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Sickness System Re-edited V1.6

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Godwings

Wanderer
Im geting some errers with the 1.9
here they are, please telll me how to fix them

Scripts: Compiling C# scripts...failed (2 errors, 0 warnings)
- Error: Scripts\Mobiles\PlayerMobile.cs: CS0102: (line 791, column 15) The cla
ss 'Server.Mobiles.PlayerMobile' already contains a definition for 'm_StepsTaken
'
- Error: Scripts\Mobiles\PlayerMobile.cs: CS0102: (line 792, column 15) The cla
ss 'Server.Mobiles.PlayerMobile' already contains a definition for 'm_Profession
'
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
 

ViWinfii

Sorceror
numatra said:
I'm very new to scripting or else I wouldnt have to ask for help... but my problems with this script are as follows:

First, the CheckBurn is only counting Felucca time and not the other 3 facets, which I can ignore for the time being.

Second, and more importantly, Felucca is my PK facet so I'd like to completely disable CheckBurn in Felucca (and Malas). I can add "safe" regions in PlayerMobile (thats the easy part) but like I said I want Felucca and Malas with no burn.

Would I use:
from.Map.Name= "Felucca" or some other code?

Code:
if (from.Map == Map.Felucca)
:)


Godwings said:
Im geting some errers with the 1.9
here they are, please telll me how to fix them

Scripts: Compiling C# scripts...failed (2 errors, 0 warnings)
- Error: Scripts\Mobiles\PlayerMobile.cs: CS0102: (line 791, column 15) The cla
ss 'Server.Mobiles.PlayerMobile' already contains a definition for 'm_StepsTaken
'
- Error: Scripts\Mobiles\PlayerMobile.cs: CS0102: (line 792, column 15) The cla
ss 'Server.Mobiles.PlayerMobile' already contains a definition for 'm_Profession
'
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.

Which version are you using? There are two versions, did you download a pre-edited PlayerMobile.cs? Did you edit it yourself? Did you download a MiddleMobile.cs? Which?
Unfortunately the one who originally posted this scripts has been banned. So, you may not be able to get a lot of help with some of the problems. Your error looks like that your PlayerMobile.cs is trying to redefine an existing variable at lines 791 and 792 of the script. I have no idea what you may have added, and I haven't checked version 1.9 yet for errors.
 

Vidi

Page
Jesus.

After all this time I finally looked at these scripts. Those are MY damn vampires. Even the opposition groups I added for a scenario I placed on my old shard are still there.

And the Orders Book I used to give the backstory to players.

Sheesh.
 

Tru

Knight
Vidi said:
Jesus.

After all this time I finally looked at these scripts. Those are MY damn vampires. Even the opposition groups I added for a scenario I placed on my old shard are still there.

And the Orders Book I used to give the backstory to players.

Sheesh.
Nobody ever accused GD13 of writing his own stuff....nothing in this submission he wrote (I believe).
 

Twlizer

Sorceror
Can i use

Sorry about dubble post..Hit enter key.... I have a shard with players already on it will this cause me any problems?
 

Twlizer

Sorceror
Help with PlayerMobile

Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
- Error: Scripts\Mobiles\PlayerMobile.cs: CS0102: (line 796, 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.
THis didnt happen untill i added Sickness system this is line 796

Code:
[/CODE]
private DesignContext m_DesignContext;

// FACTION SYSTEM BEGIN
private MainControlStone MC;
public ArrayList m_Macro = new ArrayList();
// FACTION SYSTEM END


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


// FACTION SYSTEM BEGIN
 

Tru

Knight
Twlizer said:
Sorry about dubble post..Hit enter key.... I have a shard with players already on it will this cause me any problems?
Not if installed correctly

Twlizer said:
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
- Error: Scripts\Mobiles\PlayerMobile.cs: CS0102: (line 796, 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.
THis didnt happen untill i added Sickness system this is line 796

Code:
[/CODE]
private DesignContext m_DesignContext;

// FACTION SYSTEM BEGIN
private MainControlStone MC;
public ArrayList m_Macro = new ArrayList();
// FACTION SYSTEM END


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


// FACTION SYSTEM BEGIN
looks like its saying private PlayerFlag m_Flags; already exists (try commenting that line out)
 

Twlizer

Sorceror
Can you tell me

What does m_flags do? I am wondering becasue it may affect my other systems i i comment that line out.
 

Twlizer

Sorceror
Error

I edited everything...playermobile & food. I added a SicknessSword Hit a player with it. THe server Deleted his character so i restarted shard and now i got a error. when tring to reboot shard. Fatel Error..any ideas? I reset shard withbackups and everything works fine. I renamed in my playermobile m_Flags and m_flags to m_moreflags and m_more_Flags.....could this be my problem. I have a system with those flag types so i had to rename...
 

Tru

Knight
Twlizer said:
I edited everything...playermobile & food. I added a SicknessSword Hit a player with it. THe server Deleted his character so i restarted shard and now i got a error. when tring to reboot shard. Fatel Error..any ideas? I reset shard withbackups and everything works fine. I renamed in my playermobile m_Flags and m_flags to m_moreflags and m_more_Flags.....could this be my problem. I have a system with those flag types so i had to rename...
Post the error
 

Twlizer

Sorceror
This ir error

Scripts: Compiling C# scripts...done (0 errors, 0 warnings)
Scripts: Compiling VB.net scripts...no files found.
Scripts: Verifying...done (2564 items, 579 mobiles)
World: Loading...An error was encountered while loading a saved object
- Type: Server.Mobiles.PlayerMobile
- Serial: 0x0000720C
Delete the object? (y/n)
 

Tru

Knight
Twlizer said:
Scripts: Compiling C# scripts...done (0 errors, 0 warnings)
Scripts: Compiling VB.net scripts...no files found.
Scripts: Verifying...done (2564 items, 579 mobiles)
World: Loading...An error was encountered while loading a saved object
- Type: Server.Mobiles.PlayerMobile
- Serial: 0x0000720C
Delete the object? (y/n)
Looks like your serialization is incorrect post your player mobile
 

Twlizer

Sorceror
Ill try again

Code:
[/CODE]

Code:
using System;
using System.Collections;
using Server;
using Server.Misc;
using Server.Items;
using Server.Gumps;
using Server.Multis;
using Server.Engines.Help;
using Server.ContextMenus;
using Server.Network;
using Server.Spells;
using Server.Spells.Fifth;
using Server.Spells.Seventh;
using Server.Targeting;
using Server.Engines.Quests;

// FACTION SYSTEM BEGIN
using Server.Factions;
// FACTION SYSTEM END


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_moreFlags;
		
		public bool GetDFlag( PlayerFlag flag )
		{
			return ( (m_moreFlags & flag) != 0 );
		}
		
		public void SetDFlag( PlayerFlag flag, bool value )
		{
			if ( value )
				m_moreFlags |= flag;
			else
				m_moreFlags &= ~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_moreflag;
      	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_moreflag = 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_moreflag == 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_moreflag == 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_moreflag == 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_moreflag == 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_moreflag == 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 = 375.0;
			}
			///////////////////////////////////////////////////////////////////////////////////////
           	}
    	}
         	
         	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_moreflag;
         			}
         		}
         	}
         }
      }
      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;

// FACTION SYSTEM BEGIN
		private MainControlStone MC;
		public ArrayList m_Macro = new ArrayList();
// FACTION SYSTEM END    


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


// FACTION SYSTEM BEGIN
		private ArrayList killers = new ArrayList();
		private bool m_FactionKill;
		public int m_MaxSlots;
		private int minPoints = -6;
		public bool m_Leaving;
		public DateTime BC = DateTime.Now;
		public bool CMsg = false;

		private DateTime m_NextStatRaise = DateTime.Now;

		private Faction m_Faction;
		private int m_Points;
		private int m_Rank;
		private int m_Votes;
		private Sigil m_Sigil;
		
		private bool m_Candidate;
		private bool m_Voted;
		private bool m_ColorWars;
		
		private int m_ResKill;
		
		private DateTime m_StartDate;
		private DateTime m_Join;
		private DateTime m_Left;
		private DateTime m_GivePoints;

		private ArrayList m_PurpleTizedItems;
// FACTION SYSTEM END

		[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; }
		}

// FACTION SYSTEM BEGIN
		public bool HasMoreThanMin(int chunk)
		{ 
			if((m_Points - chunk) < minPoints)
			{ 
				return false; 
			}
			else
			{ 
				return true; 
			} 
		}
// FACTION SYSTEM END


		[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;

// FACTION SYSTEM BEGIN
			if (target is PlayerMobile && m_Faction == Faction.None && ((PlayerMobile)target).Faction != Faction.None)
			{

				if (target.Combatant != null)
				{
					SendMessage("You can not help him right now");
					return false;
				}
			}
// FACTION SYSTEM END


			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);
        private DateTime m_NextTamingBulkOrder;
		private bool m_Bioenginer;

		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{}
			}
		}
[CommandProperty( AccessLevel.GameMaster )]
		public TimeSpan NextTamingBulkOrder
		{
			get
			{
				TimeSpan ts = m_NextTamingBulkOrder - DateTime.Now;

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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public bool Bioenginer
		{
			get{ return m_Bioenginer; }
			set{ m_Bioenginer = value; }
		}
		public DateTime LastEscortTime
		{
			get{ return m_LastEscortTime; }
			set{ m_LastEscortTime = value; }
		}

		public PlayerMobile()
		{

// FACTION SYSTEM BEGIN
			m_FactionKill = true;
// FACTION SYSTEM END

			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; }
		}


// FACTION SYSTEM BEGIN
		public override bool CanBeBeneficial( Mobile target )
		{
			if (target is PlayerMobile && m_Faction == Faction.None && ((PlayerMobile)target).Faction != Faction.None)
			{

				if (target.Combatant != null)
				{
					SendMessage("You can not help him right now");
					return false;
				}
			}
			return base.CanBeBeneficial( target );
		}
// FACTION SYSTEM END


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

// FACTION SYSTEM BEGIN
			if (m_Faction != Faction.None)
				FindMainControl();	

			m_FactionKill = true;

// FACTION SYSTEM END


			switch ( version )
			{
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Start Sickness Edit///////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
				case 20:
				{
      				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 19;
				}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//End Sickness Edit/////////////////////////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
case 19: // <-- CHANGE TO YOUR NEW CASE NUMBER (I.E If your last case is 17 make this 18 )
				{
					m_Bioenginer = reader.ReadBool();
					NextTamingBulkOrder = reader.ReadTimeSpan();
					goto case 18; // <-- CHANGE NUMBER TO YOUR LAST CASES NUMBER.
				}
// FACTION SYSTEM BEGIN
				case 18: 
				{
					m_Leaving = reader.ReadBool();
					m_Faction = (Faction) reader.ReadInt();
					m_Points = reader.ReadInt();
					m_Rank = reader.ReadInt();
					m_Votes = reader.ReadInt();
					
					int serial = reader.ReadInt();

					if (Serial != 0)
						m_Sigil = (Sigil)World.FindItem(serial);
						
					m_Candidate = reader.ReadBool();
					m_Voted = reader.ReadBool();
					
					m_ResKill = reader.ReadInt();
					m_StartDate = reader.ReadDateTime();
					m_Join = reader.ReadDateTime();
					m_Left = reader.ReadDateTime();
					m_GivePoints = reader.ReadDateTime();
				        goto case 17;
 				}	
// FACTION SYSTEM END


				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 )
		{
// FACTION SYSTEM BEGIN
			if (m_Faction != Faction.None && MC == null)
				FindMainControl();

			if (m_Faction != Faction.None && MC != null)
			{
				if (m_Faction == Faction.Britannians && MC.Brit != null)
					MC.Brit.AddMember(this);

				if (m_Faction == Faction.Minax && MC.Minx != null)
					MC.Minx.AddMember(this);

				if (m_Faction == Faction.ShadowLords && MC.Shad != null)
					MC.Shad.AddMember(this);

				if (m_Faction == Faction.Mages && MC.Mage != null)
					MC.Mage.AddMember(this);

			}

			if (m_Faction == Faction.None && MC != null)
			{
				MC.RemoveAll(this);

			}

// FACTION SYSTEM END

			//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) 20 ); // 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//////////////////////////////////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////

// FACTION SYSTEM BEGIN
			writer.Write( (int) 19 ); // version
            writer.Write( m_Bioenginer );

			writer.Write( NextTamingBulkOrder );


			
			writer.Write( m_Leaving );
			writer.Write( (int) m_Faction );
			writer.Write( m_Points );
			writer.Write( m_Rank );
			writer.Write( m_Votes );
			
			if (m_Sigil != null)
			   writer.Write( (int) m_Sigil.Serial);			
			else
			   writer.Write( (int) 0);
				
			writer.Write( (bool) m_Candidate);
			writer.Write( (bool) m_Voted);
			writer.Write( (int) m_ResKill);
			writer.Write( m_StartDate );
			writer.Write( m_Join );
			writer.Write( m_Left );
			writer.Write( m_GivePoints );
// FACTION SYSTEM END


			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 );
		}

// FACTION SYSTEM BEGIN
		public void FindMainControl()
		{
			if (MC != null) return;
      		
			foreach ( Item item in World.Items.Values )
			{
				if ( item is MainControlStone)
				{
					MC = (MainControlStone) item;
					
					if (m_Faction == Faction.Britannians && MC.Brit != null)
						MC.Brit.AddMember(this);

					if (m_Faction == Faction.Minax && MC.Minx != null)
						MC.Minx.AddMember(this);

					if (m_Faction == Faction.ShadowLords && MC.Shad != null)
						MC.Shad.AddMember(this);

					if (m_Faction == Faction.Mages && MC.Mage != null)
						MC.Mage.AddMember(this);

					return;
				}
			}
		}
// FACTION SYSTEM END


		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;
			}
		}

// FACTION SYSTEM BEGIN
		[CommandProperty( AccessLevel.GameMaster )]
		public DateTime GivePoints
		{
			get{ return m_GivePoints; }
			set{  m_GivePoints = value;  }
		}

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

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

		public bool CanRaise ( Mobile m )
		{
			int num = 0;

			foreach (Point3D m_loc in m_Macro)

			{
				if (m.Location == m_loc)
				{
					num++;
				}			
			}
			
			if (num < 130) return true;			
			return false;
		}

		public void AddKiller( PlayerMobile killer)
		{ 
			if (!(killers.Contains(killer)))
				killers.Add(killer);    
		} 

		public void RemoveKiller( PlayerMobile killer)
		{ 
			if (killers.Contains(killer))
				killers.Remove(killer); 
		} 

		public bool KillerIsTimed( PlayerMobile killer)
		{ 
			if(killers.Count != 0)
			{ 
				if ( killers.Contains (killer) )
				{ 
					return true; 
				} 
			} 
			return false; 
		} 

		[CommandProperty( AccessLevel.GameMaster )]
		public Sigil Sigil
		{
			get { return m_Sigil; }
			set { m_Sigil = value; }
		}
		[CommandProperty(AccessLevel.GameMaster)] 
		public int Votes
		{ 
			get{return m_Votes;} 
			set{m_Votes = value;} 
		}
		
		[CommandProperty(AccessLevel.Counselor)] 
		public int Rank
		{ 
			get{return m_Rank;} 
			set{m_Rank = value;InvalidateProperties();} 
		} 
		[CommandProperty(AccessLevel.Counselor)] 
		public int Points
		{ 
			get{return m_Points;} 
			set{m_Points = value;} 
		} 
		[CommandProperty(AccessLevel.Counselor)] 
		public Faction Faction
		{ 
			get{return m_Faction;} 
			set
			{
				if (MainControl != null && MainControl.Brit != null &&  m_Faction == Faction.Britannians)
				{
					MainControl.Brit.RemoveMember(this);
				}
				if (MainControl != null && MainControl.Shad != null &&  m_Faction == Faction.ShadowLords)
				{
					MainControl.Shad.RemoveMember(this);
				}
				if (MainControl != null && MainControl.Minx != null &&  m_Faction == Faction.Minax)
				{
					MainControl.Minx.RemoveMember(this);
				}
				if (MainControl != null && MainControl.Mage != null &&  m_Faction == Faction.Mages)
				{
					MainControl.Mage.RemoveMember(this);
				}

				m_Faction = value;

				if (MainControl != null && MainControl.Brit != null &&  m_Faction == Faction.Britannians)
				{
					MainControl.Brit.AddMember(this);
				}
				if (MainControl != null && MainControl.Shad != null &&  m_Faction == Faction.ShadowLords)
				{
					MainControl.Shad.AddMember(this);
				}
				if (MainControl != null && MainControl.Minx != null &&  m_Faction == Faction.Minax)
				{
					MainControl.Minx.AddMember(this);
				}
				if (MainControl != null && MainControl.Mage != null &&  m_Faction == Faction.Mages)
				{
					MainControl.Mage.AddMember(this);
				}
			} 
		} 

		[CommandProperty(AccessLevel.Counselor)] 
		public bool FactionKill
		{ 
			get{return m_FactionKill;} 
			set{m_FactionKill = value;} 
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public bool ResetSigil
		{
			get {return false;}
			set 
			{
				m_Sigil = null;		
			}
		}
		[CommandProperty( AccessLevel.GameMaster )]
		public bool Leaving
		{
			get { return m_Leaving; }
			set { m_Leaving = value; }
		}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public int ResKill
		{
			get { return m_ResKill; }
			set { m_ResKill = value; }
		}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public MainControlStone MainControl
		{
			get { return MC; }
			set { MC = value; }
		}

		public DateTime Left
		{
			get { return m_Left; }
			set { m_Left = value; }
		}
		
		public DateTime StartDate
		{
			get { return m_StartDate; }
			set { m_StartDate = value; }
		}

		
		public int GetPoints(){ return m_Points; } 

		public void SubPoints(int chunk)
		{ 
			if((m_Points - chunk) > minPoints)
			{ 
				m_Points -= chunk;    
			}
			else
			{ 
				m_Points = minPoints; 
			} 
		} 

		public void AddPoints(int chunk)
		{ 
			m_Points += chunk; 
		} 


		public bool HasEnoughPoints(int chunk)
		{ 
			if((m_Points - chunk) < 0)
			{ 
				return false; 
			}
			else
			{ 
				return true;  
			} 
		} 
// FACTION SYSTEM END


		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 );
		}

// FACTION SYSTEM BEGIN
		public bool CanFactionKill()
		{
			if (m_FactionKill)
				return true;
			else
				return false;
		}

		private class PurpleTizedItem
		{
			private Item m_Item;
			private int m_Hue;

			public PurpleTizedItem(Item item)
			{
				m_Item = item;
				m_Hue = item.Hue;

			}
			public Item item 
			{ 
				get { return m_Item; } 
				set	{ m_Item = value;  } 
			}
			public int Hue 
			{ 
				get { return m_Hue; } 
				set	{ m_Hue = value; } 
			}
		}

		public void PurpleTize()
		{
			m_PurpleTizedItems = new ArrayList();
	   
			foreach (Item item in Items)
			{
				PurpleTizedItem pur = new PurpleTizedItem(item);
				m_PurpleTizedItems.Add(pur);
				item.Hue = 11;
				item.Movable = false;
			}
		}

		public void UnPurpleTize()
		{
			if (m_PurpleTizedItems != null)
			{
				foreach (PurpleTizedItem item in m_PurpleTizedItems)
				{
					if (item !=null && item.item != null)
					{
						item.item.Hue = item.Hue;
						item.item.Movable = true;
					}
				}
			}
			
			m_PurpleTizedItems = null;
		}


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

			if (m_Faction == Faction.Britannians && m_Rank >= 0 && m_Rank <= 3)
			{
				list.Add(1060790);
				list.Add(1060771);
			}
			if (m_Faction == Faction.Britannians && m_Rank > 3 && m_Rank <= 5)
			{
				list.Add(1060791);
				list.Add(1060771);
			}
			if (m_Faction == Faction.Britannians && m_Rank >5 && m_Rank <= 7)
			{
				list.Add(1060792);
				list.Add(1060771);
			}
			if (m_Faction == Faction.Britannians && m_Rank >7 && m_Rank <= 9)
			{
				list.Add(1060793);
				list.Add(1060771);
			}

			if (m_Faction == Faction.Britannians && m_Rank >9)
			{
				list.Add(1060794);
				list.Add(1060771);
			}


			if (m_Faction == Faction.ShadowLords && m_Rank > 0 && m_Rank <= 3)
			{
				list.Add(1060795);
				list.Add(1060772);
			}

			if (m_Faction == Faction.ShadowLords && m_Rank > 3 && m_Rank <= 5)
			{
				list.Add(1060796);
				list.Add(1060772);
			}
			if (m_Faction == Faction.ShadowLords && m_Rank > 5 && m_Rank <= 7)
			{
				list.Add(1060797);
				list.Add(1060772);
			}

			if (m_Faction == Faction.ShadowLords && m_Rank > 7 && m_Rank <= 9)
			{
				list.Add(1060798);
				list.Add(1060772);
			}
			
			if (m_Faction == Faction.ShadowLords && m_Rank > 9 )
			{
				list.Add(1060799);
				list.Add(1060772);
			}

			if (m_Faction == Faction.Mages && m_Rank > 0 && m_Rank <= 3)
			{
				list.Add(1060785);
				list.Add(1060770);
			}

			if (m_Faction == Faction.Mages && m_Rank > 3 && m_Rank <= 5)
			{
				list.Add(1060786);
				list.Add(1060770);
			}
			if (m_Faction == Faction.Mages && m_Rank > 5&& m_Rank <= 7)
			{
				list.Add(1060787);
				list.Add(1060770);
			}

			if (m_Faction == Faction.Mages && m_Rank > 7 && m_Rank <= 9)
			{
				list.Add(1060788);
				list.Add(1060770);
			}

			if (m_Faction == Faction.Mages && m_Rank > 9 )
			{
				list.Add(1060789);
				list.Add(1060770);
			}

			if (m_Faction == Faction.Minax && m_Rank > 0 && m_Rank <= 3)
			{
				list.Add(1060779);
				list.Add(1060769);
			}
			if (m_Faction == Faction.Minax && m_Rank > 3 && m_Rank <= 5)
			{
				list.Add(1060780);
				list.Add(1060769);
			}
			if (m_Faction == Faction.Minax && m_Rank > 5 && m_Rank <= 7)
			{
				list.Add(1060781);
				list.Add(1060769);
			}

			if (m_Faction == Faction.Minax && m_Rank > 7 && m_Rank <= 9)
			{
				list.Add(1060782);
				list.Add(1060769);
			}
			if (m_Faction == Faction.Minax && m_Rank > 9)
			{
				list.Add(1060783);
				list.Add(1060769);
			}
		}
// FACTION SYSTEM END


		#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
	}
  }

[CODE][CODE]
[/CODE]
 

Kalpon777

Wanderer
Strange, I added the script and it worked fine, then I unziped the infected champ and added it, got this error:

Code:
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
 - Error: Scripts\Custom\Infected Champ\Base\SicknessChampion.cs: CS0246: (line
152, column 21) The type or namespace name 'Token' could not be found (are you m
issing a using directive or an assembly reference?)
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.

Anyone know what that means?
 

Tru

Knight
Twlizer said:
Look for a file on runuo called Token.cs and put it in your Scripts folder. That will fix it
I would just edit out the drop token line in the monster file

Twlizer said:
Scripts: Compiling C# scripts...done (0 errors, 0 warnings)
Scripts: Compiling VB.net scripts...no files found.
Scripts: Verifying...done (2564 items, 579 mobiles)
World: Loading...An error was encountered while loading a saved object
- Type: Server.Mobiles.PlayerMobile
- Serial: 0x0000720C
Delete the object? (y/n)
Your serialization looks correct now I'm thinking that its something you changed the name of...
 

Twlizer

Sorceror
In my playerMobile

Something i changed in my player Mobile? I havent edited any other files other than champion.cs changed token to tokens.
 

Twlizer

Sorceror
i have edited food.cs also

Oh i have edited my food.cs also ill post it maybe that is it?

[/CODE]


using System;
using System.Collections;
using Server.Network;

namespace Server.Items
{
public abstract class Food : Item
{
private Mobile m_Poisoner;
private Poison m_Poison;
private int m_FillFactor;

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

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

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

public Food( int itemID ) : this( 1, itemID )
{
}

public Food( int amount, int itemID ) : base( itemID )
{
Stackable = true;
Amount = amount;
m_FillFactor = 1;
}

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

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

if ( from.Alive )
list.Add( new ContextMenus.EatEntry( from, this ) );
}

public override void OnDoubleClick( Mobile from )
{
if ( !Movable )
return;

if ( from.InRange( this.GetWorldLocation(), 1 ) )
{
Eat( from );
}
}

public virtual bool Eat( Mobile from )
{
// Fill the Mobile with FillFactor
if ( FillHunger( from, m_FillFactor ) )
{
// Play a random "eat" sound
from.PlaySound( Utility.Random( 0x3A, 3 ) );

if ( from.Body.IsHuman && !from.Mounted )
from.Animate( 34, 5, 1, true, false, 0 );

if ( m_Poison != null )
from.ApplyPoison( m_Poisoner, m_Poison );

Consume();

return true;
}

return false;
}

static public bool FillHunger( Mobile from, int fillFactor )
{
if ( from.Hunger >= 20 )
{
from.SendLocalizedMessage( 500867 ); // You are simply too full to eat any more!
return false;
}

int iHunger = from.Hunger + fillFactor;
if ( from.Stam < from.StamMax )
from.Stam += Utility.Random( 6, 3 ) + fillFactor/5;//restore some stamina
if ( iHunger >= 20 )
{
from.Hunger = 20;
from.SendLocalizedMessage( 500872 ); // You manage to eat the food, but you are stuffed!
}
else
{
from.Hunger = iHunger;

if ( iHunger < 5 )
from.SendLocalizedMessage( 500868 ); // You eat the food, but are still extremely hungry.
else if ( iHunger < 10 )
from.SendLocalizedMessage( 500869 ); // You eat the food, and begin to feel more satiated.
else if ( iHunger < 15 )
from.SendLocalizedMessage( 500870 ); // After eating the food, you feel much less hungry.
else
from.SendLocalizedMessage( 500871 ); // You feel quite full after consuming the food.
}

return true;
}

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

writer.Write( (int) 4 ); // version

writer.Write( m_Poisoner );

Poison.Serialize( m_Poison, writer );
writer.Write( m_FillFactor );
}

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

int version = reader.ReadInt();

switch ( version )
{
case 1:
{
switch ( reader.ReadInt() )
{
case 0: m_Poison = null; break;
case 1: m_Poison = Poison.Lesser; break;
case 2: m_Poison = Poison.Regular; break;
case 3: m_Poison = Poison.Greater; break;
case 4: m_Poison = Poison.Deadly; break;
}

break;
}
case 2:
{
m_Poison = Poison.Deserialize( reader );
break;
}
case 3:
{
m_Poison = Poison.Deserialize( reader );
m_FillFactor = reader.ReadInt();
break;
}
case 4:
{
m_Poisoner = reader.ReadMobile();
goto case 3;
}
}
}
}

public class BreadLoaf : Food
{
[Constructable]
public BreadLoaf() : this( 1 )
{
}

[Constructable]
public BreadLoaf( int amount ) : base( amount, 0x103B )
{
this.Weight = 1.0;
this.FillFactor = 3;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new BreadLoaf(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

public class Bacon : Food
{
[Constructable]
public Bacon() : this( 1 )
{
}

[Constructable]
public Bacon( int amount ) : base( amount, 0x979 )
{
this.Weight = 1.0;
this.FillFactor = 1;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new Bacon(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

public class FishSteak : Food
{
[Constructable]
public FishSteak() : this( 1 )
{
}

[Constructable]
public FishSteak( int amount ) : base( amount, 0x97B )
{
this.Weight = 0.1;
this.FillFactor = 3;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new FishSteak(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

public class CheeseWheel : Food
{
[Constructable]
public CheeseWheel() : this( 1 )
{
}

[Constructable]
public CheeseWheel( int amount ) : base( amount, 0x97E )
{
this.Weight = 0.1;
this.FillFactor = 3;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new CheeseWheel(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

public class CheeseWedge : Food
{
[Constructable]
public CheeseWedge() : this( 1 )
{
}

[Constructable]
public CheeseWedge( int amount ) : base( amount, 0x97D )
{
this.Weight = 0.1;
this.FillFactor = 3;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new CheeseWedge(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

public class FrenchBread : Food
{
[Constructable]
public FrenchBread() : this( 1 )
{
}

[Constructable]
public FrenchBread( int amount ) : base( amount, 0x98C )
{
this.Weight = 2.0;
this.FillFactor = 3;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new FrenchBread(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}


public class FriedEggs : Food
{
[Constructable]
public FriedEggs() : this( 1 )
{
}

[Constructable]
public FriedEggs( int amount ) : base( amount, 0x9B6 )
{
this.Weight = 1.0;
this.FillFactor = 4;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new FriedEggs(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

public class CookedBird : Food
{
[Constructable]
public CookedBird() : this( 1 )
{
}

[Constructable]
public CookedBird( int amount ) : base( amount, 0x9B7 )
{
this.Weight = 1.0;
this.FillFactor = 5;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new CookedBird(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

public class RoastPig : Food
{
[Constructable]
public RoastPig() : this( 1 )
{
}

[Constructable]
public RoastPig( int amount ) : base( amount, 0x9BB )
{
this.Weight = 45.0;
this.FillFactor = 20;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new RoastPig(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

public class Sausage : Food
{
[Constructable]
public Sausage() : this( 1 )
{
}

[Constructable]
public Sausage( int amount ) : base( amount, 0x9C0 )
{
this.Weight = 1.0;
this.FillFactor = 4;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new Sausage(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

public class Ham : Food
{
[Constructable]
public Ham() : this( 1 )
{
}

[Constructable]
public Ham( int amount ) : base( amount, 0x9C9 )
{
this.Weight = 1.0;
this.FillFactor = 5;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new Ham(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

public class Cake : Food
{
[Constructable]
public Cake() : base( 0x9E9 )
{
Stackable = false;
this.Weight = 1.0;
this.FillFactor = 10;
}

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

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

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

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

int version = reader.ReadInt();
}
}

public class Ribs : Food
{
[Constructable]
public Ribs() : this( 1 )
{
}

[Constructable]
public Ribs( int amount ) : base( amount, 0x9F2 )
{
this.Weight = 1.0;
this.FillFactor = 5;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new Ribs(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

public class Cookies : Food
{
[Constructable]
public Cookies() : base( 0x160b )
{
Stackable = false;
this.Weight = 1.0;
this.FillFactor = 4;
}

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

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

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

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

int version = reader.ReadInt();
}
}

public class Muffins : Food
{
[Constructable]
public Muffins() : base( 0x9eb )
{
Stackable = false;
this.Weight = 1.0;
this.FillFactor = 4;
}

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

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

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

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

int version = reader.ReadInt();
}
}

[TypeAlias( "Server.Items.Pizza" )]
public class CheesePizza : Food
{
public override int LabelNumber{ get{ return 1044516; } } // cheese pizza

[Constructable]
public CheesePizza() : base( 0x1040 )
{
Stackable = false;
this.Weight = 1.0;
this.FillFactor = 6;
}

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

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

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

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

int version = reader.ReadInt();
}
}

public class SausagePizza : Food
{
public override int LabelNumber{ get{ return 1044517; } } // sausage pizza

[Constructable]
public SausagePizza() : base( 0x1040 )
{
Stackable = false;
this.Weight = 1.0;
this.FillFactor = 6;
}

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

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

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

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

int version = reader.ReadInt();
}
}

#if false
public class Pizza : Food
{
[Constructable]
public Pizza() : base( 0x1040 )
{
Stackable = false;
this.Weight = 1.0;
this.FillFactor = 6;
}

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

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

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

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

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

public class FruitPie : Food
{
public override int LabelNumber{ get{ return 1041346; } } // baked fruit pie

[Constructable]
public FruitPie() : base( 0x1041 )
{
Stackable = false;
this.Weight = 1.0;
this.FillFactor = 5;
}

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

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

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

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

int version = reader.ReadInt();
}
}

public class MeatPie : Food
{
public override int LabelNumber{ get{ return 1041347; } } // baked meat pie

[Constructable]
public MeatPie() : base( 0x1041 )
{
Stackable = false;
this.Weight = 1.0;
this.FillFactor = 5;
}

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

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

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

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

int version = reader.ReadInt();
}
}

public class PumpkinPie : Food
{
public override int LabelNumber{ get{ return 1041348; } } // baked pumpkin pie

[Constructable]
public PumpkinPie() : base( 0x1041 )
{
Stackable = false;
this.Weight = 1.0;
this.FillFactor = 5;
}

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

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

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

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

int version = reader.ReadInt();
}
}

public class ApplePie : Food
{
public override int LabelNumber{ get{ return 1041343; } } // baked apple pie

[Constructable]
public ApplePie() : base( 0x1041 )
{
Stackable = false;
this.Weight = 1.0;
this.FillFactor = 5;
}

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

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

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

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

int version = reader.ReadInt();
}
}

public class PeachCobbler : Food
{
public override int LabelNumber{ get{ return 1041344; } } // baked peach cobbler

[Constructable]
public PeachCobbler() : base( 0x1041 )
{
Stackable = false;
this.Weight = 1.0;
this.FillFactor = 5;
}

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

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

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

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

int version = reader.ReadInt();
}
}

public class Quiche : Food
{
public override int LabelNumber{ get{ return 1041345; } } // baked quiche

[Constructable]
public Quiche() : base( 0x1041 )
{
Stackable = false;
this.Weight = 1.0;
this.FillFactor = 5;
}

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

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

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

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

int version = reader.ReadInt();
}
}

public class LambLeg : Food
{
[Constructable]
public LambLeg() : this( 1 )
{
}

[Constructable]
public LambLeg( int amount ) : base( amount, 0x160a )
{
this.Weight = 2.0;
this.FillFactor = 5;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new LambLeg(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

public class ChickenLeg : Food
{
[Constructable]
public ChickenLeg() : this( 1 )
{
}

[Constructable]
public ChickenLeg( int amount ) : base( amount, 0x1608 )
{
this.Weight = 1.0;
this.FillFactor = 4;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new ChickenLeg(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

[FlipableAttribute( 0xC74, 0xC75 )]
public class HoneydewMelon : Food
{
[Constructable]
public HoneydewMelon() : this( 1 )
{
}

[Constructable]
public HoneydewMelon( int amount ) : base( amount, 0xC74 )
{
this.Weight = 1.0;
this.FillFactor = 1;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new HoneydewMelon(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

[FlipableAttribute( 0xC64, 0xC65 )]
public class YellowGourd : Food
{
[Constructable]
public YellowGourd() : this( 1 )
{
}

[Constructable]
public YellowGourd( int amount ) : base( amount, 0xC64 )
{
this.Weight = 1.0;
this.FillFactor = 1;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new YellowGourd(), amount );
}

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

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

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

int version = reader.ReadInt();
}
}

[FlipableAttribute( 0xC66, 0xC67 )]
public class GreenGourd : Food
{
[Constructable]
public GreenGourd() : this( 1 )
{
}

[Constructable]
public GreenGourd( int amount ) : base( amount, 0xC66 )
{
this.Weight = 1.0;
this.FillFactor = 1;
}

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

public override Item Dupe( int amount )
{
return base.Dupe( new GreenGourd(), amount );
}

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

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

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

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

[/CODE]
 

Tru

Knight
Twlizer said:
Something i changed in my player Mobile? I havent edited any other files other than champion.cs changed token to tokens.
Twlizer said:
I edited everything...playermobile & food. I added a SicknessSword Hit a player with it. THe server Deleted his character so i restarted shard and now i got a error. when tring to reboot shard. Fatel Error..any ideas? I reset shard withbackups and everything works fine. I renamed in my playermobile m_Flags and m_flags to m_moreflags and m_more_Flags.....could this be my problem. I have a system with those flag types so i had to rename...
To be more specific
I renamed in my playermobile m_Flags and m_flags to m_moreflags and m_more_Flags
 
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