuildGameTime = value; }
		}

		public PlayerFlag Flags
		{
			get{ return m_Flags; }
			set{ m_Flags = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool PagingSquelched
		{
			get{ return GetFlag( PlayerFlag.PagingSquelched ); }
			set{ SetFlag( PlayerFlag.PagingSquelched, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool Glassblowing
		{
			get{ return GetFlag( PlayerFlag.Glassblowing ); }
			set{ SetFlag( PlayerFlag.Glassblowing, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool Masonry
		{
			get{ return GetFlag( PlayerFlag.Masonry ); }
			set{ SetFlag( PlayerFlag.Masonry, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool SandMining
		{
			get{ return GetFlag( PlayerFlag.SandMining ); }
			set{ SetFlag( PlayerFlag.SandMining, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool StoneMining
		{
			get{ return GetFlag( PlayerFlag.StoneMining ); }
			set{ SetFlag( PlayerFlag.StoneMining, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool ToggleMiningStone
		{
			get{ return GetFlag( PlayerFlag.ToggleMiningStone ); }
			set{ SetFlag( PlayerFlag.ToggleMiningStone, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool KarmaLocked
		{
			get{ return GetFlag( PlayerFlag.KarmaLocked ); }
			set{ SetFlag( PlayerFlag.KarmaLocked, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool AutoRenewInsurance
		{
			get{ return GetFlag( PlayerFlag.AutoRenewInsurance ); }
			set{ SetFlag( PlayerFlag.AutoRenewInsurance, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool UseOwnFilter
		{
			get{ return GetFlag( PlayerFlag.UseOwnFilter ); }
			set{ SetFlag( PlayerFlag.UseOwnFilter, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool PublicMyRunUO
		{
			get{ return GetFlag( PlayerFlag.PublicMyRunUO ); }
			set{ SetFlag( PlayerFlag.PublicMyRunUO, value ); InvalidateMyRunUO(); }
		}

		public static Direction GetDirection4( Point3D from, Point3D to )
		{
			int dx = from.X - to.X;
			int dy = from.Y - to.Y;

			int rx = dx - dy;
			int ry = dx + dy;

			Direction ret;

			if ( rx >= 0 && ry >= 0 )
				ret = Direction.West;
			else if ( rx >= 0 && ry < 0 )
				ret = Direction.South;
			else if ( rx < 0 && ry < 0 )
				ret = Direction.East;
			else
				ret = Direction.North;

			return ret;
		}

		public override bool OnDroppedItemToWorld( Item item, Point3D location )
		{
			if ( !base.OnDroppedItemToWorld( item, location ) )
				return false;

			BounceInfo bi = item.GetBounce();

			if ( bi != null )
			{
				Type type = item.GetType();

				if ( type.IsDefined( typeof( FurnitureAttribute ), true ) || type.IsDefined( typeof( DynamicFlipingAttribute ), true ) )
				{
					object[] objs = type.GetCustomAttributes( typeof( FlipableAttribute ), true );

					if ( objs != null && objs.Length > 0 )
					{
						FlipableAttribute fp = objs[0] as FlipableAttribute;

						if ( fp != null )
						{
							int[] itemIDs = fp.ItemIDs;

							Point3D oldWorldLoc = bi.m_WorldLoc;
							Point3D newWorldLoc = location;

							if ( oldWorldLoc.X != newWorldLoc.X || oldWorldLoc.Y != newWorldLoc.Y )
							{
								Direction dir = GetDirection4( oldWorldLoc, newWorldLoc );

								if ( itemIDs.Length == 2 )
								{
									switch ( dir )
									{
										case Direction.North:
										case Direction.South: item.ItemID = itemIDs[0]; break;
										case Direction.East:
										case Direction.West: item.ItemID = itemIDs[1]; break;
									}
								}
								else if ( itemIDs.Length == 4 )
								{
									switch ( dir )
									{
										case Direction.South: item.ItemID = itemIDs[0]; break;
										case Direction.East: item.ItemID = itemIDs[1]; break;
										case Direction.North: item.ItemID = itemIDs[2]; break;
										case Direction.West: item.ItemID = itemIDs[3]; break;
									}
								}
							}
						}
					}
				}
			}

			return true;
		}

		public bool GetFlag( PlayerFlag flag )
		{
			return ( (m_Flags & flag) != 0 );
		}

		public void SetFlag( PlayerFlag flag, bool value )
		{
			if ( value )
				m_Flags |= flag;
			else
				m_Flags &= ~flag;
		}

		public DesignContext DesignContext
		{
			get{ return m_DesignContext; }
			set{ m_DesignContext = value; }
		}

		public static void Initialize()
		{
			if ( FastwalkPrevention )
			{
				PacketHandler ph = PacketHandlers.GetHandler( 0x02 );

				ph.ThrottleCallback = new ThrottlePacketCallback( MovementThrottle_Callback );
			}

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

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

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

			if ( type != ResistanceType.Physical && 60 < max && Spells.Fourth.CurseSpell.UnderEffect( this ) )
				max = 60;

			return max;
		}

		private int m_LastGlobalLight = -1, m_LastPersonalLight = -1;

		public override void OnNetStateChanged()
		{
			m_LastGlobalLight = -1;
			m_LastPersonalLight = -1;
		}

		public override void ComputeBaseLightLevels( out int global, out int personal )
		{
			global = LightCycle.ComputeLevelFor( this );
			personal = this.LightLevel;
		}

		public override void CheckLightLevels( bool forceResend )
		{
			NetState ns = this.NetState;

			if ( ns == null )
				return;

			int global, personal;

			ComputeLightLevels( out global, out personal );

			if ( !forceResend )
				forceResend = ( global != m_LastGlobalLight || personal != m_LastPersonalLight );

			if ( !forceResend )
				return;

			m_LastGlobalLight = global;
			m_LastPersonalLight = personal;

			ns.Send( GlobalLightLevel.Instantiate( global ) );
			ns.Send( new PersonalLightLevel( this, personal ) );
		}

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

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

			if ( min > MaxPlayerResistance )
				min = MaxPlayerResistance;

			int baseMin = base.GetMinResistance( type );

			if ( min < baseMin )
				min = baseMin;

			return min;
		}

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

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

			if ( AccountHandler.LockdownLevel > AccessLevel.Player )
			{
				string notice;

				Accounting.Account acct = from.Account as Accounting.Account;

				if ( acct == null || !acct.HasAccess( from.NetState ) )
				{
					if ( from.AccessLevel == AccessLevel.Player )
						notice = "The server is currently under lockdown. No players are allowed to log in at this time.";
					else
						notice = "The server is currently under lockdown. You do not have sufficient access level to connect.";

					Timer.DelayCall( TimeSpan.FromSeconds( 1.0 ), new TimerStateCallback( Disconnect ), from );
				}
				else if ( from.AccessLevel == AccessLevel.Administrator )
				{
					notice = "The server is currently under lockdown. As you are an administrator, you may change this from the [Admin gump.";
				}
				else
				{
					notice = "The server is currently under lockdown. You have sufficient access level to connect.";
				}

				from.SendGump( new NoticeGump( 1060637, 30720, notice, 0xFFC000, 300, 140, null, null ) );
			}
		}

		private bool m_NoDeltaRecursion;

		public void ValidateEquipment()
		{
			if ( m_NoDeltaRecursion || Map == null || Map == Map.Internal )
				return;

			if ( this.Items == null )
				return;

			m_NoDeltaRecursion = true;
			Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ValidateEquipment_Sandbox ) );
		}

		private void ValidateEquipment_Sandbox()
		{
			try
			{
				if ( Map == null || Map == Map.Internal )
					return;

				ArrayList items = this.Items;

				if ( items == null )
					return;

				bool moved = false;

				int str = this.Str;
				int dex = this.Dex;
				int intel = this.Int;

				Mobile from = this;

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

					Item item = (Item)items[i];

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

						bool drop = false;

						if ( dex < weapon.DexRequirement )
							drop = true;
						else if ( str < AOS.Scale( weapon.StrRequirement, 100 - weapon.GetLowerStatReq() ) )
							drop = true;
						else if ( intel < weapon.IntRequirement )
							drop = true;

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

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

							from.SendLocalizedMessage( 1062001, name ); // You can no longer wield your ~1_WEAPON~
							from.AddToBackpack( weapon );
							moved = true;
						}
					}
					else if ( item is BaseArmor )
					{
						BaseArmor armor = (BaseArmor)item;

						bool drop = false;

						if ( !armor.AllowMaleWearer && from.Body.IsMale && from.AccessLevel < AccessLevel.GameMaster )
						{
							drop = true;
						}
						else if ( !armor.AllowFemaleWearer && from.Body.IsFemale && from.AccessLevel < AccessLevel.GameMaster )
						{
							drop = true;
						}
						else
						{
							int strBonus = armor.ComputeStatBonus( StatType.Str ), strReq = armor.ComputeStatReq( StatType.Str );
							int dexBonus = armor.ComputeStatBonus( StatType.Dex ), dexReq = armor.ComputeStatReq( StatType.Dex );
							int intBonus = armor.ComputeStatBonus( StatType.Int ), intReq = armor.ComputeStatReq( StatType.Int );

							if ( dex < dexReq || (dex + dexBonus) < 1 )
								drop = true;
							else if ( str < strReq || (str + strBonus) < 1 )
								drop = true;
							else if ( intel < intReq || (intel + intBonus) < 1 )
								drop = true;
						}

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

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

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

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

				if ( moved )
					from.SendLocalizedMessage( 500647 ); // Some equipment has been moved to your backpack.
			}
			catch ( Exception e )
			{
				Console.WriteLine( e );
			}
			finally
			{
				m_NoDeltaRecursion = false;
			}
		}

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

			if ( (flag & MobileDelta.Stat) != 0 )
				ValidateEquipment();

			if ( (flag & (MobileDelta.Name | MobileDelta.Hue)) != 0 )
				InvalidateMyRunUO();
		}

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

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

		private static void OnLogout( LogoutEventArgs e )
		{
		}

		private static void EventSink_Connected( ConnectedEventArgs e )
		{
			PlayerMobile pm = e.Mobile as PlayerMobile;

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

				if ( pm.m_Quest != null )
					pm.m_Quest.StartTimer();
			}
		}

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

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

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

				// Eject client from house
				from.RevealingAction();

				from.MoveToWorld( context.Foundation.BanLocation, context.Foundation.Map );
			}

			PlayerMobile pm = e.Mobile as PlayerMobile;

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

				if ( pm.m_Quest != null )
					pm.m_Quest.StopTimer();
			}
		}

		public override void RevealingAction()
		{
			if ( m_DesignContext != null )
				return;

			Spells.Sixth.InvisibilitySpell.RemoveTimer( this );

			base.RevealingAction();
		}

		public override void OnSubItemAdded( Item item )
		{
			if ( AccessLevel < AccessLevel.GameMaster && item.IsChildOf( this.Backpack ) )
			{
				int maxWeight = WeightOverloading.GetMaxWeight( this );
				int curWeight = Mobile.BodyWeight + this.TotalWeight;

				if ( curWeight > maxWeight )
					this.SendLocalizedMessage( 1019035, true, String.Format( " : {0} / {1}", curWeight, maxWeight ) );
			}
		}

		public override bool CanBeHarmful( Mobile target, bool message, bool ignoreOurBlessedness )
		{
			if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
				return false;

			if ( (target is BaseVendor && ((BaseVendor)target).IsInvulnerable) || target is PlayerVendor || target is TownCrier )
			{
				if ( message )
				{
					if ( target.Title == null )
						SendMessage( "{0} the vendor cannot be harmed.", target.Name );
					else
						SendMessage( "{0} {1} cannot be harmed.", target.Name, target.Title );
				}

				return false;
			}

			return base.CanBeHarmful( target, message, ignoreOurBlessedness );
		}

		public override bool CanBeBeneficial( Mobile target, bool message, bool allowDead )
		{
			if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
				return false;

			return base.CanBeBeneficial( target, message, allowDead );
		}

		public override bool CheckContextMenuDisplay( IEntity target )
		{
			return ( m_DesignContext == null );
		}

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

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

			InvalidateMyRunUO();
		}

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

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

			InvalidateMyRunUO();
		}

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

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

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

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

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

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

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

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

			TimeSpan speed = ComputeMovementSpeed( d );

			if ( !base.Move( d ) )
				return false;

			m_NextMovementTime += speed;
			return true;
		}

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

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

			HouseFoundation foundation = context.Foundation;

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

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

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

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

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

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

		private bool m_LastProtectedMessage;
		private int m_NextProtectionCheck = 10;

		public virtual void RecheckTownProtection()
		{
			m_NextProtectionCheck = 10;

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

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

				m_LastProtectedMessage = isProtected;
			}
		}

		public override void MoveToWorld( Point3D loc, Map map )
		{
			base.MoveToWorld( loc, map );

			RecheckTownProtection();
		}

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

			if ( isTeleport || --m_NextProtectionCheck == 0 )
				RecheckTownProtection();
		}

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

			if ( from == this )
			{
				if ( m_Quest != null )
					m_Quest.GetContextMenuEntries( list );

				if ( Alive && InsuranceEnabled )
				{
					list.Add( new CallbackEntry( 6201, new ContextCallback( ToggleItemInsurance ) ) );

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

				// TODO: Toggle champ titles

				BaseHouse house = BaseHouse.FindHouseAt( this );

				if ( house != null && house.IsAosRules )
					list.Add( new CallbackEntry( 6207, new ContextCallback( LeaveHouse ) ) );

				if ( m_JusticeProtectors.Count > 0 )
					list.Add( new CallbackEntry( 6157, new ContextCallback( CancelProtection ) ) );
			}
		}

		private void CancelProtection()
		{
			for ( int i = 0; i < m_JusticeProtectors.Count; ++i )
			{
				Mobile prot = (Mobile)m_JusticeProtectors[i];

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

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

			m_JusticeProtectors.Clear();
		}

		private void ToggleItemInsurance()
		{
			if ( !CheckAlive() )
				return;

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

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

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

			if ( item.Stackable )
				return false;

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

			if ( item.ItemID == 0x204E ) // death shroud
				return false;

			return true;
		}

		private void ToggleItemInsurance_Callback( Mobile from, object obj )
		{
			if ( !CheckAlive() )
				return;

			Item item = obj as Item;

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

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

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

				item.Insured = true;

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

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

		private void AutoRenewInventoryInsurance()
		{
			if ( !CheckAlive() )
				return;

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

		private void CancelRenewInventoryInsurance()
		{
			if ( !CheckAlive() )
				return;

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

		// TODO: Champ titles, toggle

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

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

		private delegate void ContextCallback();

		private class CallbackEntry : ContextMenuEntry
		{
			private ContextCallback m_Callback;

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

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

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

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

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

			base.OnDoubleClick( from );
		}

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

		private static bool m_NoRecursion;

		protected override void OnLocationChange( Point3D oldLocation )
		{
			CheckLightLevels( false );

			DesignContext context = m_DesignContext;

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

			m_NoRecursion = true;

			HouseFoundation foundation = context.Foundation;

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

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

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

				m_NoRecursion = false;
				return;
			}

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

			m_NoRecursion = false;
		}

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

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

			m_NoRecursion = true;

			HouseFoundation foundation = context.Foundation;

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

			m_NoRecursion = false;
		}

		public override void OnDamage( int amount, Mobile from, bool willKill )
		{
			if ( amount > (Core.AOS ? 25 : 0) )
			{
				BandageContext c = BandageContext.GetContext( this );

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

			WeightOverloading.FatigueOnDamage( this, amount );

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

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

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

			return ( total / 10 );
		}

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

			base.Resurrect();

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

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

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

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

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

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

			return base.OnBeforeDeath();
		}

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

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

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

				return true;
			}

			return false;
		}

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

			return base.GetParentMoveResultFor( item );
		}

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

			return base.GetInventoryMoveResultFor( item );
		}

		public override void OnDeath( Container c )
		{
			base.OnDeath( c );

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

			SetHairMods( -1, -1 );

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

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

			MeerMage.StopEffect( this, false );

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

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

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

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

				if ( m != null && m.Player )
				{
					bool gainedPath = false;

					int theirTotal = ComputeSkillTotal( m );
					int ourTotal = ComputeSkillTotal( this );

					int pointsToGain = 1 + ((theirTotal - ourTotal) / 50);

					if ( pointsToGain < 1 )
						pointsToGain = 1;
					else if ( pointsToGain > 4 )
						pointsToGain = 4;

					if ( VirtueHelper.Award( m, VirtueName.Justice, pointsToGain, ref gainedPath ) )
					{
						if ( gainedPath )
							m.SendLocalizedMessage( 1049367 ); // You have gained a path in Justice!
						else
							m.SendLocalizedMessage( 1049363 ); // You have gained in Justice.

						m.FixedParticles( 0x375A, 9, 20, 5027, EffectLayer.Waist );
						m.PlaySound( 0x1F7 );

						m_NextJustAward = DateTime.Now + TimeSpan.FromMinutes( pointsToGain * 2 );
					}
				}
			}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			m_BOBFilter = new Engines.BulkOrders.BOBFilter();

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

			m_JusticeProtectors = new ArrayList();

			InvalidateMyRunUO();
		}

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

			if ( Core.AOS )
			{
				for ( int i = 0; i < hears.Count; ++i )
				{
					object o = hears[i];

					if ( o != this && o is Mobile && ((Mobile)o).Skills[SkillName.SpiritSpeak].Value >= 100.0 )
						return false;
				}
			}

			return base.MutateSpeech( hears, ref text, ref context );
		}

		public override void Damage( int amount, Mobile from )
		{
			if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
				amount = (int)(amount * 1.25);

			Mobile oath = Spells.Necromancy.BloodOathSpell.GetBloodOath( from );

			if ( oath == this )
			{
				amount = (int)(amount * 1.1);
				from.Damage( amount, from );
			}

			base.Damage( amount, from );
		}

		public override ApplyPoisonResult ApplyPoison( Mobile from, Poison poison )
		{
			if ( !Alive )
				return ApplyPoisonResult.Immune;

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

			return base.ApplyPoison( from, poison );
		}

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

		public ArrayList VisibilityList
		{
			get{ return m_VisList; }
		}

		public ArrayList PermaFlags
		{
			get{ return m_PermaFlags; }
		}

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

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

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

				return false;
			}

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

			return base.IsHarmfulCriminal( target );
		}

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

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

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

				return true;
			}
		}

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

		private Engines.BulkOrders.BOBFilter m_BOBFilter;

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

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

			switch ( version )
			{
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit///////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
				case 18:
				{
      				m_VampType = (VampType)reader.ReadInt();
                		m_Vampirism = (bool)reader.ReadBool();
                		m_VampHunger = (bool)reader.ReadBool();
                		m_VampBurn = (bool)reader.ReadBool();
               		 	m_Blood = reader.ReadInt();

					goto case 17;
				}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//End Sickness Edit/////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
				case 17: // changed how DoneQuests is serialized
				case 16:
				{
					m_Quest = QuestSerializer.DeserializeQuest( reader );

					if ( m_Quest != null )
						m_Quest.From = this;

					int count = reader.ReadEncodedInt();

					if ( count > 0 )
					{
						m_DoneQuests = new ArrayList();

						for ( int i = 0; i < count; ++i )
						{
							Type questType = QuestSerializer.ReadType( QuestSystem.QuestTypes, reader );
							DateTime restartTime;

							if ( version < 17 )
								restartTime = DateTime.MaxValue;
							else
								restartTime = reader.ReadDateTime();

							m_DoneQuests.Add( new QuestRestartInfo( questType, restartTime ) );
						}
					}

					m_Profession = reader.ReadEncodedInt();
					goto case 15;
				}
				case 15:
				{
					m_LastCompassionLoss = reader.ReadDeltaTime();
					goto case 14;
				}
				case 14:
				{
					m_CompassionGains = reader.ReadEncodedInt();

					if ( m_CompassionGains > 0 )
						m_NextCompassionDay = reader.ReadDeltaTime();

					goto case 13;
				}
				case 13: // just removed m_PayedInsurance list
				case 12:
				{
					m_BOBFilter = new Engines.BulkOrders.BOBFilter( reader );
					goto case 11;
				}
				case 11:
				{
					if ( version < 13 )
					{
						ArrayList payed = reader.ReadItemList();

						for ( int i = 0; i < payed.Count; ++i )
							((Item)payed[i]).PayedInsurance = true;
					}

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

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

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

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

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

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

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

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

			ArrayList list = this.Stabled;

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

				if ( bc != null )
					bc.IsStabled = true;
			}
		}
		
		public override void Serialize( GenericWriter writer )
		{
			//cleanup our anti-macro table 
			foreach ( Hashtable t in m_AntiMacroTable.Values )
			{
				ArrayList remove = new ArrayList();
				foreach ( CountAndTimeStamp time in t.Values )
				{
					if ( time.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
						remove.Add( time );
				}

				for (int i=0;i<remove.Count;++i)
					t.Remove( remove[i] );
			}

			//decay our kills
			if ( m_ShortTermElapse < this.GameTime )
			{
				m_ShortTermElapse += TimeSpan.FromHours( 8 );
				if ( ShortTermMurders > 0 )
					--ShortTermMurders;
			}

			if ( m_LongTermElapse < this.GameTime )
			{
				m_LongTermElapse += TimeSpan.FromHours( 40 );
				if ( Kills > 0 )
					--Kills;
			}

			base.Serialize( writer );
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////			
			writer.Write( (int) 18 ); // version
			writer.Write( (int)m_VampType );
                        writer.Write( (bool)m_Vampirism );
                        writer.Write( (bool)m_VampHunger );
                        writer.Write( (bool)m_VampBurn );
                        writer.Write( (int)m_Blood );
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//End Sickness Edit//////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////

			QuestSerializer.Serialize( m_Quest, writer );

			if ( m_DoneQuests == null )
			{
				writer.WriteEncodedInt( (int) 0 );
			}
			else
			{
				writer.WriteEncodedInt( (int) m_DoneQuests.Count );

				for ( int i = 0; i < m_DoneQuests.Count; ++i )
				{
					QuestRestartInfo restartInfo = (QuestRestartInfo)m_DoneQuests[i];

					QuestSerializer.Write( (Type) restartInfo.QuestType, QuestSystem.QuestTypes, writer );
					writer.Write( (DateTime) restartInfo.RestartTime );
				}
			}

			writer.WriteEncodedInt( (int) m_Profession );

			writer.WriteDeltaTime( m_LastCompassionLoss );

			writer.WriteEncodedInt( m_CompassionGains );

			if ( m_CompassionGains > 0 )
				writer.WriteDeltaTime( m_NextCompassionDay );

			m_BOBFilter.Serialize( writer );

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

			writer.Write( useMods );

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

			writer.Write( SavagePaintExpiration );

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

			writer.WriteMobileList( m_PermaFlags, true );

			writer.Write( NextTailorBulkOrder );

			writer.Write( NextSmithBulkOrder );

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

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

			writer.Write( (int) m_Flags );

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

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

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

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

			return base.CanSee( m );
		}

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

			return base.CanSee( item );
		}

		#region Quest stuff
		private QuestSystem m_Quest;
		private ArrayList m_DoneQuests;

		public QuestSystem Quest
		{
			get{ return m_Quest; }
			set{ m_Quest = value; }
		}

		public ArrayList DoneQuests
		{
			get{ return m_DoneQuests; }
			set{ m_DoneQuests = value; }
		}
		#endregion

		#region MyRunUO Invalidation
		private bool m_ChangedMyRunUO;

		public bool ChangedMyRunUO
		{
			get{ return m_ChangedMyRunUO; }
			set{ m_ChangedMyRunUO = value; }
		}

		public void InvalidateMyRunUO()
		{
			if ( !Deleted && !m_ChangedMyRunUO )
			{
				m_ChangedMyRunUO = true;
				Engines.MyRunUO.MyRunUO.QueueMobileUpdate( this );
			}
		}

		public override void OnKillsChange( int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnGenderChanged( bool oldFemale )
		{
			InvalidateMyRunUO();
		}

		public override void OnGuildChange( Server.Guilds.BaseGuild oldGuild )
		{
			InvalidateMyRunUO();
		}

		public override void OnGuildTitleChange( string oldTitle )
		{
			InvalidateMyRunUO();
		}

		public override void OnKarmaChange( int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnFameChange( int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnSkillChange( SkillName skill, double oldBase )
		{
			InvalidateMyRunUO();
		}

		public override void OnAccessLevelChanged( AccessLevel oldLevel )
		{
			InvalidateMyRunUO();
		}

		public override void OnRawStatChange( StatType stat, int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnDelete()
		{
			InvalidateMyRunUO();
		}
		#endregion

		#region Fastwalk Prevention
		private static bool FastwalkPrevention = true; // Is fastwalk prevention enabled?
		private static TimeSpan FastwalkThreshold = TimeSpan.FromSeconds( 0.4 ); // Fastwalk prevention will become active after 0.4 seconds

		private DateTime m_NextMovementTime;

		public virtual bool UsesFastwalkPrevention{ get{ return ( AccessLevel < AccessLevel.GameMaster ); } }

		public virtual TimeSpan ComputeMovementSpeed( Direction dir )
		{
			if ( (dir & Direction.Mask) != (this.Direction & Direction.Mask) )
				return TimeSpan.Zero;

			bool running = ( (dir & Direction.Running) != 0 );

			bool onHorse = ( this.Mount != null );

			if ( onHorse )
				return ( running ? TimeSpan.FromSeconds( 0.1 ) : TimeSpan.FromSeconds( 0.2 ) );

			return ( running ? TimeSpan.FromSeconds( 0.2 ) : TimeSpan.FromSeconds( 0.4 ) );
		}

		public static bool MovementThrottle_Callback( NetState ns )
		{
			PlayerMobile pm = ns.Mobile as PlayerMobile;

			if ( pm == null || !pm.UsesFastwalkPrevention )
				return true;

			if ( pm.m_NextMovementTime == DateTime.MinValue )
			{
				// has not yet moved
				pm.m_NextMovementTime = DateTime.Now;
				return true;
			}

			TimeSpan ts = pm.m_NextMovementTime - DateTime.Now;

			if ( ts < TimeSpan.Zero )
			{
				// been a while since we've last moved
				pm.m_NextMovementTime = DateTime.Now;
				return true;
			}

			return ( ts < FastwalkThreshold );
		}
		#endregion

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

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

				if ( oldType == newType )
					return;

				m_EnemyOfOneType = value;

				DeltaEnemies( oldType, newType );
			}
		}

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

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

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

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

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

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

		private Item CreateHair( bool hair, int id, int hue )
		{
			if ( hair )
				return Server.Items.Hair.CreateByID( id, hue );
			else
				return Server.Items.Beard.CreateByID( id, hue );
		}

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

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

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

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

			id = -1;
			hue = 0;
		}

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

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

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

			if ( id == 0 )
				return;

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

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

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

		private DateTime m_NextJustAward;
		private DateTime m_LastJusticeLoss;
		private ArrayList m_JusticeProtectors;

		public DateTime LastJusticeLoss{ get{ return m_LastJusticeLoss; } set{ m_LastJusticeLoss = value; } }
		public ArrayList JusticeProtectors{ get{ return m_JusticeProtectors; } set{ m_JusticeProtectors = value; } }

		private DateTime m_LastCompassionLoss;
		private DateTime m_NextCompassionDay;
		private int m_CompassionGains;

		public DateTime LastCompassionLoss{ get{ return m_LastCompassionLoss; } set{ m_LastCompassionLoss = value; } }
		public DateTime NextCompassionDay{ get{ return m_NextCompassionDay; } set{ m_NextCompassionDay = value; } }
		public int CompassionGains{ get{ return m_CompassionGains; } set{ m_CompassionGains = value; } }
		#endregion
	}
}
 
G

GoldDraco13

Guest
Code:
None				= 0x00000000,
		Glassblowing		= 0x00000001,
		Masonry				= 0x00000002,
		SandMining			= 0x00000004,
		StoneMining			= 0x00000008,
		ToggleMiningStone	= 0x00000010,
		KarmaLocked			= 0x00000020,
		AutoRenewInsurance	= 0x00000040,
		UseOwnFilter		= 0x00000080,
		PublicMyRunUO		= 0x00000100,
		PagingSquelched		= 0x00000200[COLOR=Red],[/COLOR][COLOR=Blue]<<<< forgot to put a [COLOR=Red],[/COLOR] in there.[/COLOR]
////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit///////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
                Sick            		= 0x00010000,

I'll correct this in v1.7, thanks for catching that.

:)
 

iZJokersWild

Wanderer
Okay, are going to start hating me. Another error. THe LAST part! This is the error I got:
PHP:
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
 - Error: Scripts\Mobiles\PlayerMobile.cs: CS1022: (line 2809, column 1) Type or
 namespace definition, or end-of-file expected
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.

It is the very last line of the script! I thought maybe there was a bracket or something missing, but that did not work.
 
G

GoldDraco13

Guest
iZJokersWild said:
Okay, are going to start hating me. Another error. THe LAST part! This is the error I got:
PHP:
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
 - Error: Scripts\Mobiles\PlayerMobile.cs: CS1022: (line 2809, column 1) Type or
 namespace definition, or end-of-file expected
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.

It is the very last line of the script! I thought maybe there was a bracket or something missing, but that did not work.


Damn I wish I had a distro server to check the script over....sorry another stupid mistake on my end....was trying to get it out too fast and no way to double check my work...sorry again for the trouble....heres the fix, I'll also update the main post.

Code:
              Master,
              Ancient
        }
///////////////////////////////////////////////////////////////////////////////
//End Sickness Edit////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
	[COLOR=Red]}[/COLOR] [COLOR=Blue]<<<<Remove this bracket[/COLOR]

	public enum NpcGuild
	{
		None,
		MagesGuild,
		WarriorsGuild,


Sorry...this should be the last of the errors on the distro playermobile...I hope :eek:
 

Tru

Knight
Jeremy508 said:
I did as he said, I took the lines that were marked for the sickness script and inserted them in thier proper locations on the playermobile script. I did, however, try for an hour but nothing worked so i went back to the orgional and added the lines as i had origionally. I tried as much as a person with no scripting knowledge can. I'm not asking you to do the script for me, i just wanted to know if you could point out if there was some small error that was screwing it up. You have more knowledge about such things and would be able to realize what was wrong. I'm not asking anyone to do my work, so dont worry about it.
as I said the playermobile you posted had no edits to it....
hence your errors
 

iZJokersWild

Wanderer
LoL..Okay, got that outta the way. BUT another popped up! Damn things! I figured there was an extra bracket in there before, just was not sure where. This time, I am clueless. Here is the error:
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
- Error: Scripts\Mobiles\PlayerMobile.cs: CS0102: (line 787, column 22) The cla
ss 'Server.Mobiles.PlayerMobile' already contains a definition for 'm_Flags'
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.

Is it refering to something someplace else in the script? Or is it trying to reference another script? Here is my PlayerMobile.cs again so as to be able to trace it with more ease:
PHP:
using System;
using System.Collections;
using Server;
using Server.Misc;
using Server.Items;
using Server.Gumps;
using Server.Multis;
using Server.Engines.Help;
using Server.ContextMenus;
using Server.Network;
using Server.Spells;
using Server.Spells.Fifth;
using Server.Spells.Seventh;
using Server.Targeting;
using Server.Engines.Quests;

namespace Server.Mobiles
{
	[Flags]
	public enum PlayerFlag // First 16 bits are reserved for default-distro use, start custom flags at 0x00010000
	{
		None				= 0x00000000,
		Glassblowing		= 0x00000001,
		Masonry				= 0x00000002,
		SandMining			= 0x00000004,
		StoneMining			= 0x00000008,
		ToggleMiningStone	= 0x00000010,
		KarmaLocked			= 0x00000020,
		AutoRenewInsurance	= 0x00000040,
		UseOwnFilter		= 0x00000080,
		PublicMyRunUO		= 0x00000100,
		PagingSquelched		= 0x00000200,

////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit///////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////
                Sick            		= 0x00010000,
                Sickness         		= 0x00020000,
                SickContagious        		= 0x00040000
	}

   	public enum SickFlag
   	{
      		None,
      		TempImmunity,
      		PermImmunity,
     		Cold,
     		Flu,
      		Headache,
      		Virus,
      		VampTurn
  	}

  	public enum VampType
        {
              None,
              Vampire,
              Master,
              Ancient
        }
///////////////////////////////////////////////////////////////////////////////
//End Sickness Edit////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
		

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

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

			public CountAndTimeStamp()
			{
			}

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

      #region Vampires
		
		public VampType m_VampType = VampType.None;
		private bool m_Vampirism = false;
		private bool m_VampBurn = false;
		private bool m_VampHunger = false;
		public int m_Blood = 100;
		private PlayerFlag m_Flags;
		
		public bool GetDFlag( PlayerFlag flag )
		{
			return ( (m_Flags & flag) != 0 );
		}
		
		public void SetDFlag( PlayerFlag flag, bool value )
		{
			if ( value )
				m_Flags |= flag;
			else
				m_Flags &= ~flag;
		}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public VampType VampireType
		{
			get { return m_VampType; }
			set { m_VampType = value; }
		}

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

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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public bool VampBurn
		{
			get{ return m_VampBurn; }
			set{ m_VampBurn = value; }
		}
		
		public class VampBurnTimer : Timer
		{
			public const double SecondsPerUOMinute = 5.0;
			public const double MinutesPerUODay = SecondsPerUOMinute * 24;
			private static DateTime WorldStart = new DateTime( 1997, 9, 1 );
			
			public static void Initialize()
			{
				// m_ServerStart = DateTime.Now;
				new VampBurnTimer().Start();
			}
			
			public VampBurnTimer() : base( TimeSpan.FromMinutes( .10 ), TimeSpan.FromMinutes( .10 ) )
			{
				Priority = TimerPriority.OneSecond;
			}
			protected override void OnTick()
			{
				CheckBurn(); //Every tick run function burn
			}
			private bool GetBurning( int XPos )
			{
				TimeSpan timeSpan = DateTime.Now - WorldStart;
				int totalMinutes = (int)( timeSpan.TotalSeconds / SecondsPerUOMinute );
				totalMinutes += Map.Felucca.MapIndex * 320;
				totalMinutes += XPos / 16;
				int currentHour = ( totalMinutes / 60 ) % 24;
				int currentMinute = totalMinutes % 60;
				
				if ( currentHour <= 18 && currentHour >= 6)
					//if (( currentHour >= 18 && currentMinute >= 01 ) ||(currentHour <= 5 && currentMinute <= 59))
					return true;
				//if ( currentHour <= 7 && ( currentHour >= 18 /*&& currentMinute <= 59 */))
				// return false;
				return false;
			}
			private void CheckBurn( )
			{
				ArrayList mobs = new ArrayList( World.Mobiles.Values );
				for( int i = 0; i<mobs.Count; i++)
				{
					Mobile m = mobs[i] as Mobile;
					
					if (m is PlayerMobile && m.Alive && m.Map != Map.Internal)
					{
						PlayerMobile mplayer = m as PlayerMobile;
						if (mplayer.Vampirism == true && mplayer.VampBurn == true )
						{
							BaseHouse house = BaseHouse.FindHouseAt( m );
							//StaticHouseSign staticHouse = StaticHouseSign.StaticFindHouseAt( m );
							if (house == null /*&& staticHouse == null*/ && Validate(m) == true)
							{
								if ( GetBurning( m.X ) )
								{
									m.Stam -= 10; //tick away some stamina
									m.FixedParticles( 0x3735, 1, 30, 9503, EffectLayer.Waist );
									Effects.SendLocationEffect(m.Location, m.Map,0x371C, 20); //0x36BD,0x398C
									m.PrivateOverheadMessage(0, 0, false, "You feel as if your skin is melting", m.NetState );
									m.PlaySound( m.Female ? 814 : 1088 );
									m.Say( "*ahhhh!*" );
									m.Damage( Utility.Random( 40, 75 ) );
								}
								else
									m.PrivateOverheadMessage(0, 0, false, "Be glad your not a vampire", m.NetState );
								return;
							}
						}
					}
				}
			}
			
			public bool Validate(Mobile from)
	  {
                   if(from.Region.Name != "Wind" &&   //towns
                   from.Region.Name != "Covetous" && from.Region.Name != "Deceit" &&//dungeons
                   from.Region.Name != "Despise" && from.Region.Name != "Destard" &&//dungeons
                   from.Region.Name != "Hythloth" && from.Region.Name != "Shame" &&//dungeons
                   from.Region.Name != "Wrong" && from.Region.Name != "Terathan Keep" &&//dungeons
                   from.Region.Name != "Fire" && from.Region.Name != "Ice" &&//dungeons
	  	   from.Region.Name != "Rock Dungeon" && from.Region.Name != "Spider Cave" &&//dungeons
	  	   from.Region.Name != "Spectre Dungeon" && from.Region.Name != "Blood Dungeon" &&//dungeons
	  	   from.Region.Name != "Wisp Dungeon" && from.Region.Name != "Ankh Dungeon" &&//dungeons
	  	   from.Region.Name != "Exodus Dungeon" && from.Region.Name != "Sorcerer's Dungeon" &&//dungeons
	  	   from.Region.Name != "Ancient Lair" && from.Region.Name != "Doom" &&//dungeons
                   from.Region.Name != "Jail")
				   {
				   	return true;
				   }
				   else
				   {
				   	return false;
				   }
			}
		}
		#endregion
                
		#region Sicknesses
		private SickFlag flag;
		public SickTimer m_SickTimer;
		public ImmunTimer m_ImmunTimer;
		[CommandProperty( AccessLevel.GameMaster )]
		public bool Sick
		{
			get{ return GetDFlag( PlayerFlag.Sick ); }
			set
			{
				if ( this.Sickness != SickFlag.TempImmunity && this.Sickness != SickFlag.PermImmunity && this.Sickness != SickFlag.None && this.Sickness != SickFlag.VampTurn && !value )
					this.SendMessage( "You feel better!" );
				
				if ( this.Sickness != SickFlag.None ) //&& this.Sickness != SickFlag.VampTurn
					SetDFlag( PlayerFlag.Sick, value );
				else
				{
					SetDFlag( PlayerFlag.Sick, false );
					this.SickContagious = false;
				}
				if ( !value )
				{
					this.Sickness = SickFlag.None;
				}
			}
		}
      [CommandProperty( AccessLevel.GameMaster )]
      public bool SickContagious
      {
      	get{ return GetDFlag( PlayerFlag.SickContagious ); }
      	set
      	{
      		if ( !this.Sick || this.Sickness == SickFlag.TempImmunity || this.Sickness == SickFlag.PermImmunity || this.Sickness == SickFlag.VampTurn)
      			SetDFlag( PlayerFlag.SickContagious, false );
      		else
      			SetDFlag( PlayerFlag.SickContagious, value );
      	}
      }
      [CommandProperty( AccessLevel.GameMaster )]
      public SickFlag Sickness
      {
      	get{ return flag; }
      	set
      	{
      		flag = value;
      		ChangeSickness( this, flag );
      	}
      }
      public class ImmunTimer : Timer
      {
      	private Mobile m_defender;
      	private PlayerMobile m_pmdefender;
      	private int cnt = 0;
      	public ImmunTimer( Mobile defender ) : base( TimeSpan.Zero, TimeSpan.FromSeconds( 0.6 ), 480 )
      	{
      		m_defender = defender;
      		m_pmdefender = (PlayerMobile) defender;
      	}
      	protected override void OnTick()
      	{
      		cnt += 1;
      		if ( !m_pmdefender.Sick && m_pmdefender.Sickness == SickFlag.VampTurn)
      			Stop();
      		if ( m_pmdefender.Sickness == SickFlag.TempImmunity && m_pmdefender.Sickness != SickFlag.VampTurn && cnt == 480)//&& m_pmdefender.Vampirism == false
      		m_pmdefender.Sick = false;
      	}
      }
      public class SickTimer : Timer
      {
      	private Mobile m_defender;
      	private int cnt = 0;
      	private int m_count = 0;
      	private int m_countmax;
      	private PlayerMobile m_pmdefender;
      	private SickFlag m_flag;
      	public SickTimer( Mobile defender, int count, SickFlag flag ) : base( TimeSpan.Zero, TimeSpan.FromSeconds( 20 ), count )
      	{
      		m_defender = defender;
      		m_countmax = count;
      		m_pmdefender = (PlayerMobile) defender;
      		m_flag = flag;
      	}
      	protected override void OnTick()
      	{
      		if ( !m_defender.Alive && m_pmdefender.Sickness != SickFlag.VampTurn)
      		{
      			m_pmdefender.Sick = false;
      			m_pmdefender.SickContagious = false;
      			Stop();
      		}
      		
      		if ( ((!m_pmdefender.Sick) || (m_pmdefender.Sickness == SickFlag.None) || (m_pmdefender.Sickness == SickFlag.TempImmunity) || (m_pmdefender.Sickness == SickFlag.PermImmunity)) && (m_pmdefender.Sickness != SickFlag.VampTurn ))
      			Stop();
      		
      		if ( m_flag == SickFlag.Cold )
      		{
         		cnt += 1;
      			m_count += 1;
         		m_defender.Damage( Utility.Random( 5, 10 ) );
         		//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 3 );
         		if ( cnt > 2 )
         		{
         			m_defender.SendMessage( "You have a cold!" );
         			m_defender.Emote("cough*cough");
         			
         			if ( !m_defender.Female )
         				m_defender.PlaySound( 0x420 );
         			else
         				m_defender.PlaySound( 0x311 );
         			
         			cnt = 0;
         		}
         	}
         	if( m_flag == SickFlag.Flu )
         	{
         		cnt += 1;
         		m_count += 1;
         		m_defender.Damage( Utility.Random( 10, 15 ) );
         		//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 5 );
         		if ( cnt > 2 )
         		{
         			m_defender.SendMessage( "You have influenza!" );
         			m_defender.Emote("*feels feverish*");
         			if ( !m_defender.Female )
         				m_defender.PlaySound( 0x42B );
         			else
         				m_defender.PlaySound( 0x31B );
         			cnt = 0;
         		}
         	}
         	if ( m_flag == SickFlag.Headache )
         	{
         		cnt += 1;
         		m_count += 1;
         		m_defender.Damage( Utility.Random( 1, 5 ) );
         		//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 2 );
         		if ( cnt > 2 )
         		{
         			m_defender.SendMessage( "You have a bad headache!" );
         			m_defender.Emote("*head throbbing*");
         			
         			if ( !m_defender.Female )
         				m_defender.PlaySound( 0x42B );
         			else
         				m_defender.PlaySound( 0x31B );
         			
         			cnt = 0;
         		}
         	}
         	if ( m_flag == SickFlag.Virus )
         	{
         		cnt += 1;
         		m_count += 1;
         		m_defender.Damage( Utility.Random( 15, 20 ) );
         		//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 4 );
         		if ( cnt > 2 )
         		{
         			m_defender.SendMessage( "You have a virus!" );
         			m_defender.Emote("*stomach wretching*");
         			
         			if ( !m_defender.Female )
         				m_defender.PlaySound( 0x43F );
         			else
         				m_defender.PlaySound( 0x32D );
         			
         			cnt = 0;
         		}
         	}
         	if ( m_flag == SickFlag.VampTurn )
         	{
         		cnt += 1;
         		m_count += 12;
         		
         		if ( cnt == 2 )
         		{
         			m_defender.SendMessage( "You feel the blood in your body changing!" );
         			m_defender.Emote("*stomach wretching*");
         			m_defender.Damage( Utility.Random( 1, 1 ) );
         			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
         			m_defender.Say( "*pukes*" );
         			if ( !m_defender.Mounted )
         			{
         				m_defender.Animate( 32, 5, 1, true, false, 0 );
         			}
         			Point3D p = new Point3D( m_defender.Location );
         			switch( m_defender.Direction )
         			{
               			case Direction.North:
							p.Y--; break;
               			case Direction.South:
							p.Y++; break;
               			case Direction.East:
                  			p.X++; break;
               			case Direction.West:
                  			p.X--; break;
               			case Direction.Right:
                  			p.X++; p.Y--; break;
               			case Direction.Down:
                  			p.X++; p.Y++; break;
               			case Direction.Left:
                  			p.X--; p.Y++; break;
               			case Direction.Up:
                  			p.X--; p.Y--; break;
               			default:
                  			break;
					}
					p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
         			
         			Puke puke = new Puke();
         			puke.Map = m_defender.Map;
         			puke.Location = p;
         			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 1 );
         		}
         		if ( cnt == 4 )
         		{
         			m_defender.SendMessage( "You feel your body drying up!" );
         			m_defender.Emote("*stomach wretching*");
         			m_defender.Damage( Utility.Random( 1, 2 ) );
         			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
         			m_defender.Say( "*pukes*" );
         			if ( !m_defender.Mounted )
         			{
         				m_defender.Animate( 32, 5, 1, true, false, 0 );
         			}
         			Point3D p = new Point3D( m_defender.Location );
         			switch( m_defender.Direction )
         			{
               			case Direction.North:
							p.Y--; break;
               			case Direction.South:
							p.Y++; break;
               			case Direction.East:
                  			p.X++; break;
               			case Direction.West:
                  			p.X--; break;
               			case Direction.Right:
                  			p.X++; p.Y--; break;
               			case Direction.Down:
                  			p.X++; p.Y++; break;
               			case Direction.Left:
                  			p.X--; p.Y++; break;
               			case Direction.Up:
                  			p.X--; p.Y--; break;
               			default:
                  			break;
					}
					p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
         			
         			Puke puke = new Puke();
         			puke.Map = m_defender.Map;
         			puke.Location = p;
         			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 2 );
         		}
         		if ( cnt == 6 )
         		{
         			m_defender.SendMessage( "You feel as if you are dying!" );
         			m_defender.Emote("*stomach wretching*");
         			m_defender.Damage( Utility.Random( 1, 3 ) );
         			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
         			m_defender.Say( "*pukes*" );
         			if ( !m_defender.Mounted )
         			{
         				m_defender.Animate( 32, 5, 1, true, false, 0 );
         			}
         			Point3D p = new Point3D( m_defender.Location );
            		switch( m_defender.Direction )
            		{
               			case Direction.North:
							p.Y--; break;
               			case Direction.South:
							p.Y++; break;
               			case Direction.East:
                  			p.X++; break;
               			case Direction.West:
                  			p.X--; break;
               			case Direction.Right:
                  			p.X++; p.Y--; break;
               			case Direction.Down:
                  			p.X++; p.Y++; break;
               			case Direction.Left:
                  			p.X--; p.Y++; break;
               			case Direction.Up:
                  			p.X--; p.Y--; break;
               			default:
                  			break;
					}
					p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
         			
         			Puke puke = new Puke();
         			puke.Map = m_defender.Map;
         			puke.Location = p;
         			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 3 );
         		}
         		if ( cnt == 8 )
         		{
         			m_defender.SendMessage( "You feel extremely dizzy and light headed!" );
         			m_defender.Emote("*stomach wretching*");
         			m_defender.Damage( Utility.Random( 1, 4 ) );
         			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
         			m_defender.Say( "*pukes*" );
         			if ( !m_defender.Mounted )
         			{
         				m_defender.Animate( 32, 5, 1, true, false, 0 );
         			}
         			Point3D p = new Point3D( m_defender.Location );
            		switch( m_defender.Direction )
            		{
               			case Direction.North:
							p.Y--; break;
               			case Direction.South:
							p.Y++; break;
               			case Direction.East:
                  			p.X++; break;
               			case Direction.West:
                  			p.X--; break;
               			case Direction.Right:
                  			p.X++; p.Y--; break;
               			case Direction.Down:
                  			p.X++; p.Y++; break;
               			case Direction.Left:
                  			p.X--; p.Y++; break;
               			case Direction.Up:
                  			p.X--; p.Y--; break;
               			default:
                  			break;
					}
					p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
         			
         			Puke puke = new Puke();
         			puke.Map = m_defender.Map;
         			puke.Location = p;
         			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 4 );
         		}
         		if ( cnt == 10 )
         		{
         			m_defender.SendMessage( "You can hardly control yourself!" );
         			m_defender.Emote("*stomach tightens*");
         			m_defender.Damage( Utility.Random( 1, 5 ) );
         			m_defender.PlaySound( m_defender.Female ? 813 : 1087 );
         			m_defender.Say( "*pukes*" );
         			if ( !m_defender.Mounted )
         			{
         				m_defender.Animate( 32, 5, 1, true, false, 0 );
         			}
         			Point3D p = new Point3D( m_defender.Location );
            		switch( m_defender.Direction )
            		{
               			case Direction.North:
							p.Y--; break;
               			case Direction.South:
							p.Y++; break;
               			case Direction.East:
                  			p.X++; break;
               			case Direction.West:
                  			p.X--; break;
               			case Direction.Right:
                  			p.X++; p.Y--; break;
               			case Direction.Down:
                  			p.X++; p.Y++; break;
               			case Direction.Left:
                  			p.X--; p.Y++; break;
               			case Direction.Up:
                  			p.X--; p.Y--; break;
               			default:
                  			break;
					}
					p.Z = m_defender.Map.GetAverageZ( p.X, p.Y );
         			
         			Puke puke = new Puke();
         			puke.Map = m_defender.Map;
         			puke.Location = p;
         			//break;
         			//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 5 );
         		}
         		if ( cnt == 12 )
                  	{
                  	m_defender.SendMessage( "You begin to fall over and feel death upon you!" );
                  	m_defender.PlaySound( m_defender.Female ? 814 : 1088 );
                  	m_defender.Say( "*ahhhh!*" );
                  	m_defender.PublicOverheadMessage( MessageType.Spell, m_defender.SpeechHue, true, "*you shuffle off your mortal coil*", false );
                  	m_defender.Damage( Utility.Random( 150, 150 ) );
                  	//m_defender.Hits = m_defender.Hits - Utility.Random( 1, 150 );
                  	m_pmdefender.Vampirism = true;
                  	m_pmdefender.VampHunger = true;
                  	m_pmdefender.VampBurn = true;
                  	m_pmdefender.Title = "The Vampire";
                  	m_pmdefender.Hue = 1154;
                  	m_pmdefender.VampireType = VampType.Vampire;
                  	m_pmdefender.Sickness = SickFlag.PermImmunity;
                  	m_pmdefender.Resurrect();
                  	m_defender.AddToBackpack( new VampireOrb() );
                  	m_defender.Hunger = 3;
                  	m_defender.Kills = 5;
                  	m_defender.SendMessage( "You have been reborn into a Vampire, you'll need Blood to survive now!" );
			/////////////////////////////////////////////////////////////////////////////////////////
			///////THIS IS FOR RESETTING SKILLS AND CAP ON TURN//////////////////////////////////////
			/////////////////////////////////////////////////////////////////////////////////////////
			//Server.Skills skills = m_defender.Skills;
			//
			//for ( int i = 0; i < skills.Length; ++i )
			//{
			//skills[i].Base = 0.0;
			//skills[i].Cap = 100.0;
			//}
			///////////////////////////////////////////////////////////////////////////////////////
           	}
    	}
         	
         	if ( m_count == m_countmax )//&& m_pmdefender.Vampirism != true
            {
               m_pmdefender.Sickness = SickFlag.TempImmunity;
               return;
            }
         	int randominfect = Utility.Random( 1, 99 );
         	
         	ArrayList li = new ArrayList();
         	foreach ( Mobile o in m_defender.Map.GetMobilesInRange( m_defender.Location, 5 ) )
         	{
         		li.Add(o);
         	}
         	for (int i = 0; i < li.Count; i++)
         	{
         		Mobile o = li[i] as Mobile;
         		
         		if ( o is PlayerMobile && m_defender != o )
         		{
         			PlayerMobile mob = (PlayerMobile) o;
         			
         			if (( mob.Sickness == SickFlag.TempImmunity || mob.Sickness == SickFlag.PermImmunity || !mob.SickContagious )|| (mob.Vampirism == true))
         			{
         			}
         			else if ( mob.Sickness == SickFlag.None )
         			{
         				if ( randominfect > 43 && randominfect < 50 )
         					mob.Sickness = m_flag;
         			}
         		}
         	}
         }
      }
      public virtual void ChangeSickness( PlayerMobile m, SickFlag newsick )
      {
      	int count = Utility.Random( 5, 20 );
      	Mobile pm = (Mobile) m;
      	
      	switch ( newsick )
      	{
      		case SickFlag.None:
      			{
      				if ( m.Sick )
      				{
      					m.Sick = false;
      					m.SickContagious = false;
      				}
      				break;
      			}
            case SickFlag.TempImmunity:
            	{
            		m.SendMessage( "You feel better!" );
            		m.Sick = true;
            		m.SickContagious= false;
            		m_ImmunTimer = new ImmunTimer ( pm );
            		m_ImmunTimer.Start();
            		break;
            	}
            case SickFlag.PermImmunity:
            	{
            		m.SendMessage( "You feel permanently immune to sicknesses!" );
            		m.Sick = true;
            		m.SickContagious= false;
            		break;
            	}
            case SickFlag.Cold:
            	{
            		m.SendMessage( "You have caught a cold!" );
            		m.Sick = true;
            		m.SickContagious= true;
            		m_SickTimer = new SickTimer ( pm, count, SickFlag.Cold );
            		m_SickTimer.Start();
            		break;
            	}
            case SickFlag.Flu:
            	{
            		m.SendMessage( "You came down with influenza!" );
            		m.Sick = true;
            		m.SickContagious= true;
            		m_SickTimer = new SickTimer ( pm, count, SickFlag.Flu );
            		m_SickTimer.Start();
            		break;
            	}
            case SickFlag.Headache:
            	{
            		m.SendMessage( "You feel a bad headache coming on!" );
            		m.Sick = true;
            		m.SickContagious= false;
            		m_SickTimer = new SickTimer ( pm, count, SickFlag.Headache );
            		m_SickTimer.Start();
            		break;
            	}
            case SickFlag.Virus:
            	{
            		m.SendMessage( "You caught a bad virus!" );
            		m.Sick = true;
            		m.SickContagious= true;
            		m_SickTimer = new SickTimer ( pm, count, SickFlag.Virus );
            		m_SickTimer.Start();
            		break;
            	}
            case SickFlag.VampTurn:
            	{
            		m.SendMessage( "You have been infected by a Vampire!" );
            		m.Sick = true;
            		m.SickContagious= false;
            		m_SickTimer = new SickTimer ( pm, count, SickFlag.VampTurn );
            		m_SickTimer.Start();
            		break;
           	}
   	}
	}
		#endregion
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//End Sickness Edit///////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////

		private DesignContext m_DesignContext;

		private NpcGuild m_NpcGuild;
		private DateTime m_NpcGuildJoinTime;
		private TimeSpan m_NpcGuildGameTime;
		private PlayerFlag m_Flags; // Here is the part.
		private int m_StepsTaken;
		private int m_Profession;

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

		public int StepsTaken
		{
			get{ return m_StepsTaken; }
			set{ m_StepsTaken = value; }
		}

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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public TimeSpan NpcGuildGameTime
		{
			get{ return m_NpcGuildGameTime; }
			set{ m_NpcGuildGameTime = value; }
		}

		public PlayerFlag Flags
		{
			get{ return m_Flags; }
			set{ m_Flags = value; }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool PagingSquelched
		{
			get{ return GetFlag( PlayerFlag.PagingSquelched ); }
			set{ SetFlag( PlayerFlag.PagingSquelched, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool Glassblowing
		{
			get{ return GetFlag( PlayerFlag.Glassblowing ); }
			set{ SetFlag( PlayerFlag.Glassblowing, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool Masonry
		{
			get{ return GetFlag( PlayerFlag.Masonry ); }
			set{ SetFlag( PlayerFlag.Masonry, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool SandMining
		{
			get{ return GetFlag( PlayerFlag.SandMining ); }
			set{ SetFlag( PlayerFlag.SandMining, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool StoneMining
		{
			get{ return GetFlag( PlayerFlag.StoneMining ); }
			set{ SetFlag( PlayerFlag.StoneMining, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool ToggleMiningStone
		{
			get{ return GetFlag( PlayerFlag.ToggleMiningStone ); }
			set{ SetFlag( PlayerFlag.ToggleMiningStone, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool KarmaLocked
		{
			get{ return GetFlag( PlayerFlag.KarmaLocked ); }
			set{ SetFlag( PlayerFlag.KarmaLocked, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool AutoRenewInsurance
		{
			get{ return GetFlag( PlayerFlag.AutoRenewInsurance ); }
			set{ SetFlag( PlayerFlag.AutoRenewInsurance, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool UseOwnFilter
		{
			get{ return GetFlag( PlayerFlag.UseOwnFilter ); }
			set{ SetFlag( PlayerFlag.UseOwnFilter, value ); }
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool PublicMyRunUO
		{
			get{ return GetFlag( PlayerFlag.PublicMyRunUO ); }
			set{ SetFlag( PlayerFlag.PublicMyRunUO, value ); InvalidateMyRunUO(); }
		}

		public static Direction GetDirection4( Point3D from, Point3D to )
		{
			int dx = from.X - to.X;
			int dy = from.Y - to.Y;

			int rx = dx - dy;
			int ry = dx + dy;

			Direction ret;

			if ( rx >= 0 && ry >= 0 )
				ret = Direction.West;
			else if ( rx >= 0 && ry < 0 )
				ret = Direction.South;
			else if ( rx < 0 && ry < 0 )
				ret = Direction.East;
			else
				ret = Direction.North;

			return ret;
		}

		public override bool OnDroppedItemToWorld( Item item, Point3D location )
		{
			if ( !base.OnDroppedItemToWorld( item, location ) )
				return false;

			BounceInfo bi = item.GetBounce();

			if ( bi != null )
			{
				Type type = item.GetType();

				if ( type.IsDefined( typeof( FurnitureAttribute ), true ) || type.IsDefined( typeof( DynamicFlipingAttribute ), true ) )
				{
					object[] objs = type.GetCustomAttributes( typeof( FlipableAttribute ), true );

					if ( objs != null && objs.Length > 0 )
					{
						FlipableAttribute fp = objs[0] as FlipableAttribute;

						if ( fp != null )
						{
							int[] itemIDs = fp.ItemIDs;

							Point3D oldWorldLoc = bi.m_WorldLoc;
							Point3D newWorldLoc = location;

							if ( oldWorldLoc.X != newWorldLoc.X || oldWorldLoc.Y != newWorldLoc.Y )
							{
								Direction dir = GetDirection4( oldWorldLoc, newWorldLoc );

								if ( itemIDs.Length == 2 )
								{
									switch ( dir )
									{
										case Direction.North:
										case Direction.South: item.ItemID = itemIDs[0]; break;
										case Direction.East:
										case Direction.West: item.ItemID = itemIDs[1]; break;
									}
								}
								else if ( itemIDs.Length == 4 )
								{
									switch ( dir )
									{
										case Direction.South: item.ItemID = itemIDs[0]; break;
										case Direction.East: item.ItemID = itemIDs[1]; break;
										case Direction.North: item.ItemID = itemIDs[2]; break;
										case Direction.West: item.ItemID = itemIDs[3]; break;
									}
								}
							}
						}
					}
				}
			}

			return true;
		}

		public bool GetFlag( PlayerFlag flag )
		{
			return ( (m_Flags & flag) != 0 );
		}

		public void SetFlag( PlayerFlag flag, bool value )
		{
			if ( value )
				m_Flags |= flag;
			else
				m_Flags &= ~flag;
		}

		public DesignContext DesignContext
		{
			get{ return m_DesignContext; }
			set{ m_DesignContext = value; }
		}

		public static void Initialize()
		{
			if ( FastwalkPrevention )
			{
				PacketHandler ph = PacketHandlers.GetHandler( 0x02 );

				ph.ThrottleCallback = new ThrottlePacketCallback( MovementThrottle_Callback );
			}

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

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

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

			if ( type != ResistanceType.Physical && 60 < max && Spells.Fourth.CurseSpell.UnderEffect( this ) )
				max = 60;

			return max;
		}

		private int m_LastGlobalLight = -1, m_LastPersonalLight = -1;

		public override void OnNetStateChanged()
		{
			m_LastGlobalLight = -1;
			m_LastPersonalLight = -1;
		}

		public override void ComputeBaseLightLevels( out int global, out int personal )
		{
			global = LightCycle.ComputeLevelFor( this );
			personal = this.LightLevel;
		}

		public override void CheckLightLevels( bool forceResend )
		{
			NetState ns = this.NetState;

			if ( ns == null )
				return;

			int global, personal;

			ComputeLightLevels( out global, out personal );

			if ( !forceResend )
				forceResend = ( global != m_LastGlobalLight || personal != m_LastPersonalLight );

			if ( !forceResend )
				return;

			m_LastGlobalLight = global;
			m_LastPersonalLight = personal;

			ns.Send( GlobalLightLevel.Instantiate( global ) );
			ns.Send( new PersonalLightLevel( this, personal ) );
		}

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

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

			if ( min > MaxPlayerResistance )
				min = MaxPlayerResistance;

			int baseMin = base.GetMinResistance( type );

			if ( min < baseMin )
				min = baseMin;

			return min;
		}

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

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

			if ( AccountHandler.LockdownLevel > AccessLevel.Player )
			{
				string notice;

				Accounting.Account acct = from.Account as Accounting.Account;

				if ( acct == null || !acct.HasAccess( from.NetState ) )
				{
					if ( from.AccessLevel == AccessLevel.Player )
						notice = "The server is currently under lockdown. No players are allowed to log in at this time.";
					else
						notice = "The server is currently under lockdown. You do not have sufficient access level to connect.";

					Timer.DelayCall( TimeSpan.FromSeconds( 1.0 ), new TimerStateCallback( Disconnect ), from );
				}
				else if ( from.AccessLevel == AccessLevel.Administrator )
				{
					notice = "The server is currently under lockdown. As you are an administrator, you may change this from the [Admin gump.";
				}
				else
				{
					notice = "The server is currently under lockdown. You have sufficient access level to connect.";
				}

				from.SendGump( new NoticeGump( 1060637, 30720, notice, 0xFFC000, 300, 140, null, null ) );
			}
		}

		private bool m_NoDeltaRecursion;

		public void ValidateEquipment()
		{
			if ( m_NoDeltaRecursion || Map == null || Map == Map.Internal )
				return;

			if ( this.Items == null )
				return;

			m_NoDeltaRecursion = true;
			Timer.DelayCall( TimeSpan.Zero, new TimerCallback( ValidateEquipment_Sandbox ) );
		}

		private void ValidateEquipment_Sandbox()
		{
			try
			{
				if ( Map == null || Map == Map.Internal )
					return;

				ArrayList items = this.Items;

				if ( items == null )
					return;

				bool moved = false;

				int str = this.Str;
				int dex = this.Dex;
				int intel = this.Int;

				Mobile from = this;

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

					Item item = (Item)items[i];

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

						bool drop = false;

						if ( dex < weapon.DexRequirement )
							drop = true;
						else if ( str < AOS.Scale( weapon.StrRequirement, 100 - weapon.GetLowerStatReq() ) )
							drop = true;
						else if ( intel < weapon.IntRequirement )
							drop = true;

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

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

							from.SendLocalizedMessage( 1062001, name ); // You can no longer wield your ~1_WEAPON~
							from.AddToBackpack( weapon );
							moved = true;
						}
					}
					else if ( item is BaseArmor )
					{
						BaseArmor armor = (BaseArmor)item;

						bool drop = false;

						if ( !armor.AllowMaleWearer && from.Body.IsMale && from.AccessLevel < AccessLevel.GameMaster )
						{
							drop = true;
						}
						else if ( !armor.AllowFemaleWearer && from.Body.IsFemale && from.AccessLevel < AccessLevel.GameMaster )
						{
							drop = true;
						}
						else
						{
							int strBonus = armor.ComputeStatBonus( StatType.Str ), strReq = armor.ComputeStatReq( StatType.Str );
							int dexBonus = armor.ComputeStatBonus( StatType.Dex ), dexReq = armor.ComputeStatReq( StatType.Dex );
							int intBonus = armor.ComputeStatBonus( StatType.Int ), intReq = armor.ComputeStatReq( StatType.Int );

							if ( dex < dexReq || (dex + dexBonus) < 1 )
								drop = true;
							else if ( str < strReq || (str + strBonus) < 1 )
								drop = true;
							else if ( intel < intReq || (intel + intBonus) < 1 )
								drop = true;
						}

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

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

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

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

				if ( moved )
					from.SendLocalizedMessage( 500647 ); // Some equipment has been moved to your backpack.
			}
			catch ( Exception e )
			{
				Console.WriteLine( e );
			}
			finally
			{
				m_NoDeltaRecursion = false;
			}
		}

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

			if ( (flag & MobileDelta.Stat) != 0 )
				ValidateEquipment();

			if ( (flag & (MobileDelta.Name | MobileDelta.Hue)) != 0 )
				InvalidateMyRunUO();
		}

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

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

		private static void OnLogout( LogoutEventArgs e )
		{
		}

		private static void EventSink_Connected( ConnectedEventArgs e )
		{
			PlayerMobile pm = e.Mobile as PlayerMobile;

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

				if ( pm.m_Quest != null )
					pm.m_Quest.StartTimer();
			}
		}

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

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

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

				// Eject client from house
				from.RevealingAction();

				from.MoveToWorld( context.Foundation.BanLocation, context.Foundation.Map );
			}

			PlayerMobile pm = e.Mobile as PlayerMobile;

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

				if ( pm.m_Quest != null )
					pm.m_Quest.StopTimer();
			}
		}

		public override void RevealingAction()
		{
			if ( m_DesignContext != null )
				return;

			Spells.Sixth.InvisibilitySpell.RemoveTimer( this );

			base.RevealingAction();
		}

		public override void OnSubItemAdded( Item item )
		{
			if ( AccessLevel < AccessLevel.GameMaster && item.IsChildOf( this.Backpack ) )
			{
				int maxWeight = WeightOverloading.GetMaxWeight( this );
				int curWeight = Mobile.BodyWeight + this.TotalWeight;

				if ( curWeight > maxWeight )
					this.SendLocalizedMessage( 1019035, true, String.Format( " : {0} / {1}", curWeight, maxWeight ) );
			}
		}

		public override bool CanBeHarmful( Mobile target, bool message, bool ignoreOurBlessedness )
		{
			if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
				return false;

			if ( (target is BaseVendor && ((BaseVendor)target).IsInvulnerable) || target is PlayerVendor || target is TownCrier )
			{
				if ( message )
				{
					if ( target.Title == null )
						SendMessage( "{0} the vendor cannot be harmed.", target.Name );
					else
						SendMessage( "{0} {1} cannot be harmed.", target.Name, target.Title );
				}

				return false;
			}

			return base.CanBeHarmful( target, message, ignoreOurBlessedness );
		}

		public override bool CanBeBeneficial( Mobile target, bool message, bool allowDead )
		{
			if ( m_DesignContext != null || (target is PlayerMobile && ((PlayerMobile)target).m_DesignContext != null) )
				return false;

			return base.CanBeBeneficial( target, message, allowDead );
		}

		public override bool CheckContextMenuDisplay( IEntity target )
		{
			return ( m_DesignContext == null );
		}

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

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

			InvalidateMyRunUO();
		}

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

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

			InvalidateMyRunUO();
		}

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

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

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

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

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

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

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

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

			TimeSpan speed = ComputeMovementSpeed( d );

			if ( !base.Move( d ) )
				return false;

			m_NextMovementTime += speed;
			return true;
		}

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

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

			HouseFoundation foundation = context.Foundation;

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

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

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

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

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

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

		private bool m_LastProtectedMessage;
		private int m_NextProtectionCheck = 10;

		public virtual void RecheckTownProtection()
		{
			m_NextProtectionCheck = 10;

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

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

				m_LastProtectedMessage = isProtected;
			}
		}

		public override void MoveToWorld( Point3D loc, Map map )
		{
			base.MoveToWorld( loc, map );

			RecheckTownProtection();
		}

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

			if ( isTeleport || --m_NextProtectionCheck == 0 )
				RecheckTownProtection();
		}

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

			if ( from == this )
			{
				if ( m_Quest != null )
					m_Quest.GetContextMenuEntries( list );

				if ( Alive && InsuranceEnabled )
				{
					list.Add( new CallbackEntry( 6201, new ContextCallback( ToggleItemInsurance ) ) );

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

				// TODO: Toggle champ titles

				BaseHouse house = BaseHouse.FindHouseAt( this );

				if ( house != null && house.IsAosRules )
					list.Add( new CallbackEntry( 6207, new ContextCallback( LeaveHouse ) ) );

				if ( m_JusticeProtectors.Count > 0 )
					list.Add( new CallbackEntry( 6157, new ContextCallback( CancelProtection ) ) );
			}
		}

		private void CancelProtection()
		{
			for ( int i = 0; i < m_JusticeProtectors.Count; ++i )
			{
				Mobile prot = (Mobile)m_JusticeProtectors[i];

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

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

			m_JusticeProtectors.Clear();
		}

		private void ToggleItemInsurance()
		{
			if ( !CheckAlive() )
				return;

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

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

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

			if ( item.Stackable )
				return false;

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

			if ( item.ItemID == 0x204E ) // death shroud
				return false;

			return true;
		}

		private void ToggleItemInsurance_Callback( Mobile from, object obj )
		{
			if ( !CheckAlive() )
				return;

			Item item = obj as Item;

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

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

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

				item.Insured = true;

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

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

		private void AutoRenewInventoryInsurance()
		{
			if ( !CheckAlive() )
				return;

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

		private void CancelRenewInventoryInsurance()
		{
			if ( !CheckAlive() )
				return;

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

		// TODO: Champ titles, toggle

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

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

		private delegate void ContextCallback();

		private class CallbackEntry : ContextMenuEntry
		{
			private ContextCallback m_Callback;

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

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

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

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

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

			base.OnDoubleClick( from );
		}

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

		private static bool m_NoRecursion;

		protected override void OnLocationChange( Point3D oldLocation )
		{
			CheckLightLevels( false );

			DesignContext context = m_DesignContext;

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

			m_NoRecursion = true;

			HouseFoundation foundation = context.Foundation;

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

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

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

				m_NoRecursion = false;
				return;
			}

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

			m_NoRecursion = false;
		}

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

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

			m_NoRecursion = true;

			HouseFoundation foundation = context.Foundation;

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

			m_NoRecursion = false;
		}

		public override void OnDamage( int amount, Mobile from, bool willKill )
		{
			if ( amount > (Core.AOS ? 25 : 0) )
			{
				BandageContext c = BandageContext.GetContext( this );

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

			WeightOverloading.FatigueOnDamage( this, amount );

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

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

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

			return ( total / 10 );
		}

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

			base.Resurrect();

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

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

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

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

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

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

			return base.OnBeforeDeath();
		}

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

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

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

				return true;
			}

			return false;
		}

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

			return base.GetParentMoveResultFor( item );
		}

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

			return base.GetInventoryMoveResultFor( item );
		}

		public override void OnDeath( Container c )
		{
			base.OnDeath( c );

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

			SetHairMods( -1, -1 );

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

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

			MeerMage.StopEffect( this, false );

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

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

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

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

				if ( m != null && m.Player )
				{
					bool gainedPath = false;

					int theirTotal = ComputeSkillTotal( m );
					int ourTotal = ComputeSkillTotal( this );

					int pointsToGain = 1 + ((theirTotal - ourTotal) / 50);

					if ( pointsToGain < 1 )
						pointsToGain = 1;
					else if ( pointsToGain > 4 )
						pointsToGain = 4;

					if ( VirtueHelper.Award( m, VirtueName.Justice, pointsToGain, ref gainedPath ) )
					{
						if ( gainedPath )
							m.SendLocalizedMessage( 1049367 ); // You have gained a path in Justice!
						else
							m.SendLocalizedMessage( 1049363 ); // You have gained in Justice.

						m.FixedParticles( 0x375A, 9, 20, 5027, EffectLayer.Waist );
						m.PlaySound( 0x1F7 );

						m_NextJustAward = DateTime.Now + TimeSpan.FromMinutes( pointsToGain * 2 );
					}
				}
			}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			m_BOBFilter = new Engines.BulkOrders.BOBFilter();

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

			m_JusticeProtectors = new ArrayList();

			InvalidateMyRunUO();
		}

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

			if ( Core.AOS )
			{
				for ( int i = 0; i < hears.Count; ++i )
				{
					object o = hears[i];

					if ( o != this && o is Mobile && ((Mobile)o).Skills[SkillName.SpiritSpeak].Value >= 100.0 )
						return false;
				}
			}

			return base.MutateSpeech( hears, ref text, ref context );
		}

		public override void Damage( int amount, Mobile from )
		{
			if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
				amount = (int)(amount * 1.25);

			Mobile oath = Spells.Necromancy.BloodOathSpell.GetBloodOath( from );

			if ( oath == this )
			{
				amount = (int)(amount * 1.1);
				from.Damage( amount, from );
			}

			base.Damage( amount, from );
		}

		public override ApplyPoisonResult ApplyPoison( Mobile from, Poison poison )
		{
			if ( !Alive )
				return ApplyPoisonResult.Immune;

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

			return base.ApplyPoison( from, poison );
		}

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

		public ArrayList VisibilityList
		{
			get{ return m_VisList; }
		}

		public ArrayList PermaFlags
		{
			get{ return m_PermaFlags; }
		}

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

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

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

				return false;
			}

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

			return base.IsHarmfulCriminal( target );
		}

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

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

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

				return true;
			}
		}

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

		private Engines.BulkOrders.BOBFilter m_BOBFilter;

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

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

			switch ( version )
			{
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit///////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
				case 18:
				{
      				m_VampType = (VampType)reader.ReadInt();
                		m_Vampirism = (bool)reader.ReadBool();
                		m_VampHunger = (bool)reader.ReadBool();
                		m_VampBurn = (bool)reader.ReadBool();
               		 	m_Blood = reader.ReadInt();

					goto case 17;
				}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//End Sickness Edit/////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
				case 17: // changed how DoneQuests is serialized
				case 16:
				{
					m_Quest = QuestSerializer.DeserializeQuest( reader );

					if ( m_Quest != null )
						m_Quest.From = this;

					int count = reader.ReadEncodedInt();

					if ( count > 0 )
					{
						m_DoneQuests = new ArrayList();

						for ( int i = 0; i < count; ++i )
						{
							Type questType = QuestSerializer.ReadType( QuestSystem.QuestTypes, reader );
							DateTime restartTime;

							if ( version < 17 )
								restartTime = DateTime.MaxValue;
							else
								restartTime = reader.ReadDateTime();

							m_DoneQuests.Add( new QuestRestartInfo( questType, restartTime ) );
						}
					}

					m_Profession = reader.ReadEncodedInt();
					goto case 15;
				}
				case 15:
				{
					m_LastCompassionLoss = reader.ReadDeltaTime();
					goto case 14;
				}
				case 14:
				{
					m_CompassionGains = reader.ReadEncodedInt();

					if ( m_CompassionGains > 0 )
						m_NextCompassionDay = reader.ReadDeltaTime();

					goto case 13;
				}
				case 13: // just removed m_PayedInsurance list
				case 12:
				{
					m_BOBFilter = new Engines.BulkOrders.BOBFilter( reader );
					goto case 11;
				}
				case 11:
				{
					if ( version < 13 )
					{
						ArrayList payed = reader.ReadItemList();

						for ( int i = 0; i < payed.Count; ++i )
							((Item)payed[i]).PayedInsurance = true;
					}

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

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

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

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

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

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

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

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

			ArrayList list = this.Stabled;

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

				if ( bc != null )
					bc.IsStabled = true;
			}
		}
		
		public override void Serialize( GenericWriter writer )
		{
			//cleanup our anti-macro table 
			foreach ( Hashtable t in m_AntiMacroTable.Values )
			{
				ArrayList remove = new ArrayList();
				foreach ( CountAndTimeStamp time in t.Values )
				{
					if ( time.TimeStamp + SkillCheck.AntiMacroExpire <= DateTime.Now )
						remove.Add( time );
				}

				for (int i=0;i<remove.Count;++i)
					t.Remove( remove[i] );
			}

			//decay our kills
			if ( m_ShortTermElapse < this.GameTime )
			{
				m_ShortTermElapse += TimeSpan.FromHours( 8 );
				if ( ShortTermMurders > 0 )
					--ShortTermMurders;
			}

			if ( m_LongTermElapse < this.GameTime )
			{
				m_LongTermElapse += TimeSpan.FromHours( 40 );
				if ( Kills > 0 )
					--Kills;
			}

			base.Serialize( writer );
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////			
			writer.Write( (int) 18 ); // version
			writer.Write( (int)m_VampType );
                        writer.Write( (bool)m_Vampirism );
                        writer.Write( (bool)m_VampHunger );
                        writer.Write( (bool)m_VampBurn );
                        writer.Write( (int)m_Blood );
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//End Sickness Edit//////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////

			QuestSerializer.Serialize( m_Quest, writer );

			if ( m_DoneQuests == null )
			{
				writer.WriteEncodedInt( (int) 0 );
			}
			else
			{
				writer.WriteEncodedInt( (int) m_DoneQuests.Count );

				for ( int i = 0; i < m_DoneQuests.Count; ++i )
				{
					QuestRestartInfo restartInfo = (QuestRestartInfo)m_DoneQuests[i];

					QuestSerializer.Write( (Type) restartInfo.QuestType, QuestSystem.QuestTypes, writer );
					writer.Write( (DateTime) restartInfo.RestartTime );
				}
			}

			writer.WriteEncodedInt( (int) m_Profession );

			writer.WriteDeltaTime( m_LastCompassionLoss );

			writer.WriteEncodedInt( m_CompassionGains );

			if ( m_CompassionGains > 0 )
				writer.WriteDeltaTime( m_NextCompassionDay );

			m_BOBFilter.Serialize( writer );

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

			writer.Write( useMods );

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

			writer.Write( SavagePaintExpiration );

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

			writer.WriteMobileList( m_PermaFlags, true );

			writer.Write( NextTailorBulkOrder );

			writer.Write( NextSmithBulkOrder );

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

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

			writer.Write( (int) m_Flags );

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

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

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

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

			return base.CanSee( m );
		}

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

			return base.CanSee( item );
		}

		#region Quest stuff
		private QuestSystem m_Quest;
		private ArrayList m_DoneQuests;

		public QuestSystem Quest
		{
			get{ return m_Quest; }
			set{ m_Quest = value; }
		}

		public ArrayList DoneQuests
		{
			get{ return m_DoneQuests; }
			set{ m_DoneQuests = value; }
		}
		#endregion

		#region MyRunUO Invalidation
		private bool m_ChangedMyRunUO;

		public bool ChangedMyRunUO
		{
			get{ return m_ChangedMyRunUO; }
			set{ m_ChangedMyRunUO = value; }
		}

		public void InvalidateMyRunUO()
		{
			if ( !Deleted && !m_ChangedMyRunUO )
			{
				m_ChangedMyRunUO = true;
				Engines.MyRunUO.MyRunUO.QueueMobileUpdate( this );
			}
		}

		public override void OnKillsChange( int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnGenderChanged( bool oldFemale )
		{
			InvalidateMyRunUO();
		}

		public override void OnGuildChange( Server.Guilds.BaseGuild oldGuild )
		{
			InvalidateMyRunUO();
		}

		public override void OnGuildTitleChange( string oldTitle )
		{
			InvalidateMyRunUO();
		}

		public override void OnKarmaChange( int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnFameChange( int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnSkillChange( SkillName skill, double oldBase )
		{
			InvalidateMyRunUO();
		}

		public override void OnAccessLevelChanged( AccessLevel oldLevel )
		{
			InvalidateMyRunUO();
		}

		public override void OnRawStatChange( StatType stat, int oldValue )
		{
			InvalidateMyRunUO();
		}

		public override void OnDelete()
		{
			InvalidateMyRunUO();
		}
		#endregion

		#region Fastwalk Prevention
		private static bool FastwalkPrevention = true; // Is fastwalk prevention enabled?
		private static TimeSpan FastwalkThreshold = TimeSpan.FromSeconds( 0.4 ); // Fastwalk prevention will become active after 0.4 seconds

		private DateTime m_NextMovementTime;

		public virtual bool UsesFastwalkPrevention{ get{ return ( AccessLevel < AccessLevel.GameMaster ); } }

		public virtual TimeSpan ComputeMovementSpeed( Direction dir )
		{
			if ( (dir & Direction.Mask) != (this.Direction & Direction.Mask) )
				return TimeSpan.Zero;

			bool running = ( (dir & Direction.Running) != 0 );

			bool onHorse = ( this.Mount != null );

			if ( onHorse )
				return ( running ? TimeSpan.FromSeconds( 0.1 ) : TimeSpan.FromSeconds( 0.2 ) );

			return ( running ? TimeSpan.FromSeconds( 0.2 ) : TimeSpan.FromSeconds( 0.4 ) );
		}

		public static bool MovementThrottle_Callback( NetState ns )
		{
			PlayerMobile pm = ns.Mobile as PlayerMobile;

			if ( pm == null || !pm.UsesFastwalkPrevention )
				return true;

			if ( pm.m_NextMovementTime == DateTime.MinValue )
			{
				// has not yet moved
				pm.m_NextMovementTime = DateTime.Now;
				return true;
			}

			TimeSpan ts = pm.m_NextMovementTime - DateTime.Now;

			if ( ts < TimeSpan.Zero )
			{
				// been a while since we've last moved
				pm.m_NextMovementTime = DateTime.Now;
				return true;
			}

			return ( ts < FastwalkThreshold );
		}
		#endregion

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

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

				if ( oldType == newType )
					return;

				m_EnemyOfOneType = value;

				DeltaEnemies( oldType, newType );
			}
		}

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

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

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

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

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

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

		private Item CreateHair( bool hair, int id, int hue )
		{
			if ( hair )
				return Server.Items.Hair.CreateByID( id, hue );
			else
				return Server.Items.Beard.CreateByID( id, hue );
		}

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

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

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

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

			id = -1;
			hue = 0;
		}

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

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

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

			if ( id == 0 )
				return;

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

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

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

		private DateTime m_NextJustAward;
		private DateTime m_LastJusticeLoss;
		private ArrayList m_JusticeProtectors;

		public DateTime LastJusticeLoss{ get{ return m_LastJusticeLoss; } set{ m_LastJusticeLoss = value; } }
		public ArrayList JusticeProtectors{ get{ return m_JusticeProtectors; } set{ m_JusticeProtectors = value; } }

		private DateTime m_LastCompassionLoss;
		private DateTime m_NextCompassionDay;
		private int m_CompassionGains;

		public DateTime LastCompassionLoss{ get{ return m_LastCompassionLoss; } set{ m_LastCompassionLoss = value; } }
		public DateTime NextCompassionDay{ get{ return m_NextCompassionDay; } set{ m_NextCompassionDay = value; } }
		public int CompassionGains{ get{ return m_CompassionGains; } set{ m_CompassionGains = value; } }
		#endregion
	}
}
Well, at least think on the bright side. when it is all said and done all you will have to do is replace the original PlayerMobile.cs! I do not think mine has been modified by anything else that I can remember.
 
G

GoldDraco13

Guest
Want a Job testing my edits.....j/k lol


Heres the problem:
Code:
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//End Sickness Edit///////////////////////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////

		
		private DesignContext m_DesignContext;

		private NpcGuild m_NpcGuild;
		private DateTime m_NpcGuildJoinTime;
		private TimeSpan m_NpcGuildGameTime;
		[COLOR=Red]//[/COLOR]private PlayerFlag m_Flags; [COLOR=Blue]<<<<Edit this out for Sickness system[/COLOR]
		private int m_StepsTaken;
		private int m_Profession;

I'll update the main post to v1.8.

:)
 
C

Cri

Guest
Heh I noticed that kept having to find that goddamn line and deleting it everytime i reinstalled that goddamn script tonite trying to fix my goddamn errors! :rolleyes:
 
C

Cri

Guest
Merging the Bounty System with Sickness System...

Just use this PlayerMobile.cs if you alredy have the Bounty System installed, or if your have this one installed and are going to install the Bounty System, or if you know your gunna install them both now :rolleyes:

Anywayz... Replace it with the PlayerMobile that comes with this package and/or the one that comes with the Bounty System package!

Have fun! And REMEMBER!!!

You OWE me one ;) Don't you just love em christmas colors?

RawR
 

Attachments

  • PlayerMobile.zip
    15.6 KB · Views: 40
G

GoldDraco13

Guest
Cri said:
*sigh* everywhere i post ur always there :eek:

Would you rather I didn't help you with your problems? plus you posted in our community...I'm a community member....I post where I feel the need for my voice to be heard or to defend others when I see them getting the third degree for no reason.

If you want to continue...I have all night.

:)
 

Naria

Wanderer
=( i still get errors this time its just 2

Code:
 - Error: Scripts\Sickness System 1.1\replace distro 
with these\playermobile.cs CS0102: <line 791, column 15> 
The class 'Server.Moblies.PlayerMobile' already contains a definition for 'm_StepsTaken'
 - Error: Scripts\Sickness System 1.1\replace distro 
with these\playermobile.cs CS0102: <line 792, column 15> 
The class 'Server.Moblies.PlayerMobile' already contains a definition for 'm_Profession'
 

iZJokersWild

Wanderer
Naria said:
=( i still get errors this time its just 2

Code:
 - Error: Scripts\Sickness System 1.1\replace distro 
with these\playermobile.cs CS0102: <line 791, column 15> 
The class 'Server.Moblies.PlayerMobile' already contains a definition for 'm_StepsTaken'
 - Error: Scripts\Sickness System 1.1\replace distro 
with these\playermobile.cs CS0102: <line 792, column 15> 
The class 'Server.Moblies.PlayerMobile' already contains a definition for 'm_Profession'
As for the m_steps taken part, you can "//" that out. Can try that with the other as well, but that might fix both. Here is my PlayerMobile.cs file. It should work fine unless you have other things added to it from other scripts.
 
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