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XmlSpawner2 [RunUO 2.0]

ArteGordon

Wanderer
updated to version 3.12

from the changelog

New to version 3.12
updated 6/19/06

- installation instructions for RunUO 2.0 have been added to xmlspawner2-20-v312-1of3.zip.

- fixed a problem with the main gump not refreshing after editing textentrybooks or when seleting spawns from the addcategorizedobject gump.

- added support for Nerun's new .map format in [xmlimportmap. The [xmlimportmap command will automatically detect new and old formats and import accordingly. You can even import old and new formats at the same time.

- fixed a problem with the TAKE and TAKEBYTYPE keywords not taking the correct amount from stacked items due to the change in the way RunUO 2.0 handles duping.

- changed an argument to the OnArmorHit method used by some attachments for RunUO 2.0 compatibility. This will affect some addons like the CustomAttacks/Defenses system which will be updated with this change as well.
 

ArteGordon

Wanderer
Modified versions of container.cs and stealing.cs that support the general STEALABLEs system and deal with the issue of maintained spawner control of spawned items have been added to xmlspawner2-support.zip
 

Aeolus

Sorceror
I just installed it and I'm getting 1 error. I followed ALL of your recomendations with the included installation2.0.txt
Code:
RunUO - [www.runuo.com] Version 2.0, Build 2357.32527
Core: Running on .NET Framework Version 2.0.50727
Core: Optimizing for 2 processors
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
 + Items/Weapons/BaseWeapon.cs:
    CS0103: Line 1210: The name 'originaldamage' does not exist in the current c
ontext
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.
Here is my Basweapon.cs
Code:
using System;
using System.Text;
using System.Collections;
using Server.Network;
using Server.Targeting;
using Server.Mobiles;
using Server.Spells;
using Server.Spells.Necromancy;
using Server.Spells.Bushido;
using Server.Spells.Ninjitsu;
using Server.Factions;
using Server.Engines.Craft;
using System.Collections.Generic;

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

    public abstract class BaseWeapon : Item, IWeapon, IFactionItem, ICraftable, ISlayer, IDurability
    {
        #region Factions
        private FactionItem m_FactionState;

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

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

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

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

        #region Var declarations

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                if ( value > m_MaxHits )
                    value = m_MaxHits;

                m_Hits = value;

                InvalidateProperties();
            }
        }

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                    InvalidateProperties();
                }
            }
        }

        #endregion

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

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

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

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

        public int GetDurabilityBonus()
        {
            int bonus = 0;

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

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

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

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

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

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

            return bonus;
        }

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

            int v = m_AosWeaponAttributes.LowerStatReq;

            CraftResourceInfo info = CraftResources.GetInfo( m_Resource );

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

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

            if ( v > 100 )
                v = 100;

            return v;
        }

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

        private class ResetEquipTimer : Timer
        {
            private Mobile m_Mobile;

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

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

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

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

            return false;
        }

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

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

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

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

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

                return false;
            }
            else if ( from.Dex < DexRequirement )
            {
                from.SendMessage( "You are not nimble enough to equip that." );
                return false;
            } 
            else if ( from.Str < AOS.Scale( StrRequirement, 100 - GetLowerStatReq() ) )
            {
                from.SendLocalizedMessage( 500213 ); // You are not strong enough to equip that.
                return false;
            }
            else if ( from.Int < IntRequirement )
            {
                from.SendMessage( "You are not smart enough to equip that." );
                return false;
            }
            else if ( !from.CanBeginAction( typeof( BaseWeapon ) ) )
            {
                return false;
            }
            else
                // XmlAttachment check for CanEquip
                if (!Server.Engines.XmlSpawner2.XmlAttach.CheckCanEquip(this, from))
                {
                    return false;
                }
                else
                {
                    return base.CanEquip(from);
                }
        }

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

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

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

                string modName = this.Serial.ToString();

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

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

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

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

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

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

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

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

            
            // XmlAttachment check for OnEquip
            Server.Engines.XmlSpawner2.XmlAttach.CheckOnEquip(this, from);

            return true;
        }

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

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

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

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

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

                string modName = this.Serial.ToString();

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

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

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

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

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

                m.CheckStatTimers();

                m.Delta( MobileDelta.WeaponDamage );
        }
        // XmlAttachment check for OnRemoved
        Server.Engines.XmlSpawner2.XmlAttach.CheckOnRemoved(this, parent);
    }

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

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

                sk = SkillName.Swords;
                val = swrd;

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

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

            return sk;
        }

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

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

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

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

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

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

            //attacker.CheckSkill( atkSkill.SkillName, defValue - 20.0, 120.0 );
            //defender.CheckSkill( defSkill.SkillName, atkValue - 20.0, 120.0 );

            double ourValue, theirValue;

            int bonus = GetHitChanceBonus();

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

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

                // Hit Chance Increase = 45%
                int atkChance = AosAttributes.GetValue( attacker, AosAttribute.AttackChance );
                if ( atkChance > 45 )
                    atkChance = 45;

                bonus += atkChance;

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

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

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

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

                // Defense Chance Increase = 45%
                bonus = AosAttributes.GetValue( defender, AosAttribute.DefendChance );
                if ( bonus > 45 )
                    bonus = 45;

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

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

                int blockBonus = 0;

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

                int surpriseMalus = 0;

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

                int discordanceEffect = 0;

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

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

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

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

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

            double chance = ourValue / (theirValue * 2.0);

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

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

            WeaponAbility ability = WeaponAbility.GetCurrentAbility( attacker );

            if ( ability != null )
                chance *= ability.AccuracyScalar;

            SpecialMove move = SpecialMove.GetCurrentMove( attacker );

            if ( move != null )
                chance *= move.GetAccuracyScalar( attacker );

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

            //return ( chance >= Utility.RandomDouble() );
        }

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

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

            double delayInSeconds;

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

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

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

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

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

                int discordanceEffect = 0;

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

                if ( bonus > 60 )
                    bonus = 60;

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

                if ( speed <= 0 )
                    speed = 1;

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

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

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

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

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

                int discordanceEffect = 0;

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

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

                if ( v <= 0 )
                    v = 1;

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

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

                if ( v <= 0 )
                    v = 1;

                delayInSeconds = 15000.0 / v;
            }

            return TimeSpan.FromSeconds( delayInSeconds );
        }

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

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

            SpecialMove move = SpecialMove.GetCurrentMove( attacker );

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

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

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

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

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

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

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

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

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

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

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

            return GetDelay( attacker );
        }

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

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

            return sound;
        }

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

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

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

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

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

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

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

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

                // Evasion grants a 50% bonus.
                if ( Evasion.IsEvading( defender ) )
                    chance *= 1.5;

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

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

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

                double chance = (parry * bushido) / divisor;

                double aosChance = parry / 800.0;

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

                // Evasion grants a 50% bonus.
                if( Evasion.IsEvading( defender ) )
                    chance *= 1.5;

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

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

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


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

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

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

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

                        if ( weapon != null )
                            weapon.OnSwing( defender, attacker );

                        CounterAttack.StopCountering( defender );
                                }

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

                        double bushido = defender.Skills.Bushido.Value;

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

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

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

                        // XmlAttachment check for OnArmorHit
                        Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, shield, this, originaldamage);
                    }
                }
            }

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

                Item armorItem;

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

                IWearableDurability armor = armorItem as IWearableDurability;

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

            return damage;
        }

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

            double chance = Utility.RandomDouble();

            Item armorItem;

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

            IWearableDurability armor = armorItem as IWearableDurability;

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

                // XmlAttachment check for OnArmorHit
                damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armorItem, this, originaldamage);
            }

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

            // XmlAttachment check for OnArmorHit
            damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armorItem, this, damage);
            damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, shield, this, damage);

            int virtualArmor = defender.VirtualArmor + defender.VirtualArmorMod;

            if ( virtualArmor > 0 )
            {
                double scalar;

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

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

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

            return damage;
        }

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

            BaseCreature bc = attacker as BaseCreature;

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

            Mobile master = bc.ControlMaster;

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

            if ( master == null )
                return 0;

            int inPack = 1;

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

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

                    Mobile theirMaster = tc.ControlMaster;

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

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

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

            return 0;
        }

        private static bool m_InDoubleStrike;

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

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

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

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

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

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

                        defender = m;
                        break;
                    }
                }
            }

            PlaySwingAnimation( attacker );
            PlayHurtAnimation( defender );

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

            int damage = ComputeDamage( attacker, defender );

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

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

            if ( a != null )
                factor *= a.DamageScalar;

            if ( move != null )
                factor *= move.GetDamageScalar( attacker, defender );

            factor *= damageBonus;

            CheckSlayerResult cs = CheckSlayers( attacker, defender );

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

                factor *= 2.0;
            }

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

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

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

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

            int packInstinctBonus = GetPackInstinctBonus( attacker, defender );

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

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

            TransformContext context = TransformationSpell.GetContext( defender );

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

            if ( attacker is PlayerMobile )
            {
                PlayerMobile pmAttacker = (PlayerMobile) attacker;

                if ( pmAttacker.HonorActive && pmAttacker.InRange( defender, 1 ) )
                    factor *= 1.25;

                if ( pmAttacker.SentHonorContext != null && pmAttacker.SentHonorContext.Target == defender )
                    pmAttacker.SentHonorContext.ApplyPerfectionDamageBonus( ref factor );
            }

            if ( factor > 3.0 )
                factor = 3.0;

            damage = (int)(damage * factor);
            #endregion

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

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

            damage = AbsorbDamage( attacker, defender, damage );

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

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

            AddBlood( attacker, defender, damage );

            int phys, fire, cold, pois, nrgy;

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

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

                int low = phys, type = 0;

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

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

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

            int damageGiven = damage;

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

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

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

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

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

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

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

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

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

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

                context = TransformationSpell.GetContext( attacker );

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

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

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

                    manaLeech += wraithLeech;
                }

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                if ( AnimalForm.UnderTransformation( defender, typeof( BullFrog ) ) )
                    attacker.ApplyPoison( defender, Poison.Regular );
            }
            // hook for attachment OnWeaponHit method
            Server.Engines.XmlSpawner2.XmlAttach.OnWeaponHit(this, attacker, defender, damageGiven);
        }        

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

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

            damageBonus += inscribeSkill / 200;

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

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

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

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

            return damage / 100;
        }

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

            attacker.DoHarmful( defender );

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

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

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

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

            attacker.DoHarmful( defender );

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

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

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

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

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

            attacker.DoHarmful( defender );

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

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

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

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

            attacker.DoHarmful( defender );

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

            defender.BoltEffect( 0 );

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

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

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

            if ( !dispellable )
                return;

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

            attacker.DoHarmful( defender );

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

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

                defender.Delete();
            }
        }

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

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

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

            if ( map == null )
                return;

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

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

            if ( list.Count == 0 )
                return;

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

            // TODO: What is the damage calculation?

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

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

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

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

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

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

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

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

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

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

            return CheckSlayerResult.None;
        }

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

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

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

            /* if ( damage <= 2 )
                return;

            Direction d = defender.GetDirectionTo( attacker );

            int maxCount = damage / 15;

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

            for( int i = 0; i < Utility.Random( 1, maxCount ); ++i )
            {
                int x = defender.X;
                int y = defender.Y;

                switch( d )
                {
                    case Direction.North:
                        x += Utility.Random( -1, 3 );
                        y += Utility.Random( 2 );
                        break;
                    case Direction.East:
                        y += Utility.Random( -1, 3 );
                        x += Utility.Random( -1, 2 );
                        break;
                    case Direction.West:
                        y += Utility.Random( -1, 3 );
                        x += Utility.Random( 2 );
                        break;
                    case Direction.South:
                        x += Utility.Random( -1, 3 );
                        y += Utility.Random( -1, 2 );
                        break;
                    case Direction.Up:
                        x += Utility.Random( 2 );
                        y += Utility.Random( 2 );
                        break;
                    case Direction.Down:
                        x += Utility.Random( -1, 2 );
                        y += Utility.Random( -1, 2 );
                        break;
                    case Direction.Left:
                        x += Utility.Random( 2 );
                        y += Utility.Random( -1, 2 );
                        break;
                    case Direction.Right:
                        x += Utility.Random( -1, 2 );
                        y += Utility.Random( 2 );
                        break;
                }

                new Blood().MoveToWorld( new Point3D( x, y, defender.Z ), defender.Map );
            }*/
        }

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

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

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

                CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );

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

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

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

                        phys = left;
                    }
                }
            }
        }

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

            if ( attrDamage <= 0 )
                return totalRemaining;

            int appliedDamage = attrDamage;

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

            if( appliedDamage > totalRemaining )
                appliedDamage = totalRemaining;

            element += appliedDamage;

            return totalRemaining - appliedDamage;
        }

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

            WeaponAbility ability = WeaponAbility.GetCurrentAbility( attacker );

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

            SpecialMove move = SpecialMove.GetCurrentMove( attacker );

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

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

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

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

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

            min = MinDamage;
            max = MaxDamage;
        }

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

            GetBaseDamageRange( attacker, out min, out max );

            return Utility.RandomMinMax( min, max );
        }

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

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

            return bonus / 100;
        }

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

            int bonus = 0;

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

            return bonus;
        }

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

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

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

            return bonus;
        }

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

            GetBaseDamageRange( from, out baseMin, out baseMax );

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

        public virtual double ScaleDamageAOS( Mobile attacker, double damage, bool checkSkills )
        {
            if ( checkSkills )
            {
                attacker.CheckSkill( SkillName.Tactics, 0.0, 120.0 ); // Passively check tactics for gain
                attacker.CheckSkill( SkillName.Anatomy, 0.0, 120.0 ); // Passively check Anatomy for gain

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

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

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

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

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

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

            int defenseMasteryMalus = 0;

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

            int discordanceEffect = 0;

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

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

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

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

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

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

        public virtual double ScaleDamageOld( Mobile attacker, double damage, bool checkSkills )
        {
            if ( checkSkills )
            {
                attacker.CheckSkill( SkillName.Tactics, 0.0, 120.0 ); // Passively check tactics for gain
                attacker.CheckSkill( SkillName.Anatomy, 0.0, 120.0 ); // Passively check Anatomy for gain

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

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

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

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

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

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

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

                lumberBonus = (lumberValue / 5.0) / 100.0;

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

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

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

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

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

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

            return ScaleDamageByDurability( (int)damage );
        }

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

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

            return AOS.Scale( damage, scale );
        }

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

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

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

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

            if ( from.Mounted )
                return;

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

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

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

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

                    break;
                }
                default: return;
            }

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

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

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

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

            writer.Write( (int) 8 ); // version

            SaveFlag flags = SaveFlag.None;

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

            writer.Write( (int) flags );

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

        [Flags]
        private enum SaveFlag
        {
            None                    = 0x00000000,
            DamageLevel                = 0x00000001,
            AccuracyLevel                = 0x00000002,
            DurabilityLevel                = 0x00000004,
            Quality                    = 0x00000008,
            Hits                    = 0x00000010,
            MaxHits                    = 0x00000020,
            Slayer                    = 0x00000040,
            Poison                    = 0x00000080,
            PoisonCharges                = 0x00000100,
            Crafter                    = 0x00000200,
            Identified                = 0x00000400,
            StrReq                    = 0x00000800,
            DexReq                    = 0x00001000,
            IntReq                    = 0x00002000,
            MinDamage                = 0x00004000,
            MaxDamage                = 0x00008000,
            HitSound                = 0x00010000,
            MissSound                = 0x00020000,
            Speed                    = 0x00040000,
            MaxRange                = 0x00080000,
            Skill                    = 0x00100000,
            Type                    = 0x00200000,
            Animation                = 0x00400000,
            Resource                = 0x00800000,
            xAttributes                = 0x01000000,
            xWeaponAttributes            = 0x02000000,
            PlayerConstructed            = 0x04000000,
            SkillBonuses            = 0x08000000,
            Slayer2                    = 0x10000000,
            ElementalDamages        = 0x20000000
        }

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

            int version = reader.ReadInt();

            switch ( version )
            {
                case 8:
                case 7:
                case 6:
                case 5:
                {
                    SaveFlag flags = (SaveFlag)reader.ReadInt();

                    if ( GetSaveFlag( flags, SaveFlag.DamageLevel ) )
                    {
                        m_DamageLevel = (WeaponDamageLevel)reader.ReadInt();

                        if ( m_DamageLevel > WeaponDamageLevel.Vanq )
                            m_DamageLevel = WeaponDamageLevel.Ruin;
                    }

                    if ( GetSaveFlag( flags, SaveFlag.AccuracyLevel ) )
                    {
                        m_AccuracyLevel = (WeaponAccuracyLevel)reader.ReadInt();

                        if ( m_AccuracyLevel > WeaponAccuracyLevel.Supremely )
                            m_AccuracyLevel = WeaponAccuracyLevel.Accurate;
                    }

                    if ( GetSaveFlag( flags, SaveFlag.DurabilityLevel ) )
                    {
                        m_DurabilityLevel = (WeaponDurabilityLevel)reader.ReadInt();

                        if ( m_DurabilityLevel > WeaponDurabilityLevel.Indestructible )
                            m_DurabilityLevel = WeaponDurabilityLevel.Durable;
                    }

                    if ( GetSaveFlag( flags, SaveFlag.Quality ) )
                        m_Quality = (WeaponQuality)reader.ReadInt();
                    else
                        m_Quality = WeaponQuality.Regular;

                    if ( GetSaveFlag( flags, SaveFlag.Hits ) )
                        m_Hits = reader.ReadInt();

                    if ( GetSaveFlag( flags, SaveFlag.MaxHits ) )
                        m_MaxHits = reader.ReadInt();

                    if ( GetSaveFlag( flags, SaveFlag.Slayer ) )
                        m_Slayer = (SlayerName)reader.ReadInt();

                    if ( GetSaveFlag( flags, SaveFlag.Poison ) )
                        m_Poison = Poison.Deserialize( reader );

                    if ( GetSaveFlag( flags, SaveFlag.PoisonCharges ) )
                        m_PoisonCharges = reader.ReadInt();

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

                    if ( GetSaveFlag( flags, SaveFlag.Identified ) )
                        m_Identified = ( version >= 6 || reader.ReadBool() );

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

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

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

                    if ( GetSaveFlag( flags, SaveFlag.MinDamage ) )
                        m_MinDamage = reader.ReadInt();
                    else
                        m_MinDamage = -1;

                    if ( GetSaveFlag( flags, SaveFlag.MaxDamage ) )
                        m_MaxDamage = reader.ReadInt();
                    else
                        m_MaxDamage = -1;

                    if ( GetSaveFlag( flags, SaveFlag.HitSound ) )
                        m_HitSound = reader.ReadInt();
                    else
                        m_HitSound = -1;

                    if ( GetSaveFlag( flags, SaveFlag.MissSound ) )
                        m_MissSound = reader.ReadInt();
                    else
                        m_MissSound = -1;

                    if ( GetSaveFlag( flags, SaveFlag.Speed ) )
                        m_Speed = reader.ReadInt();
                    else
                        m_Speed = -1;

                    if ( GetSaveFlag( flags, SaveFlag.MaxRange ) )
                        m_MaxRange = reader.ReadInt();
                    else
                        m_MaxRange = -1;

                    if ( GetSaveFlag( flags, SaveFlag.Skill ) )
                        m_Skill = (SkillName)reader.ReadInt();
                    else
                        m_Skill = (SkillName)(-1);

                    if ( GetSaveFlag( flags, SaveFlag.Type ) )
                        m_Type = (WeaponType)reader.ReadInt();
                    else
                        m_Type = (WeaponType)(-1);

                    if ( GetSaveFlag( flags, SaveFlag.Animation ) )
                        m_Animation = (WeaponAnimation)reader.ReadInt();
                    else
                        m_Animation = (WeaponAnimation)(-1);

                    if ( GetSaveFlag( flags, SaveFlag.Resource ) )
                        m_Resource = (CraftResource)reader.ReadInt();
                    else
                        m_Resource = CraftResource.Iron;

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

                    if ( GetSaveFlag( flags, SaveFlag.xWeaponAttributes ) )
                        m_AosWeaponAttributes = new AosWeaponAttributes( this, reader );
                    else
                        m_AosWeaponAttributes = new AosWeaponAttributes( this );

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

                    if ( version < 7 && m_AosWeaponAttributes.MageWeapon != 0 )
                        m_AosWeaponAttributes.MageWeapon = 30 - m_AosWeaponAttributes.MageWeapon;

                    if ( Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 && Parent is Mobile )
                    {
                        m_MageMod = new DefaultSkillMod( SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon );
                        ((Mobile)Parent).AddSkillMod( m_MageMod );
                    }

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

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

                    if( GetSaveFlag( flags, SaveFlag.Slayer2 ) )
                        m_Slayer2 = (SlayerName)reader.ReadInt();

                    if( GetSaveFlag( flags, SaveFlag.ElementalDamages ) )
                        m_AosElementDamages = new AosElementAttributes( this, reader );
                    else
                        m_AosElementDamages = new AosElementAttributes( this );

                    break;
                }
                case 4:
                {
                    m_Slayer = (SlayerName)reader.ReadInt();

                    goto case 3;
                }
                case 3:
                {
                    m_StrReq = reader.ReadInt();
                    m_DexReq = reader.ReadInt();
                    m_IntReq = reader.ReadInt();

                    goto case 2;
                }
                case 2:
                {
                    m_Identified = reader.ReadBool();

                    goto case 1;
                }
                case 1:
                {
                    m_MaxRange = reader.ReadInt();

                    goto case 0;
                }
                case 0:
                {
                    if ( version == 0 )
                        m_MaxRange = 1; // default

                    if ( version < 5 )
                    {
                        m_Resource = CraftResource.Iron;
                        m_AosAttributes = new AosAttributes( this );
                        m_AosWeaponAttributes = new AosWeaponAttributes( this );
                        m_AosElementDamages = new AosElementAttributes( this );
                        m_AosSkillBonuses = new AosSkillBonuses( this );
                    }

                    m_MinDamage = reader.ReadInt();
                    m_MaxDamage = reader.ReadInt();

                    m_Speed = reader.ReadInt();

                    m_HitSound = reader.ReadInt();
                    m_MissSound = reader.ReadInt();

                    m_Skill = (SkillName)reader.ReadInt();
                    m_Type = (WeaponType)reader.ReadInt();
                    m_Animation = (WeaponAnimation)reader.ReadInt();
                    m_DamageLevel = (WeaponDamageLevel)reader.ReadInt();
                    m_AccuracyLevel = (WeaponAccuracyLevel)reader.ReadInt();
                    m_DurabilityLevel = (WeaponDurabilityLevel)reader.ReadInt();
                    m_Quality = (WeaponQuality)reader.ReadInt();

                    m_Crafter = reader.ReadMobile();

                    m_Poison = Poison.Deserialize( reader );
                    m_PoisonCharges = reader.ReadInt();

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

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

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

                    if ( m_MinDamage == OldMinDamage )
                        m_MinDamage = -1;

                    if ( m_MaxDamage == OldMaxDamage )
                        m_MaxDamage = -1;

                    if ( m_HitSound == OldHitSound )
                        m_HitSound = -1;

                    if ( m_MissSound == OldMissSound )
                        m_MissSound = -1;

                    if ( m_Speed == OldSpeed )
                        m_Speed = -1;

                    if ( m_MaxRange == OldMaxRange )
                        m_MaxRange = -1;

                    if ( m_Skill == OldSkill )
                        m_Skill = (SkillName)(-1);

                    if ( m_Type == OldType )
                        m_Type = (WeaponType)(-1);

                    if ( m_Animation == OldAnimation )
                        m_Animation = (WeaponAnimation)(-1);

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

                    break;
                }
            }

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

            int strBonus = m_AosAttributes.BonusStr;
            int dexBonus = m_AosAttributes.BonusDex;
            int intBonus = m_AosAttributes.BonusInt;

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

                string modName = this.Serial.ToString();

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

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

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

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

            if ( m_Hits <= 0 && m_MaxHits <= 0 )
            {
                m_Hits = m_MaxHits = Utility.RandomMinMax( InitMinHits, InitMaxHits );
            }

            if ( version < 6 )
                m_PlayerConstructed = true; // we don't know, so, assume it's crafted
        }
        #endregion

        public BaseWeapon( int itemID ) : base( itemID )
        {
            Layer = (Layer)ItemData.Quality;

            m_Quality = WeaponQuality.Regular;
            m_StrReq = -1;
            m_DexReq = -1;
            m_IntReq = -1;
            m_MinDamage = -1;
            m_MaxDamage = -1;
            m_HitSound = -1;
            m_MissSound = -1;
            m_Speed = -1;
            m_MaxRange = -1;
            m_Skill = (SkillName)(-1);
            m_Type = (WeaponType)(-1);
            m_Animation = (WeaponAnimation)(-1);

            m_Hits = m_MaxHits = Utility.RandomMinMax( InitMinHits, InitMaxHits );

            m_Resource = CraftResource.Iron;

            m_AosAttributes = new AosAttributes( this );
            m_AosWeaponAttributes = new AosWeaponAttributes( this );
            m_AosSkillBonuses = new AosSkillBonuses( this );
            m_AosElementDamages = new AosElementAttributes( this );
        }

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

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

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

            return name;
        }

        [Hue, CommandProperty( AccessLevel.GameMaster )]
        public override int Hue
        {
            get{ return base.Hue; }
            set{ base.Hue = value; InvalidateProperties(); }
        }
        
        public int GetElementalDamageHue()
        {
            int phys, fire, cold, pois, nrgy;
            GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );
            //Order is Cold, Energy, Fire, Poison, Physical left

            int currentMax = 50;
            int hue = 0;

            if( pois >= currentMax )
            {
                hue = 1267 + (pois - 50) / 10;
                currentMax = pois;
            }

            if( fire >= currentMax )
            {
                hue = 1255 + (fire - 50) / 10;
                currentMax = fire;
            }

            if( nrgy >= currentMax )
            {
                hue = 1273 + (nrgy - 50) / 10;
                currentMax = nrgy;
            }

            if( cold >= currentMax )
            {
                hue = 1261 + (cold - 50) / 10;
                currentMax = cold;
            }

            return hue;
        }

        public override void AddNameProperty( ObjectPropertyList list )
        {
            string oreType;

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

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

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

            return ( m_AosAttributes.SpellChanneling != 0 );
        }

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

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

            if ( resInfo == null )
                return 0;

            CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

            if ( attrInfo == null )
                return 0;

            return attrInfo.WeaponLuck;
        }

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

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

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

            if ( m_AosSkillBonuses != null )
                m_AosSkillBonuses.GetProperties( list );

            if ( m_Quality == WeaponQuality.Exceptional )
                list.Add( 1060636 ); // exceptional

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

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

            if ( this is IUsesRemaining && ((IUsesRemaining)this).ShowUsesRemaining )
                list.Add( 1060584, ((IUsesRemaining)this).UsesRemaining.ToString() ); // uses remaining: ~1_val~

            if ( m_Poison != null && m_PoisonCharges > 0 )
                list.Add( 1062412 + m_Poison.Level, m_PoisonCharges.ToString() );

            if( m_Slayer != SlayerName.None )
            {
                SlayerEntry entry = SlayerGroup.GetEntryByName( m_Slayer );
                if( entry != null )
                    list.Add( entry.Title );
            }

            if( m_Slayer2 != SlayerName.None )
            {
                SlayerEntry entry = SlayerGroup.GetEntryByName( m_Slayer2 );
                if( entry != null )
                    list.Add( entry.Title );
            }


            base.AddResistanceProperties( list );

            int prop;

            if ( (prop = m_AosWeaponAttributes.UseBestSkill) != 0 )
                list.Add( 1060400 ); // use best weapon skill

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

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

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

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

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

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

            if ( (prop = m_AosWeaponAttributes.HitColdArea) != 0 )
                list.Add( 1060416, prop.ToString() ); // hit cold area ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitDispel) != 0 )
                list.Add( 1060417, prop.ToString() ); // hit dispel ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitEnergyArea) != 0 )
                list.Add( 1060418, prop.ToString() ); // hit energy area ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitFireArea) != 0 )
                list.Add( 1060419, prop.ToString() ); // hit fire area ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitFireball) != 0 )
                list.Add( 1060420, prop.ToString() ); // hit fireball ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitHarm) != 0 )
                list.Add( 1060421, prop.ToString() ); // hit harm ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitLeechHits) != 0 )
                list.Add( 1060422, prop.ToString() ); // hit life leech ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitLightning) != 0 )
                list.Add( 1060423, prop.ToString() ); // hit lightning ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitLowerAttack) != 0 )
                list.Add( 1060424, prop.ToString() ); // hit lower attack ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitLowerDefend) != 0 )
                list.Add( 1060425, prop.ToString() ); // hit lower defense ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitMagicArrow) != 0 )
                list.Add( 1060426, prop.ToString() ); // hit magic arrow ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitLeechMana) != 0 )
                list.Add( 1060427, prop.ToString() ); // hit mana leech ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitPhysicalArea) != 0 )
                list.Add( 1060428, prop.ToString() ); // hit physical area ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitPoisonArea) != 0 )
                list.Add( 1060429, prop.ToString() ); // hit poison area ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitLeechStam) != 0 )
                list.Add( 1060430, prop.ToString() ); // hit stamina leech ~1_val~%

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

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

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

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

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

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

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

            if ( (prop = m_AosWeaponAttributes.MageWeapon) != 0 )
                list.Add( 1060438, (30 - prop).ToString() ); // mage weapon -~1_val~ skill

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

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

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

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

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

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

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

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

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

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

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

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

            int phys, fire, cold, pois, nrgy;

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

            if ( phys != 0 )
                list.Add( 1060403, phys.ToString() ); // physical damage ~1_val~%

            if ( fire != 0 )
                list.Add( 1060405, fire.ToString() ); // fire damage ~1_val~%

            if ( cold != 0 )
                list.Add( 1060404, cold.ToString() ); // cold damage ~1_val~%

            if ( pois != 0 )
                list.Add( 1060406, pois.ToString() ); // poison damage ~1_val~%

            if ( nrgy != 0 )
                list.Add( 1060407, nrgy.ToString() ); // energy damage ~1_val~%

            list.Add( 1061168, "{0}\t{1}", MinDamage.ToString(), MaxDamage.ToString() ); // weapon damage ~1_val~ - ~2_val~
            list.Add( 1061167, Speed.ToString() ); // weapon speed ~1_val~

            if ( MaxRange > 1 )
                list.Add( 1061169, MaxRange.ToString() ); // range ~1_val~

            int strReq = AOS.Scale( StrRequirement, 100 - GetLowerStatReq() );

            if ( strReq > 0 )
                list.Add( 1061170, strReq.ToString() ); // strength requirement ~1_val~

            if ( Layer == Layer.TwoHanded )
                list.Add( 1061171 ); // two-handed weapon
            else
                list.Add( 1061824 ); // one-handed weapon

            if ( Core.SE || m_AosWeaponAttributes.UseBestSkill == 0 )
            {
                switch ( Skill )
                {
                    case SkillName.Swords:  list.Add( 1061172 ); break; // skill required: swordsmanship
                    case SkillName.Macing:  list.Add( 1061173 ); break; // skill required: mace fighting
                    case SkillName.Fencing: list.Add( 1061174 ); break; // skill required: fencing
                    case SkillName.Archery: list.Add( 1061175 ); break; // skill required: archery
                }
            }

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

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

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

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

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

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

            if ( m_Identified || from.AccessLevel >= AccessLevel.GameMaster )
            {
                if( m_Slayer != SlayerName.None )
                {
                    SlayerEntry entry = SlayerGroup.GetEntryByName( m_Slayer );
                    if( entry != null )
                        attrs.Add( new EquipInfoAttribute( entry.Title ) );
                }

                if( m_Slayer2 != SlayerName.None )
            {
                    SlayerEntry entry = SlayerGroup.GetEntryByName( m_Slayer2 );
                    if( entry != null )
                        attrs.Add( new EquipInfoAttribute( entry.Title ) );
                }

                if ( m_DurabilityLevel != WeaponDurabilityLevel.Regular )
                    attrs.Add( new EquipInfoAttribute( 1038000 + (int)m_DurabilityLevel ) );

                if ( m_DamageLevel != WeaponDamageLevel.Regular )
                    attrs.Add( new EquipInfoAttribute( 1038015 + (int)m_DamageLevel ) );

                if ( m_AccuracyLevel != WeaponAccuracyLevel.Regular )
                    attrs.Add( new EquipInfoAttribute( 1038010 + (int)m_AccuracyLevel ) );
            }
            else if( m_Slayer != SlayerName.None || m_Slayer2 != SlayerName.None || m_DurabilityLevel != WeaponDurabilityLevel.Regular || m_DamageLevel != WeaponDamageLevel.Regular || m_AccuracyLevel != WeaponAccuracyLevel.Regular )
                attrs.Add( new EquipInfoAttribute( 1038000 ) ); // Unidentified

            if ( m_Poison != null && m_PoisonCharges > 0 )
                attrs.Add( new EquipInfoAttribute( 1017383, m_PoisonCharges ) );

            int number;

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

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

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

            from.Send( new DisplayEquipmentInfo( this, eqInfo ) );
        }

        private static BaseWeapon m_Fists; // This value holds the default--fist--weapon

        public static BaseWeapon Fists
        {
            get{ return m_Fists; }
            set{ m_Fists = value; }
        }

        #region ICraftable Members

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

            if ( makersMark )
                Crafter = from;

            PlayerConstructed = true;

            Type resourceType = typeRes;

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

            if ( Core.AOS )
            {
                Resource = CraftResources.GetFromType( resourceType );

                CraftContext context = craftSystem.GetContext( from );

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

                if ( tool is BaseRunicTool )
                    ((BaseRunicTool)tool).ApplyAttributesTo( this );

                if ( quality == 2 )
                {
                    if ( Attributes.WeaponDamage > 35 )
                        Attributes.WeaponDamage -= 20;
                    else
                        Attributes.WeaponDamage = 15;
                }
            }
            else if ( tool is BaseRunicTool )
            {
                CraftResource thisResource = CraftResources.GetFromType( resourceType );

                if ( thisResource == ((BaseRunicTool)tool).Resource )
                {
                    Resource = thisResource;

                    CraftContext context = craftSystem.GetContext( from );

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

                    switch ( thisResource )
                    {
                        case CraftResource.DullCopper:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Durable;
                            AccuracyLevel = WeaponAccuracyLevel.Accurate;
                            break;
                        }
                        case CraftResource.ShadowIron:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Durable;
                            DamageLevel = WeaponDamageLevel.Ruin;
                            break;
                        }
                        case CraftResource.Copper:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Fortified;
                            DamageLevel = WeaponDamageLevel.Ruin;
                            AccuracyLevel = WeaponAccuracyLevel.Surpassingly;
                            break;
                        }
                        case CraftResource.Bronze:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Fortified;
                            DamageLevel = WeaponDamageLevel.Might;
                            AccuracyLevel = WeaponAccuracyLevel.Surpassingly;
                            break;
                        }
                        case CraftResource.Gold:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                            DamageLevel = WeaponDamageLevel.Force;
                            AccuracyLevel = WeaponAccuracyLevel.Eminently;
                            break;
                        }
                        case CraftResource.Agapite:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                            DamageLevel = WeaponDamageLevel.Power;
                            AccuracyLevel = WeaponAccuracyLevel.Eminently;
                            break;
                        }
                        case CraftResource.Verite:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                            DamageLevel = WeaponDamageLevel.Power;
                            AccuracyLevel = WeaponAccuracyLevel.Exceedingly;
                            break;
                        }
                        case CraftResource.Valorite:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                            DamageLevel = WeaponDamageLevel.Vanq;
                            AccuracyLevel = WeaponAccuracyLevel.Supremely;
                            break;
                        }
                    }
                }
            }

            return quality;
        }

        #endregion
    }

    public enum CheckSlayerResult
    {
        None,
        Slayer,
        Opposition
    }
}
I'm going crosseyed trying to figure out what I've done wrong. Any help would be awesome!
*Edit*
I would've posted this on your forums, but my BaseWeapon.cs wouldn't fit there.
I just remembered, I'm using Karmageddon's Ores- does anyone know a fix to make these systems compatible?
 

ArteGordon

Wanderer
Aeolus said:
I just installed it and I'm getting 1 error. I followed ALL of your recomendations with the included installation2.0.txt
Code:
RunUO - [www.runuo.com] Version 2.0, Build 2357.32527
Core: Running on .NET Framework Version 2.0.50727
Core: Optimizing for 2 processors
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
 + Items/Weapons/BaseWeapon.cs:
    CS0103: Line 1210: The name 'originaldamage' does not exist in the current c
ontext
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.
Here is my Basweapon.cs
Code:
using System;
using System.Text;
using System.Collections;
using Server.Network;
using Server.Targeting;
using Server.Mobiles;
using Server.Spells;
using Server.Spells.Necromancy;
using Server.Spells.Bushido;
using Server.Spells.Ninjitsu;
using Server.Factions;
using Server.Engines.Craft;
using System.Collections.Generic;

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

    public abstract class BaseWeapon : Item, IWeapon, IFactionItem, ICraftable, ISlayer, IDurability
    {
        #region Factions
        private FactionItem m_FactionState;

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

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

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

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

        #region Var declarations

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                if ( value > m_MaxHits )
                    value = m_MaxHits;

                m_Hits = value;

                InvalidateProperties();
            }
        }

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                    InvalidateProperties();
                }
            }
        }

        #endregion

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

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

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

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

        public int GetDurabilityBonus()
        {
            int bonus = 0;

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

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

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

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

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

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

            return bonus;
        }

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

            int v = m_AosWeaponAttributes.LowerStatReq;

            CraftResourceInfo info = CraftResources.GetInfo( m_Resource );

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

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

            if ( v > 100 )
                v = 100;

            return v;
        }

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

        private class ResetEquipTimer : Timer
        {
            private Mobile m_Mobile;

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

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

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

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

            return false;
        }

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

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

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

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

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

                return false;
            }
            else if ( from.Dex < DexRequirement )
            {
                from.SendMessage( "You are not nimble enough to equip that." );
                return false;
            } 
            else if ( from.Str < AOS.Scale( StrRequirement, 100 - GetLowerStatReq() ) )
            {
                from.SendLocalizedMessage( 500213 ); // You are not strong enough to equip that.
                return false;
            }
            else if ( from.Int < IntRequirement )
            {
                from.SendMessage( "You are not smart enough to equip that." );
                return false;
            }
            else if ( !from.CanBeginAction( typeof( BaseWeapon ) ) )
            {
                return false;
            }
            else
                // XmlAttachment check for CanEquip
                if (!Server.Engines.XmlSpawner2.XmlAttach.CheckCanEquip(this, from))
                {
                    return false;
                }
                else
                {
                    return base.CanEquip(from);
                }
        }

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

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

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

                string modName = this.Serial.ToString();

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

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

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

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

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

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

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

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

            
            // XmlAttachment check for OnEquip
            Server.Engines.XmlSpawner2.XmlAttach.CheckOnEquip(this, from);

            return true;
        }

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

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

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

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

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

                string modName = this.Serial.ToString();

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

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

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

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

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

                m.CheckStatTimers();

                m.Delta( MobileDelta.WeaponDamage );
        }
        // XmlAttachment check for OnRemoved
        Server.Engines.XmlSpawner2.XmlAttach.CheckOnRemoved(this, parent);
    }

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

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

                sk = SkillName.Swords;
                val = swrd;

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

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

            return sk;
        }

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

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

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

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

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

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

            //attacker.CheckSkill( atkSkill.SkillName, defValue - 20.0, 120.0 );
            //defender.CheckSkill( defSkill.SkillName, atkValue - 20.0, 120.0 );

            double ourValue, theirValue;

            int bonus = GetHitChanceBonus();

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

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

                // Hit Chance Increase = 45%
                int atkChance = AosAttributes.GetValue( attacker, AosAttribute.AttackChance );
                if ( atkChance > 45 )
                    atkChance = 45;

                bonus += atkChance;

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

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

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

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

                // Defense Chance Increase = 45%
                bonus = AosAttributes.GetValue( defender, AosAttribute.DefendChance );
                if ( bonus > 45 )
                    bonus = 45;

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

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

                int blockBonus = 0;

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

                int surpriseMalus = 0;

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

                int discordanceEffect = 0;

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

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

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

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

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

            double chance = ourValue / (theirValue * 2.0);

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

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

            WeaponAbility ability = WeaponAbility.GetCurrentAbility( attacker );

            if ( ability != null )
                chance *= ability.AccuracyScalar;

            SpecialMove move = SpecialMove.GetCurrentMove( attacker );

            if ( move != null )
                chance *= move.GetAccuracyScalar( attacker );

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

            //return ( chance >= Utility.RandomDouble() );
        }

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

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

            double delayInSeconds;

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

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

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

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

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

                int discordanceEffect = 0;

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

                if ( bonus > 60 )
                    bonus = 60;

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

                if ( speed <= 0 )
                    speed = 1;

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

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

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

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

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

                int discordanceEffect = 0;

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

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

                if ( v <= 0 )
                    v = 1;

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

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

                if ( v <= 0 )
                    v = 1;

                delayInSeconds = 15000.0 / v;
            }

            return TimeSpan.FromSeconds( delayInSeconds );
        }

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

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

            SpecialMove move = SpecialMove.GetCurrentMove( attacker );

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

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

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

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

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

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

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

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

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

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

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

            return GetDelay( attacker );
        }

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

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

            return sound;
        }

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

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

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

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

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

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

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

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

                // Evasion grants a 50% bonus.
                if ( Evasion.IsEvading( defender ) )
                    chance *= 1.5;

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

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

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

                double chance = (parry * bushido) / divisor;

                double aosChance = parry / 800.0;

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

                // Evasion grants a 50% bonus.
                if( Evasion.IsEvading( defender ) )
                    chance *= 1.5;

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

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

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


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

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

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

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

                        if ( weapon != null )
                            weapon.OnSwing( defender, attacker );

                        CounterAttack.StopCountering( defender );
                                }

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

                        double bushido = defender.Skills.Bushido.Value;

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

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

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

                        // XmlAttachment check for OnArmorHit
                        Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, shield, this, originaldamage);
                    }
                }
            }

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

                Item armorItem;

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

                IWearableDurability armor = armorItem as IWearableDurability;

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

            return damage;
        }

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

            double chance = Utility.RandomDouble();

            Item armorItem;

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

            IWearableDurability armor = armorItem as IWearableDurability;

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

                // XmlAttachment check for OnArmorHit
                damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armorItem, this, originaldamage);
            }

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

            // XmlAttachment check for OnArmorHit
            damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armorItem, this, damage);
            damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, shield, this, damage);

            int virtualArmor = defender.VirtualArmor + defender.VirtualArmorMod;

            if ( virtualArmor > 0 )
            {
                double scalar;

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

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

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

            return damage;
        }

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

            BaseCreature bc = attacker as BaseCreature;

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

            Mobile master = bc.ControlMaster;

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

            if ( master == null )
                return 0;

            int inPack = 1;

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

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

                    Mobile theirMaster = tc.ControlMaster;

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

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

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

            return 0;
        }

        private static bool m_InDoubleStrike;

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

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

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

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

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

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

                        defender = m;
                        break;
                    }
                }
            }

            PlaySwingAnimation( attacker );
            PlayHurtAnimation( defender );

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

            int damage = ComputeDamage( attacker, defender );

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

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

            if ( a != null )
                factor *= a.DamageScalar;

            if ( move != null )
                factor *= move.GetDamageScalar( attacker, defender );

            factor *= damageBonus;

            CheckSlayerResult cs = CheckSlayers( attacker, defender );

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

                factor *= 2.0;
            }

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

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

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

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

            int packInstinctBonus = GetPackInstinctBonus( attacker, defender );

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

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

            TransformContext context = TransformationSpell.GetContext( defender );

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

            if ( attacker is PlayerMobile )
            {
                PlayerMobile pmAttacker = (PlayerMobile) attacker;

                if ( pmAttacker.HonorActive && pmAttacker.InRange( defender, 1 ) )
                    factor *= 1.25;

                if ( pmAttacker.SentHonorContext != null && pmAttacker.SentHonorContext.Target == defender )
                    pmAttacker.SentHonorContext.ApplyPerfectionDamageBonus( ref factor );
            }

            if ( factor > 3.0 )
                factor = 3.0;

            damage = (int)(damage * factor);
            #endregion

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

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

            damage = AbsorbDamage( attacker, defender, damage );

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

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

            AddBlood( attacker, defender, damage );

            int phys, fire, cold, pois, nrgy;

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

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

                int low = phys, type = 0;

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

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

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

            int damageGiven = damage;

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

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

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

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

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

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

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

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

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

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

                context = TransformationSpell.GetContext( attacker );

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

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

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

                    manaLeech += wraithLeech;
                }

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

                if ( AnimalForm.UnderTransformation( defender, typeof( BullFrog ) ) )
                    attacker.ApplyPoison( defender, Poison.Regular );
            }
            // hook for attachment OnWeaponHit method
            Server.Engines.XmlSpawner2.XmlAttach.OnWeaponHit(this, attacker, defender, damageGiven);
        }        

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

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

            damageBonus += inscribeSkill / 200;

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

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

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

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

            return damage / 100;
        }

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

            attacker.DoHarmful( defender );

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

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

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

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

            attacker.DoHarmful( defender );

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

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

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

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

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

            attacker.DoHarmful( defender );

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

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

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

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

            attacker.DoHarmful( defender );

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

            defender.BoltEffect( 0 );

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

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

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

            if ( !dispellable )
                return;

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

            attacker.DoHarmful( defender );

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

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

                defender.Delete();
            }
        }

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

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

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

            if ( map == null )
                return;

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

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

            if ( list.Count == 0 )
                return;

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

            // TODO: What is the damage calculation?

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

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

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

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

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

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

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

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

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

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

            return CheckSlayerResult.None;
        }

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

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

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

            /* if ( damage <= 2 )
                return;

            Direction d = defender.GetDirectionTo( attacker );

            int maxCount = damage / 15;

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

            for( int i = 0; i < Utility.Random( 1, maxCount ); ++i )
            {
                int x = defender.X;
                int y = defender.Y;

                switch( d )
                {
                    case Direction.North:
                        x += Utility.Random( -1, 3 );
                        y += Utility.Random( 2 );
                        break;
                    case Direction.East:
                        y += Utility.Random( -1, 3 );
                        x += Utility.Random( -1, 2 );
                        break;
                    case Direction.West:
                        y += Utility.Random( -1, 3 );
                        x += Utility.Random( 2 );
                        break;
                    case Direction.South:
                        x += Utility.Random( -1, 3 );
                        y += Utility.Random( -1, 2 );
                        break;
                    case Direction.Up:
                        x += Utility.Random( 2 );
                        y += Utility.Random( 2 );
                        break;
                    case Direction.Down:
                        x += Utility.Random( -1, 2 );
                        y += Utility.Random( -1, 2 );
                        break;
                    case Direction.Left:
                        x += Utility.Random( 2 );
                        y += Utility.Random( -1, 2 );
                        break;
                    case Direction.Right:
                        x += Utility.Random( -1, 2 );
                        y += Utility.Random( 2 );
                        break;
                }

                new Blood().MoveToWorld( new Point3D( x, y, defender.Z ), defender.Map );
            }*/
        }

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

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

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

                CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );

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

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

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

                        phys = left;
                    }
                }
            }
        }

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

            if ( attrDamage <= 0 )
                return totalRemaining;

            int appliedDamage = attrDamage;

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

            if( appliedDamage > totalRemaining )
                appliedDamage = totalRemaining;

            element += appliedDamage;

            return totalRemaining - appliedDamage;
        }

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

            WeaponAbility ability = WeaponAbility.GetCurrentAbility( attacker );

            if ( ability != null )
                ability.OnMiss( attacker, defender );

            SpecialMove move = SpecialMove.GetCurrentMove( attacker );

            if ( move != null )
                move.OnMiss( attacker, defender );

            if ( defender is IHonorTarget && ((IHonorTarget)defender).ReceivedHonorContext != null )
                ((IHonorTarget)defender).ReceivedHonorContext.OnTargetMissed( attacker );
        }

        public virtual void GetBaseDamageRange( Mobile attacker, out int min, out int max )
        {
            if ( attacker is BaseCreature )
            {
                BaseCreature c = (BaseCreature)attacker;

                if ( c.DamageMin >= 0 )
                {
                    min = c.DamageMin;
                    max = c.DamageMax;
                    return;
                }

                if ( this is Fists && !attacker.Body.IsHuman )
                {
                    min = attacker.Str / 28;
                    max = attacker.Str / 28;
                    return;
                }
            }

            min = MinDamage;
            max = MaxDamage;
        }

        public virtual double GetBaseDamage( Mobile attacker )
        {
            int min, max;

            GetBaseDamageRange( attacker, out min, out max );

            return Utility.RandomMinMax( min, max );
        }

        public virtual double GetBonus( double value, double scalar, double threshold, double offset )
        {
            double bonus = value * scalar;

            if ( value >= threshold )
                bonus += offset;

            return bonus / 100;
        }

        public virtual int GetHitChanceBonus()
        {
            if ( !Core.AOS )
                return 0;

            int bonus = 0;

            switch ( m_AccuracyLevel )
            {
                case WeaponAccuracyLevel.Accurate:        bonus += 02; break;
                case WeaponAccuracyLevel.Surpassingly:    bonus += 04; break;
                case WeaponAccuracyLevel.Eminently:        bonus += 06; break;
                case WeaponAccuracyLevel.Exceedingly:    bonus += 08; break;
                case WeaponAccuracyLevel.Supremely:        bonus += 10; break;
            }

            return bonus;
        }

        public virtual int GetDamageBonus()
        {
            int bonus = VirtualDamageBonus;

            switch ( m_Quality )
            {
                case WeaponQuality.Low:            bonus -= 20; break;
                case WeaponQuality.Exceptional:    bonus += 20; break;
            }

            switch ( m_DamageLevel )
            {
                case WeaponDamageLevel.Ruin:    bonus += 15; break;
                case WeaponDamageLevel.Might:    bonus += 20; break;
                case WeaponDamageLevel.Force:    bonus += 25; break;
                case WeaponDamageLevel.Power:    bonus += 30; break;
                case WeaponDamageLevel.Vanq:    bonus += 35; break;
            }

            return bonus;
        }

        public virtual void GetStatusDamage( Mobile from, out int min, out int max )
        {
            int baseMin, baseMax;

            GetBaseDamageRange( from, out baseMin, out baseMax );

            if ( Core.AOS )
            {
                min = Math.Max( (int)ScaleDamageAOS( from, baseMin, false ), 1 );
                max = Math.Max( (int)ScaleDamageAOS( from, baseMax, false ), 1 );
            }
            else
            {
                min = Math.Max( (int)ScaleDamageOld( from, baseMin, false ), 1 );
                max = Math.Max( (int)ScaleDamageOld( from, baseMax, false ), 1 );
            }
        }

        public virtual double ScaleDamageAOS( Mobile attacker, double damage, bool checkSkills )
        {
            if ( checkSkills )
            {
                attacker.CheckSkill( SkillName.Tactics, 0.0, 120.0 ); // Passively check tactics for gain
                attacker.CheckSkill( SkillName.Anatomy, 0.0, 120.0 ); // Passively check Anatomy for gain

                if ( Type == WeaponType.Axe )
                    attacker.CheckSkill( SkillName.Lumberjacking, 0.0, 100.0 ); // Passively check Lumberjacking for gain
            }

            #region Physical bonuses
            /*
             * These are the bonuses given by the physical characteristics of the mobile.
             * No caps apply.
             */
            double strengthBonus = GetBonus( attacker.Str,                                        0.300, 100.0,  5.00 );
            double  anatomyBonus = GetBonus( attacker.Skills[SkillName.Anatomy].Value,            0.500, 100.0,  5.00 );
            double  tacticsBonus = GetBonus( attacker.Skills[SkillName.Tactics].Value,            0.625, 100.0,  6.25 );
            double   lumberBonus = GetBonus( attacker.Skills[SkillName.Lumberjacking].Value,    0.200, 100.0, 10.00 );

            if ( Type != WeaponType.Axe )
                lumberBonus = 0.0;
            #endregion

            #region Modifiers
            /*
             * The following are damage modifiers whose effect shows on the status bar.
             * Capped at 100% total.
             */
            int damageBonus = AosAttributes.GetValue( attacker, AosAttribute.WeaponDamage );

            // Horrific Beast transformation gives a +25% bonus to damage.
            if ( TransformationSpell.UnderTransformation( attacker, typeof( HorrificBeastSpell ) ) )
                damageBonus += 25;

            // Divine Fury gives a +10% bonus to damage.
            if ( Spells.Chivalry.DivineFurySpell.UnderEffect( attacker ) )
                damageBonus += 10;

            int defenseMasteryMalus = 0;

            // Defense Mastery gives a -50%/-80% malus to damage.
            if ( Server.Items.DefenseMastery.GetMalus( attacker, ref defenseMasteryMalus ) )
                damageBonus -= defenseMasteryMalus;

            int discordanceEffect = 0;

            // Discordance gives a -2%/-48% malus to damage.
            if ( SkillHandlers.Discordance.GetEffect( attacker, ref discordanceEffect ) )
                damageBonus -= discordanceEffect * 2;

            if ( damageBonus > 100 )
                damageBonus = 100;
            #endregion

            double totalBonus = strengthBonus + anatomyBonus + tacticsBonus + lumberBonus + ((double)(GetDamageBonus() + damageBonus) / 100.0);

            return damage + (int)(damage * totalBonus);
        }

        public virtual int VirtualDamageBonus{ get{ return 0; } }

        public virtual int ComputeDamageAOS( Mobile attacker, Mobile defender )
        {
            return (int)ScaleDamageAOS( attacker, GetBaseDamage( attacker ), true );
        }

        public virtual double ScaleDamageOld( Mobile attacker, double damage, bool checkSkills )
        {
            if ( checkSkills )
            {
                attacker.CheckSkill( SkillName.Tactics, 0.0, 120.0 ); // Passively check tactics for gain
                attacker.CheckSkill( SkillName.Anatomy, 0.0, 120.0 ); // Passively check Anatomy for gain

                if ( Type == WeaponType.Axe )
                    attacker.CheckSkill( SkillName.Lumberjacking, 0.0, 100.0 ); // Passively check Lumberjacking for gain
            }

            /* Compute tactics modifier
             * :   0.0 = 50% loss
             * :  50.0 = unchanged
             * : 100.0 = 50% bonus
             */
            double tacticsBonus = (attacker.Skills[SkillName.Tactics].Value - 50.0) / 100.0;

            /* Compute strength modifier
             * : 1% bonus for every 5 strength
             */
            double strBonus = (attacker.Str / 5.0) / 100.0;

            /* Compute anatomy modifier
             * : 1% bonus for every 5 points of anatomy
             * : +10% bonus at Grandmaster or higher
             */
            double anatomyValue = attacker.Skills[SkillName.Anatomy].Value;
            double anatomyBonus = (anatomyValue / 5.0) / 100.0;

            if ( anatomyValue >= 100.0 )
                anatomyBonus += 0.1;

            /* Compute lumberjacking bonus
             * : 1% bonus for every 5 points of lumberjacking
             * : +10% bonus at Grandmaster or higher
             */
            double lumberBonus;

            if ( Type == WeaponType.Axe )
            {
                double lumberValue = attacker.Skills[SkillName.Lumberjacking].Value;

                lumberBonus = (lumberValue / 5.0) / 100.0;

                if ( lumberValue >= 100.0 )
                    lumberBonus += 0.1;
            }
            else
            {
                lumberBonus = 0.0;
            }

            // New quality bonus:
            double qualityBonus = ((int)m_Quality - 1) * 0.2;

            // Apply bonuses
            damage += (damage * tacticsBonus) + (damage * strBonus) + (damage * anatomyBonus) + (damage * lumberBonus) + (damage * qualityBonus) + ((damage * VirtualDamageBonus) / 100);

            // Old quality bonus:
#if false
            /* Apply quality offset
             * : Low         : -4
             * : Regular     :  0
             * : Exceptional : +4
             */
            damage += ((int)m_Quality - 1) * 4.0;
#endif

            /* Apply damage level offset
             * : Regular : 0
             * : Ruin    : 1
             * : Might   : 3
             * : Force   : 5
             * : Power   : 7
             * : Vanq    : 9
             */
            if ( m_DamageLevel != WeaponDamageLevel.Regular )
                damage += (2.0 * (int)m_DamageLevel) - 1.0;

            // Halve the computed damage and return
            damage /= 2.0;

            return ScaleDamageByDurability( (int)damage );
        }

        public virtual int ScaleDamageByDurability( int damage )
        {
            int scale = 100;

            if ( m_MaxHits > 0 && m_Hits < m_MaxHits )
                scale = 50 + ((50 * m_Hits) / m_MaxHits);

            return AOS.Scale( damage, scale );
        }

        public virtual int ComputeDamage( Mobile attacker, Mobile defender )
        {
            if ( Core.AOS )
                return ComputeDamageAOS( attacker, defender );

            return (int)ScaleDamageOld( attacker, GetBaseDamage( attacker ), true );
        }

        public virtual void PlayHurtAnimation( Mobile from )
        {
            int action;
            int frames;

            switch ( from.Body.Type )
            {
                case BodyType.Sea:
                case BodyType.Animal:
                {
                    action = 7;
                    frames = 5;
                    break;
                }
                case BodyType.Monster:
                {
                    action = 10;
                    frames = 4;
                    break;
                }
                case BodyType.Human:
                {
                    action = 20;
                    frames = 5;
                    break;
                }
                default: return;
            }

            if ( from.Mounted )
                return;

            from.Animate( action, frames, 1, true, false, 0 );
        }

        public virtual void PlaySwingAnimation( Mobile from )
        {
            int action;

            switch ( from.Body.Type )
            {
                case BodyType.Sea:
                case BodyType.Animal:
                {
                    action = Utility.Random( 5, 2 );
                    break;
                }
                case BodyType.Monster:
                {
                    switch ( Animation )
                    {
                        default:
                        case WeaponAnimation.Wrestle:
                        case WeaponAnimation.Bash1H:
                        case WeaponAnimation.Pierce1H:
                        case WeaponAnimation.Slash1H:
                        case WeaponAnimation.Bash2H:
                        case WeaponAnimation.Pierce2H:
                        case WeaponAnimation.Slash2H: action = Utility.Random( 4, 3 ); break;
                        case WeaponAnimation.ShootBow:  return; // 7
                        case WeaponAnimation.ShootXBow: return; // 8
                    }

                    break;
                }
                case BodyType.Human:
                {
                    if ( !from.Mounted )
                    {
                        action = (int)Animation;
                    }
                    else
                    {
                        switch ( Animation )
                        {
                            default:
                            case WeaponAnimation.Wrestle:
                            case WeaponAnimation.Bash1H:
                            case WeaponAnimation.Pierce1H:
                            case WeaponAnimation.Slash1H: action = 26; break;
                            case WeaponAnimation.Bash2H:
                            case WeaponAnimation.Pierce2H:
                            case WeaponAnimation.Slash2H: action = 29; break;
                            case WeaponAnimation.ShootBow: action = 27; break;
                            case WeaponAnimation.ShootXBow: action = 28; break;
                        }
                    }

                    break;
                }
                default: return;
            }

            from.Animate( action, 7, 1, true, false, 0 );
        }

        #region Serialization/Deserialization
        private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf )
        {
            if ( setIf )
                flags |= toSet;
        }

        private static bool GetSaveFlag( SaveFlag flags, SaveFlag toGet )
        {
            return ( (flags & toGet) != 0 );
        }

        public override void Serialize( GenericWriter writer )
        {
            base.Serialize( writer );

            writer.Write( (int) 8 ); // version

            SaveFlag flags = SaveFlag.None;

            SetSaveFlag( ref flags, SaveFlag.DamageLevel,        m_DamageLevel != WeaponDamageLevel.Regular );
            SetSaveFlag( ref flags, SaveFlag.AccuracyLevel,        m_AccuracyLevel != WeaponAccuracyLevel.Regular );
            SetSaveFlag( ref flags, SaveFlag.DurabilityLevel,    m_DurabilityLevel != WeaponDurabilityLevel.Regular );
            SetSaveFlag( ref flags, SaveFlag.Quality,            m_Quality != WeaponQuality.Regular );
            SetSaveFlag( ref flags, SaveFlag.Hits,                m_Hits != 0 );
            SetSaveFlag( ref flags, SaveFlag.MaxHits,            m_MaxHits != 0 );
            SetSaveFlag( ref flags, SaveFlag.Slayer,            m_Slayer != SlayerName.None );
            SetSaveFlag( ref flags, SaveFlag.Poison,            m_Poison != null );
            SetSaveFlag( ref flags, SaveFlag.PoisonCharges,        m_PoisonCharges != 0 );
            SetSaveFlag( ref flags, SaveFlag.Crafter,            m_Crafter != null );
            SetSaveFlag( ref flags, SaveFlag.Identified,        m_Identified != false );
            SetSaveFlag( ref flags, SaveFlag.StrReq,            m_StrReq != -1 );
            SetSaveFlag( ref flags, SaveFlag.DexReq,            m_DexReq != -1 );
            SetSaveFlag( ref flags, SaveFlag.IntReq,            m_IntReq != -1 );
            SetSaveFlag( ref flags, SaveFlag.MinDamage,            m_MinDamage != -1 );
            SetSaveFlag( ref flags, SaveFlag.MaxDamage,            m_MaxDamage != -1 );
            SetSaveFlag( ref flags, SaveFlag.HitSound,            m_HitSound != -1 );
            SetSaveFlag( ref flags, SaveFlag.MissSound,            m_MissSound != -1 );
            SetSaveFlag( ref flags, SaveFlag.Speed,                m_Speed != -1 );
            SetSaveFlag( ref flags, SaveFlag.MaxRange,            m_MaxRange != -1 );
            SetSaveFlag( ref flags, SaveFlag.Skill,                m_Skill != (SkillName)(-1) );
            SetSaveFlag( ref flags, SaveFlag.Type,                m_Type != (WeaponType)(-1) );
            SetSaveFlag( ref flags, SaveFlag.Animation,            m_Animation != (WeaponAnimation)(-1) );
            SetSaveFlag( ref flags, SaveFlag.Resource,            m_Resource != CraftResource.Iron );
            SetSaveFlag( ref flags, SaveFlag.xAttributes,        !m_AosAttributes.IsEmpty );
            SetSaveFlag( ref flags, SaveFlag.xWeaponAttributes,    !m_AosWeaponAttributes.IsEmpty );
            SetSaveFlag( ref flags, SaveFlag.PlayerConstructed,    m_PlayerConstructed );
            SetSaveFlag( ref flags, SaveFlag.SkillBonuses,        !m_AosSkillBonuses.IsEmpty );
            SetSaveFlag( ref flags, SaveFlag.Slayer2,            m_Slayer2 != SlayerName.None );
            SetSaveFlag( ref flags, SaveFlag.ElementalDamages,    !m_AosElementDamages.IsEmpty );

            writer.Write( (int) flags );

            if ( GetSaveFlag( flags, SaveFlag.DamageLevel ) )
                writer.Write( (int) m_DamageLevel );

            if ( GetSaveFlag( flags, SaveFlag.AccuracyLevel ) )
                writer.Write( (int) m_AccuracyLevel );

            if ( GetSaveFlag( flags, SaveFlag.DurabilityLevel ) )
                writer.Write( (int) m_DurabilityLevel );

            if ( GetSaveFlag( flags, SaveFlag.Quality ) )
                writer.Write( (int) m_Quality );

            if ( GetSaveFlag( flags, SaveFlag.Hits ) )
                writer.Write( (int) m_Hits );

            if ( GetSaveFlag( flags, SaveFlag.MaxHits ) )
                writer.Write( (int) m_MaxHits );

            if ( GetSaveFlag( flags, SaveFlag.Slayer ) )
                writer.Write( (int) m_Slayer );

            if ( GetSaveFlag( flags, SaveFlag.Poison ) )
                Poison.Serialize( m_Poison, writer );

            if ( GetSaveFlag( flags, SaveFlag.PoisonCharges ) )
                writer.Write( (int) m_PoisonCharges );

            if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
                writer.Write( (Mobile) m_Crafter );

            if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
                writer.Write( (int) m_StrReq );

            if ( GetSaveFlag( flags, SaveFlag.DexReq ) )
                writer.Write( (int) m_DexReq );

            if ( GetSaveFlag( flags, SaveFlag.IntReq ) )
                writer.Write( (int) m_IntReq );

            if ( GetSaveFlag( flags, SaveFlag.MinDamage ) )
                writer.Write( (int) m_MinDamage );

            if ( GetSaveFlag( flags, SaveFlag.MaxDamage ) )
                writer.Write( (int) m_MaxDamage );

            if ( GetSaveFlag( flags, SaveFlag.HitSound ) )
                writer.Write( (int) m_HitSound );

            if ( GetSaveFlag( flags, SaveFlag.MissSound ) )
                writer.Write( (int) m_MissSound );

            if ( GetSaveFlag( flags, SaveFlag.Speed ) )
                writer.Write( (int) m_Speed );

            if ( GetSaveFlag( flags, SaveFlag.MaxRange ) )
                writer.Write( (int) m_MaxRange );

            if ( GetSaveFlag( flags, SaveFlag.Skill ) )
                writer.Write( (int) m_Skill );

            if ( GetSaveFlag( flags, SaveFlag.Type ) )
                writer.Write( (int) m_Type );

            if ( GetSaveFlag( flags, SaveFlag.Animation ) )
                writer.Write( (int) m_Animation );

            if ( GetSaveFlag( flags, SaveFlag.Resource ) )
                writer.Write( (int) m_Resource );

            if ( GetSaveFlag( flags, SaveFlag.xAttributes ) )
                m_AosAttributes.Serialize( writer );

            if ( GetSaveFlag( flags, SaveFlag.xWeaponAttributes ) )
                m_AosWeaponAttributes.Serialize( writer );

            if ( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
                m_AosSkillBonuses.Serialize( writer );

            if ( GetSaveFlag( flags, SaveFlag.Slayer2 ) )
                writer.Write( (int)m_Slayer2 );

            if( GetSaveFlag( flags, SaveFlag.ElementalDamages ) )
                m_AosElementDamages.Serialize( writer );
        }

        [Flags]
        private enum SaveFlag
        {
            None                    = 0x00000000,
            DamageLevel                = 0x00000001,
            AccuracyLevel                = 0x00000002,
            DurabilityLevel                = 0x00000004,
            Quality                    = 0x00000008,
            Hits                    = 0x00000010,
            MaxHits                    = 0x00000020,
            Slayer                    = 0x00000040,
            Poison                    = 0x00000080,
            PoisonCharges                = 0x00000100,
            Crafter                    = 0x00000200,
            Identified                = 0x00000400,
            StrReq                    = 0x00000800,
            DexReq                    = 0x00001000,
            IntReq                    = 0x00002000,
            MinDamage                = 0x00004000,
            MaxDamage                = 0x00008000,
            HitSound                = 0x00010000,
            MissSound                = 0x00020000,
            Speed                    = 0x00040000,
            MaxRange                = 0x00080000,
            Skill                    = 0x00100000,
            Type                    = 0x00200000,
            Animation                = 0x00400000,
            Resource                = 0x00800000,
            xAttributes                = 0x01000000,
            xWeaponAttributes            = 0x02000000,
            PlayerConstructed            = 0x04000000,
            SkillBonuses            = 0x08000000,
            Slayer2                    = 0x10000000,
            ElementalDamages        = 0x20000000
        }

        public override void Deserialize( GenericReader reader )
        {
            base.Deserialize( reader );

            int version = reader.ReadInt();

            switch ( version )
            {
                case 8:
                case 7:
                case 6:
                case 5:
                {
                    SaveFlag flags = (SaveFlag)reader.ReadInt();

                    if ( GetSaveFlag( flags, SaveFlag.DamageLevel ) )
                    {
                        m_DamageLevel = (WeaponDamageLevel)reader.ReadInt();

                        if ( m_DamageLevel > WeaponDamageLevel.Vanq )
                            m_DamageLevel = WeaponDamageLevel.Ruin;
                    }

                    if ( GetSaveFlag( flags, SaveFlag.AccuracyLevel ) )
                    {
                        m_AccuracyLevel = (WeaponAccuracyLevel)reader.ReadInt();

                        if ( m_AccuracyLevel > WeaponAccuracyLevel.Supremely )
                            m_AccuracyLevel = WeaponAccuracyLevel.Accurate;
                    }

                    if ( GetSaveFlag( flags, SaveFlag.DurabilityLevel ) )
                    {
                        m_DurabilityLevel = (WeaponDurabilityLevel)reader.ReadInt();

                        if ( m_DurabilityLevel > WeaponDurabilityLevel.Indestructible )
                            m_DurabilityLevel = WeaponDurabilityLevel.Durable;
                    }

                    if ( GetSaveFlag( flags, SaveFlag.Quality ) )
                        m_Quality = (WeaponQuality)reader.ReadInt();
                    else
                        m_Quality = WeaponQuality.Regular;

                    if ( GetSaveFlag( flags, SaveFlag.Hits ) )
                        m_Hits = reader.ReadInt();

                    if ( GetSaveFlag( flags, SaveFlag.MaxHits ) )
                        m_MaxHits = reader.ReadInt();

                    if ( GetSaveFlag( flags, SaveFlag.Slayer ) )
                        m_Slayer = (SlayerName)reader.ReadInt();

                    if ( GetSaveFlag( flags, SaveFlag.Poison ) )
                        m_Poison = Poison.Deserialize( reader );

                    if ( GetSaveFlag( flags, SaveFlag.PoisonCharges ) )
                        m_PoisonCharges = reader.ReadInt();

                    if ( GetSaveFlag( flags, SaveFlag.Crafter ) )
                        m_Crafter = reader.ReadMobile();

                    if ( GetSaveFlag( flags, SaveFlag.Identified ) )
                        m_Identified = ( version >= 6 || reader.ReadBool() );

                    if ( GetSaveFlag( flags, SaveFlag.StrReq ) )
                        m_StrReq = reader.ReadInt();
                    else
                        m_StrReq = -1;

                    if ( GetSaveFlag( flags, SaveFlag.DexReq ) )
                        m_DexReq = reader.ReadInt();
                    else
                        m_DexReq = -1;

                    if ( GetSaveFlag( flags, SaveFlag.IntReq ) )
                        m_IntReq = reader.ReadInt();
                    else
                        m_IntReq = -1;

                    if ( GetSaveFlag( flags, SaveFlag.MinDamage ) )
                        m_MinDamage = reader.ReadInt();
                    else
                        m_MinDamage = -1;

                    if ( GetSaveFlag( flags, SaveFlag.MaxDamage ) )
                        m_MaxDamage = reader.ReadInt();
                    else
                        m_MaxDamage = -1;

                    if ( GetSaveFlag( flags, SaveFlag.HitSound ) )
                        m_HitSound = reader.ReadInt();
                    else
                        m_HitSound = -1;

                    if ( GetSaveFlag( flags, SaveFlag.MissSound ) )
                        m_MissSound = reader.ReadInt();
                    else
                        m_MissSound = -1;

                    if ( GetSaveFlag( flags, SaveFlag.Speed ) )
                        m_Speed = reader.ReadInt();
                    else
                        m_Speed = -1;

                    if ( GetSaveFlag( flags, SaveFlag.MaxRange ) )
                        m_MaxRange = reader.ReadInt();
                    else
                        m_MaxRange = -1;

                    if ( GetSaveFlag( flags, SaveFlag.Skill ) )
                        m_Skill = (SkillName)reader.ReadInt();
                    else
                        m_Skill = (SkillName)(-1);

                    if ( GetSaveFlag( flags, SaveFlag.Type ) )
                        m_Type = (WeaponType)reader.ReadInt();
                    else
                        m_Type = (WeaponType)(-1);

                    if ( GetSaveFlag( flags, SaveFlag.Animation ) )
                        m_Animation = (WeaponAnimation)reader.ReadInt();
                    else
                        m_Animation = (WeaponAnimation)(-1);

                    if ( GetSaveFlag( flags, SaveFlag.Resource ) )
                        m_Resource = (CraftResource)reader.ReadInt();
                    else
                        m_Resource = CraftResource.Iron;

                    if ( GetSaveFlag( flags, SaveFlag.xAttributes ) )
                        m_AosAttributes = new AosAttributes( this, reader );
                    else
                        m_AosAttributes = new AosAttributes( this );

                    if ( GetSaveFlag( flags, SaveFlag.xWeaponAttributes ) )
                        m_AosWeaponAttributes = new AosWeaponAttributes( this, reader );
                    else
                        m_AosWeaponAttributes = new AosWeaponAttributes( this );

                    if ( UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile )
                    {
                        m_SkillMod = new DefaultSkillMod( AccuracySkill, true, (int)m_AccuracyLevel * 5 );
                        ((Mobile)Parent).AddSkillMod( m_SkillMod );
                    }

                    if ( version < 7 && m_AosWeaponAttributes.MageWeapon != 0 )
                        m_AosWeaponAttributes.MageWeapon = 30 - m_AosWeaponAttributes.MageWeapon;

                    if ( Core.AOS && m_AosWeaponAttributes.MageWeapon != 0 && m_AosWeaponAttributes.MageWeapon != 30 && Parent is Mobile )
                    {
                        m_MageMod = new DefaultSkillMod( SkillName.Magery, true, -30 + m_AosWeaponAttributes.MageWeapon );
                        ((Mobile)Parent).AddSkillMod( m_MageMod );
                    }

                    if ( GetSaveFlag( flags, SaveFlag.PlayerConstructed ) )
                        m_PlayerConstructed = true;

                    if( GetSaveFlag( flags, SaveFlag.SkillBonuses ) )
                        m_AosSkillBonuses = new AosSkillBonuses( this, reader );
                    else
                        m_AosSkillBonuses = new AosSkillBonuses( this );

                    if( GetSaveFlag( flags, SaveFlag.Slayer2 ) )
                        m_Slayer2 = (SlayerName)reader.ReadInt();

                    if( GetSaveFlag( flags, SaveFlag.ElementalDamages ) )
                        m_AosElementDamages = new AosElementAttributes( this, reader );
                    else
                        m_AosElementDamages = new AosElementAttributes( this );

                    break;
                }
                case 4:
                {
                    m_Slayer = (SlayerName)reader.ReadInt();

                    goto case 3;
                }
                case 3:
                {
                    m_StrReq = reader.ReadInt();
                    m_DexReq = reader.ReadInt();
                    m_IntReq = reader.ReadInt();

                    goto case 2;
                }
                case 2:
                {
                    m_Identified = reader.ReadBool();

                    goto case 1;
                }
                case 1:
                {
                    m_MaxRange = reader.ReadInt();

                    goto case 0;
                }
                case 0:
                {
                    if ( version == 0 )
                        m_MaxRange = 1; // default

                    if ( version < 5 )
                    {
                        m_Resource = CraftResource.Iron;
                        m_AosAttributes = new AosAttributes( this );
                        m_AosWeaponAttributes = new AosWeaponAttributes( this );
                        m_AosElementDamages = new AosElementAttributes( this );
                        m_AosSkillBonuses = new AosSkillBonuses( this );
                    }

                    m_MinDamage = reader.ReadInt();
                    m_MaxDamage = reader.ReadInt();

                    m_Speed = reader.ReadInt();

                    m_HitSound = reader.ReadInt();
                    m_MissSound = reader.ReadInt();

                    m_Skill = (SkillName)reader.ReadInt();
                    m_Type = (WeaponType)reader.ReadInt();
                    m_Animation = (WeaponAnimation)reader.ReadInt();
                    m_DamageLevel = (WeaponDamageLevel)reader.ReadInt();
                    m_AccuracyLevel = (WeaponAccuracyLevel)reader.ReadInt();
                    m_DurabilityLevel = (WeaponDurabilityLevel)reader.ReadInt();
                    m_Quality = (WeaponQuality)reader.ReadInt();

                    m_Crafter = reader.ReadMobile();

                    m_Poison = Poison.Deserialize( reader );
                    m_PoisonCharges = reader.ReadInt();

                    if ( m_StrReq == OldStrengthReq )
                        m_StrReq = -1;

                    if ( m_DexReq == OldDexterityReq )
                        m_DexReq = -1;

                    if ( m_IntReq == OldIntelligenceReq )
                        m_IntReq = -1;

                    if ( m_MinDamage == OldMinDamage )
                        m_MinDamage = -1;

                    if ( m_MaxDamage == OldMaxDamage )
                        m_MaxDamage = -1;

                    if ( m_HitSound == OldHitSound )
                        m_HitSound = -1;

                    if ( m_MissSound == OldMissSound )
                        m_MissSound = -1;

                    if ( m_Speed == OldSpeed )
                        m_Speed = -1;

                    if ( m_MaxRange == OldMaxRange )
                        m_MaxRange = -1;

                    if ( m_Skill == OldSkill )
                        m_Skill = (SkillName)(-1);

                    if ( m_Type == OldType )
                        m_Type = (WeaponType)(-1);

                    if ( m_Animation == OldAnimation )
                        m_Animation = (WeaponAnimation)(-1);

                    if ( UseSkillMod && m_AccuracyLevel != WeaponAccuracyLevel.Regular && Parent is Mobile )
                    {
                        m_SkillMod = new DefaultSkillMod( AccuracySkill, true, (int)m_AccuracyLevel * 5);
                        ((Mobile)Parent).AddSkillMod( m_SkillMod );
                    }

                    break;
                }
            }

            if ( Core.AOS && Parent is Mobile )
                m_AosSkillBonuses.AddTo( (Mobile)Parent );

            int strBonus = m_AosAttributes.BonusStr;
            int dexBonus = m_AosAttributes.BonusDex;
            int intBonus = m_AosAttributes.BonusInt;

            if ( this.Parent is Mobile && (strBonus != 0 || dexBonus != 0 || intBonus != 0) )
            {
                Mobile m = (Mobile)this.Parent;

                string modName = this.Serial.ToString();

                if ( strBonus != 0 )
                    m.AddStatMod( new StatMod( StatType.Str, modName + "Str", strBonus, TimeSpan.Zero ) );

                if ( dexBonus != 0 )
                    m.AddStatMod( new StatMod( StatType.Dex, modName + "Dex", dexBonus, TimeSpan.Zero ) );

                if ( intBonus != 0 )
                    m.AddStatMod( new StatMod( StatType.Int, modName + "Int", intBonus, TimeSpan.Zero ) );
            }

            if ( Parent is Mobile )
                ((Mobile)Parent).CheckStatTimers();

            if ( m_Hits <= 0 && m_MaxHits <= 0 )
            {
                m_Hits = m_MaxHits = Utility.RandomMinMax( InitMinHits, InitMaxHits );
            }

            if ( version < 6 )
                m_PlayerConstructed = true; // we don't know, so, assume it's crafted
        }
        #endregion

        public BaseWeapon( int itemID ) : base( itemID )
        {
            Layer = (Layer)ItemData.Quality;

            m_Quality = WeaponQuality.Regular;
            m_StrReq = -1;
            m_DexReq = -1;
            m_IntReq = -1;
            m_MinDamage = -1;
            m_MaxDamage = -1;
            m_HitSound = -1;
            m_MissSound = -1;
            m_Speed = -1;
            m_MaxRange = -1;
            m_Skill = (SkillName)(-1);
            m_Type = (WeaponType)(-1);
            m_Animation = (WeaponAnimation)(-1);

            m_Hits = m_MaxHits = Utility.RandomMinMax( InitMinHits, InitMaxHits );

            m_Resource = CraftResource.Iron;

            m_AosAttributes = new AosAttributes( this );
            m_AosWeaponAttributes = new AosWeaponAttributes( this );
            m_AosSkillBonuses = new AosSkillBonuses( this );
            m_AosElementDamages = new AosElementAttributes( this );
        }

        public BaseWeapon( Serial serial ) : base( serial )
        {
        }

        private string GetNameString()
        {
            string name = this.Name;

            if ( name == null )
                name = String.Format( "#{0}", LabelNumber );

            return name;
        }

        [Hue, CommandProperty( AccessLevel.GameMaster )]
        public override int Hue
        {
            get{ return base.Hue; }
            set{ base.Hue = value; InvalidateProperties(); }
        }
        
        public int GetElementalDamageHue()
        {
            int phys, fire, cold, pois, nrgy;
            GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );
            //Order is Cold, Energy, Fire, Poison, Physical left

            int currentMax = 50;
            int hue = 0;

            if( pois >= currentMax )
            {
                hue = 1267 + (pois - 50) / 10;
                currentMax = pois;
            }

            if( fire >= currentMax )
            {
                hue = 1255 + (fire - 50) / 10;
                currentMax = fire;
            }

            if( nrgy >= currentMax )
            {
                hue = 1273 + (nrgy - 50) / 10;
                currentMax = nrgy;
            }

            if( cold >= currentMax )
            {
                hue = 1261 + (cold - 50) / 10;
                currentMax = cold;
            }

            return hue;
        }

        public override void AddNameProperty( ObjectPropertyList list )
        {
            string oreType;

            if ( Hue == 0 )
            {
                oreType = "";
            }
            else
            {
                switch ( m_Resource )
                {
                    case CraftResource.DullCopper:            oreType = "dull copper"; break; // dull copper
                    case CraftResource.ShadowIron:            oreType = "shadow iron"; break; // shadow iron
                    case CraftResource.Copper:            oreType = "copper"; break; // copper
                    case CraftResource.Bronze:            oreType = "bronze"; break; // bronze                    
                    case CraftResource.Gold:            oreType = "gold"; break; // golden
                    case CraftResource.Agapite:            oreType = "agapite"; break; // agapite                    
                    case CraftResource.Verite:            oreType = "verite"; break; // verite
                    case CraftResource.Valorite:            oreType = "valorite"; break; // valorite
                    case CraftResource.Silver:            oreType = "silver"; break; // silver
                    case CraftResource.Platinum:            oreType = "platinum"; break; // platinum
                    case CraftResource.Mythril:            oreType = "mythril"; break; // mythril
                    case CraftResource.Obsidian:            oreType = "obsidian"; break; // obsidian
                    case CraftResource.Jade:            oreType = "jade"; break; // jade
                    case CraftResource.Moonstone:            oreType = "moonstone"; break; // moonstone
                    case CraftResource.Sunstone:            oreType = "sunstone"; break; // sunstone
                    case CraftResource.Bloodstone:            oreType = "bloodstone"; break; // bloodstone
                    case CraftResource.SpinedLeather:        oreType = "spined"; break; // spined
                    case CraftResource.HornedLeather:        oreType = "horned"; break; // horned
                    case CraftResource.BarbedLeather:        oreType = "barbed"; break; // barbed
                    case CraftResource.DragonLeather:        oreType = "dragon"; break; // dragon
                    case CraftResource.DaemonLeather:        oreType = "daemon"; break; // daemon
                    case CraftResource.RedScales:            oreType = "red"; break; // red
                    case CraftResource.YellowScales:        oreType = "yellow"; break; // yellow
                    case CraftResource.BlackScales:            oreType = "black"; break; // black
                    case CraftResource.GreenScales:            oreType = "green"; break; // green
                    case CraftResource.WhiteScales:            oreType = "white"; break; // white
                    case CraftResource.BlueScales:            oreType = "blue"; break; // blue
                    case CraftResource.Pine:            oreType = "pine"; break; // pine
                    case CraftResource.Cedar:            oreType = "cedar"; break; // cedar
                    case CraftResource.Cherry:            oreType = "cherry"; break; // cherry
                    case CraftResource.Mahogany:            oreType = "mahogany"; break; // mahogany
                    case CraftResource.Oak:                oreType = "oak"; break; // oak
                    default: oreType = ""; break;
                }
            }

            //if ( oreType != 0 )
                list.Add( 1053099, "{0}\t{1}", oreType, GetNameString() ); // ~1_oretype~ ~2_armortype~
            /*else if ( Name == null )
                list.Add( LabelNumber );
            else
                list.Add( Name );*/
        }

        public override bool AllowEquipedCast( Mobile from )
        {
            if ( base.AllowEquipedCast( from ) )
                return true;

            return ( m_AosAttributes.SpellChanneling != 0 );
        }

        public virtual int ArtifactRarity
        {
            get{ return 0; }
        }

        public virtual int GetLuckBonus()
        {
            CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );

            if ( resInfo == null )
                return 0;

            CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

            if ( attrInfo == null )
                return 0;

            return attrInfo.WeaponLuck;
        }

        public override void GetProperties( ObjectPropertyList list )
        {
            base.GetProperties( list );

            if ( m_Crafter != null )
                list.Add( 1050043, m_Crafter.Name ); // crafted by ~1_NAME~

            #region Factions
            if ( m_FactionState != null )
                list.Add( 1041350 ); // faction item
            #endregion

            if ( m_AosSkillBonuses != null )
                m_AosSkillBonuses.GetProperties( list );

            if ( m_Quality == WeaponQuality.Exceptional )
                list.Add( 1060636 ); // exceptional

            if( RequiredRace == Race.Elf )
                list.Add( 1075086 ); // Elves Only

            if ( ArtifactRarity > 0 )
                list.Add( 1061078, ArtifactRarity.ToString() ); // artifact rarity ~1_val~

            if ( this is IUsesRemaining && ((IUsesRemaining)this).ShowUsesRemaining )
                list.Add( 1060584, ((IUsesRemaining)this).UsesRemaining.ToString() ); // uses remaining: ~1_val~

            if ( m_Poison != null && m_PoisonCharges > 0 )
                list.Add( 1062412 + m_Poison.Level, m_PoisonCharges.ToString() );

            if( m_Slayer != SlayerName.None )
            {
                SlayerEntry entry = SlayerGroup.GetEntryByName( m_Slayer );
                if( entry != null )
                    list.Add( entry.Title );
            }

            if( m_Slayer2 != SlayerName.None )
            {
                SlayerEntry entry = SlayerGroup.GetEntryByName( m_Slayer2 );
                if( entry != null )
                    list.Add( entry.Title );
            }


            base.AddResistanceProperties( list );

            int prop;

            if ( (prop = m_AosWeaponAttributes.UseBestSkill) != 0 )
                list.Add( 1060400 ); // use best weapon skill

            if ( (prop = (GetDamageBonus() + m_AosAttributes.WeaponDamage)) != 0 )
                list.Add( 1060401, prop.ToString() ); // damage increase ~1_val~%

            if ( (prop = m_AosAttributes.DefendChance) != 0 )
                list.Add( 1060408, prop.ToString() ); // defense chance increase ~1_val~%

            if ( (prop = m_AosAttributes.EnhancePotions) != 0 )
                list.Add( 1060411, prop.ToString() ); // enhance potions ~1_val~%

            if ( (prop = m_AosAttributes.CastRecovery) != 0 )
                list.Add( 1060412, prop.ToString() ); // faster cast recovery ~1_val~

            if ( (prop = m_AosAttributes.CastSpeed) != 0 )
                list.Add( 1060413, prop.ToString() ); // faster casting ~1_val~

            if ( (prop = (GetHitChanceBonus() + m_AosAttributes.AttackChance)) != 0 )
                list.Add( 1060415, prop.ToString() ); // hit chance increase ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitColdArea) != 0 )
                list.Add( 1060416, prop.ToString() ); // hit cold area ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitDispel) != 0 )
                list.Add( 1060417, prop.ToString() ); // hit dispel ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitEnergyArea) != 0 )
                list.Add( 1060418, prop.ToString() ); // hit energy area ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitFireArea) != 0 )
                list.Add( 1060419, prop.ToString() ); // hit fire area ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitFireball) != 0 )
                list.Add( 1060420, prop.ToString() ); // hit fireball ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitHarm) != 0 )
                list.Add( 1060421, prop.ToString() ); // hit harm ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitLeechHits) != 0 )
                list.Add( 1060422, prop.ToString() ); // hit life leech ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitLightning) != 0 )
                list.Add( 1060423, prop.ToString() ); // hit lightning ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitLowerAttack) != 0 )
                list.Add( 1060424, prop.ToString() ); // hit lower attack ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitLowerDefend) != 0 )
                list.Add( 1060425, prop.ToString() ); // hit lower defense ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitMagicArrow) != 0 )
                list.Add( 1060426, prop.ToString() ); // hit magic arrow ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitLeechMana) != 0 )
                list.Add( 1060427, prop.ToString() ); // hit mana leech ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitPhysicalArea) != 0 )
                list.Add( 1060428, prop.ToString() ); // hit physical area ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitPoisonArea) != 0 )
                list.Add( 1060429, prop.ToString() ); // hit poison area ~1_val~%

            if ( (prop = m_AosWeaponAttributes.HitLeechStam) != 0 )
                list.Add( 1060430, prop.ToString() ); // hit stamina leech ~1_val~%

            if ( (prop = m_AosAttributes.BonusDex) != 0 )
                list.Add( 1060409, prop.ToString() ); // dexterity bonus ~1_val~

            if ( (prop = m_AosAttributes.BonusHits) != 0 )
                list.Add( 1060431, prop.ToString() ); // hit point increase ~1_val~

            if ( (prop = m_AosAttributes.BonusInt) != 0 )
                list.Add( 1060432, prop.ToString() ); // intelligence bonus ~1_val~

            if ( (prop = m_AosAttributes.LowerManaCost) != 0 )
                list.Add( 1060433, prop.ToString() ); // lower mana cost ~1_val~%

            if ( (prop = m_AosAttributes.LowerRegCost) != 0 )
                list.Add( 1060434, prop.ToString() ); // lower reagent cost ~1_val~%

            if ( (prop = GetLowerStatReq()) != 0 )
                list.Add( 1060435, prop.ToString() ); // lower requirements ~1_val~%

            if ( (prop = (GetLuckBonus() + m_AosAttributes.Luck)) != 0 )
                list.Add( 1060436, prop.ToString() ); // luck ~1_val~

            if ( (prop = m_AosWeaponAttributes.MageWeapon) != 0 )
                list.Add( 1060438, (30 - prop).ToString() ); // mage weapon -~1_val~ skill

            if ( (prop = m_AosAttributes.BonusMana) != 0 )
                list.Add( 1060439, prop.ToString() ); // mana increase ~1_val~

            if ( (prop = m_AosAttributes.RegenMana) != 0 )
                list.Add( 1060440, prop.ToString() ); // mana regeneration ~1_val~

            if ( (prop = m_AosAttributes.NightSight) != 0 )
                list.Add( 1060441 ); // night sight

            if ( (prop = m_AosAttributes.ReflectPhysical) != 0 )
                list.Add( 1060442, prop.ToString() ); // reflect physical damage ~1_val~%

            if ( (prop = m_AosAttributes.RegenStam) != 0 )
                list.Add( 1060443, prop.ToString() ); // stamina regeneration ~1_val~

            if ( (prop = m_AosAttributes.RegenHits) != 0 )
                list.Add( 1060444, prop.ToString() ); // hit point regeneration ~1_val~

            if ( (prop = m_AosWeaponAttributes.SelfRepair) != 0 )
                list.Add( 1060450, prop.ToString() ); // self repair ~1_val~

            if ( (prop = m_AosAttributes.SpellChanneling) != 0 )
                list.Add( 1060482 ); // spell channeling

            if ( (prop = m_AosAttributes.SpellDamage) != 0 )
                list.Add( 1060483, prop.ToString() ); // spell damage increase ~1_val~%

            if ( (prop = m_AosAttributes.BonusStam) != 0 )
                list.Add( 1060484, prop.ToString() ); // stamina increase ~1_val~

            if ( (prop = m_AosAttributes.BonusStr) != 0 )
                list.Add( 1060485, prop.ToString() ); // strength bonus ~1_val~

            if ( (prop = m_AosAttributes.WeaponSpeed) != 0 )
                list.Add( 1060486, prop.ToString() ); // swing speed increase ~1_val~%

            int phys, fire, cold, pois, nrgy;

            GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );

            if ( phys != 0 )
                list.Add( 1060403, phys.ToString() ); // physical damage ~1_val~%

            if ( fire != 0 )
                list.Add( 1060405, fire.ToString() ); // fire damage ~1_val~%

            if ( cold != 0 )
                list.Add( 1060404, cold.ToString() ); // cold damage ~1_val~%

            if ( pois != 0 )
                list.Add( 1060406, pois.ToString() ); // poison damage ~1_val~%

            if ( nrgy != 0 )
                list.Add( 1060407, nrgy.ToString() ); // energy damage ~1_val~%

            list.Add( 1061168, "{0}\t{1}", MinDamage.ToString(), MaxDamage.ToString() ); // weapon damage ~1_val~ - ~2_val~
            list.Add( 1061167, Speed.ToString() ); // weapon speed ~1_val~

            if ( MaxRange > 1 )
                list.Add( 1061169, MaxRange.ToString() ); // range ~1_val~

            int strReq = AOS.Scale( StrRequirement, 100 - GetLowerStatReq() );

            if ( strReq > 0 )
                list.Add( 1061170, strReq.ToString() ); // strength requirement ~1_val~

            if ( Layer == Layer.TwoHanded )
                list.Add( 1061171 ); // two-handed weapon
            else
                list.Add( 1061824 ); // one-handed weapon

            if ( Core.SE || m_AosWeaponAttributes.UseBestSkill == 0 )
            {
                switch ( Skill )
                {
                    case SkillName.Swords:  list.Add( 1061172 ); break; // skill required: swordsmanship
                    case SkillName.Macing:  list.Add( 1061173 ); break; // skill required: mace fighting
                    case SkillName.Fencing: list.Add( 1061174 ); break; // skill required: fencing
                    case SkillName.Archery: list.Add( 1061175 ); break; // skill required: archery
                }
            }

            if ( m_Hits > 0 && m_MaxHits > 0 )
            list.Add( 1060639, "{0}\t{1}", m_Hits, m_MaxHits ); // durability ~1_val~ / ~2_val~

            // mod to display attachment properties
            Server.Engines.XmlSpawner2.XmlAttach.AddAttachmentProperties(this, list);
        }

        public override void OnSingleClick( Mobile from )
        {
            List<EquipInfoAttribute> attrs = new List<EquipInfoAttribute>();

            if ( DisplayLootType )
            {
                if ( LootType == LootType.Blessed )
                    attrs.Add( new EquipInfoAttribute( 1038021 ) ); // blessed
                else if ( LootType == LootType.Cursed )
                    attrs.Add( new EquipInfoAttribute( 1049643 ) ); // cursed
            }

            #region Factions
            if ( m_FactionState != null )
                attrs.Add( new EquipInfoAttribute( 1041350 ) ); // faction item
            #endregion

            if ( m_Quality == WeaponQuality.Exceptional )
                attrs.Add( new EquipInfoAttribute( 1018305 - (int)m_Quality ) );

            if ( m_Identified || from.AccessLevel >= AccessLevel.GameMaster )
            {
                if( m_Slayer != SlayerName.None )
                {
                    SlayerEntry entry = SlayerGroup.GetEntryByName( m_Slayer );
                    if( entry != null )
                        attrs.Add( new EquipInfoAttribute( entry.Title ) );
                }

                if( m_Slayer2 != SlayerName.None )
            {
                    SlayerEntry entry = SlayerGroup.GetEntryByName( m_Slayer2 );
                    if( entry != null )
                        attrs.Add( new EquipInfoAttribute( entry.Title ) );
                }

                if ( m_DurabilityLevel != WeaponDurabilityLevel.Regular )
                    attrs.Add( new EquipInfoAttribute( 1038000 + (int)m_DurabilityLevel ) );

                if ( m_DamageLevel != WeaponDamageLevel.Regular )
                    attrs.Add( new EquipInfoAttribute( 1038015 + (int)m_DamageLevel ) );

                if ( m_AccuracyLevel != WeaponAccuracyLevel.Regular )
                    attrs.Add( new EquipInfoAttribute( 1038010 + (int)m_AccuracyLevel ) );
            }
            else if( m_Slayer != SlayerName.None || m_Slayer2 != SlayerName.None || m_DurabilityLevel != WeaponDurabilityLevel.Regular || m_DamageLevel != WeaponDamageLevel.Regular || m_AccuracyLevel != WeaponAccuracyLevel.Regular )
                attrs.Add( new EquipInfoAttribute( 1038000 ) ); // Unidentified

            if ( m_Poison != null && m_PoisonCharges > 0 )
                attrs.Add( new EquipInfoAttribute( 1017383, m_PoisonCharges ) );

            int number;

            if ( Name == null )
            {
                number = LabelNumber;
            }
            else
            {
                this.LabelTo( from, Name );
                number = 1041000;
            }

            if ( attrs.Count == 0 && Crafter == null && Name != null )
                return;

            EquipmentInfo eqInfo = new EquipmentInfo( number, m_Crafter, false, attrs.ToArray() );

            from.Send( new DisplayEquipmentInfo( this, eqInfo ) );
        }

        private static BaseWeapon m_Fists; // This value holds the default--fist--weapon

        public static BaseWeapon Fists
        {
            get{ return m_Fists; }
            set{ m_Fists = value; }
        }

        #region ICraftable Members

        public int OnCraft( int quality, bool makersMark, Mobile from, CraftSystem craftSystem, Type typeRes, BaseTool tool, CraftItem craftItem, int resHue )
        {
            Quality = (WeaponQuality)quality;

            if ( makersMark )
                Crafter = from;

            PlayerConstructed = true;

            Type resourceType = typeRes;

            if ( resourceType == null )
                resourceType = craftItem.Ressources.GetAt( 0 ).ItemType;

            if ( Core.AOS )
            {
                Resource = CraftResources.GetFromType( resourceType );

                CraftContext context = craftSystem.GetContext( from );

                if ( context != null && context.DoNotColor )
                    Hue = 0;

                if ( tool is BaseRunicTool )
                    ((BaseRunicTool)tool).ApplyAttributesTo( this );

                if ( quality == 2 )
                {
                    if ( Attributes.WeaponDamage > 35 )
                        Attributes.WeaponDamage -= 20;
                    else
                        Attributes.WeaponDamage = 15;
                }
            }
            else if ( tool is BaseRunicTool )
            {
                CraftResource thisResource = CraftResources.GetFromType( resourceType );

                if ( thisResource == ((BaseRunicTool)tool).Resource )
                {
                    Resource = thisResource;

                    CraftContext context = craftSystem.GetContext( from );

                    if ( context != null && context.DoNotColor )
                        Hue = 0;

                    switch ( thisResource )
                    {
                        case CraftResource.DullCopper:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Durable;
                            AccuracyLevel = WeaponAccuracyLevel.Accurate;
                            break;
                        }
                        case CraftResource.ShadowIron:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Durable;
                            DamageLevel = WeaponDamageLevel.Ruin;
                            break;
                        }
                        case CraftResource.Copper:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Fortified;
                            DamageLevel = WeaponDamageLevel.Ruin;
                            AccuracyLevel = WeaponAccuracyLevel.Surpassingly;
                            break;
                        }
                        case CraftResource.Bronze:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Fortified;
                            DamageLevel = WeaponDamageLevel.Might;
                            AccuracyLevel = WeaponAccuracyLevel.Surpassingly;
                            break;
                        }
                        case CraftResource.Gold:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                            DamageLevel = WeaponDamageLevel.Force;
                            AccuracyLevel = WeaponAccuracyLevel.Eminently;
                            break;
                        }
                        case CraftResource.Agapite:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                            DamageLevel = WeaponDamageLevel.Power;
                            AccuracyLevel = WeaponAccuracyLevel.Eminently;
                            break;
                        }
                        case CraftResource.Verite:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                            DamageLevel = WeaponDamageLevel.Power;
                            AccuracyLevel = WeaponAccuracyLevel.Exceedingly;
                            break;
                        }
                        case CraftResource.Valorite:
                        {
                            Identified = true;
                            DurabilityLevel = WeaponDurabilityLevel.Indestructible;
                            DamageLevel = WeaponDamageLevel.Vanq;
                            AccuracyLevel = WeaponAccuracyLevel.Supremely;
                            break;
                        }
                    }
                }
            }

            return quality;
        }

        #endregion
    }

    public enum CheckSlayerResult
    {
        None,
        Slayer,
        Opposition
    }
}
I'm going crosseyed trying to figure out what I've done wrong. Any help would be awesome!
*Edit*
I would've posted this on your forums, but my BaseWeapon.cs wouldn't fit there.
I just remembered, I'm using Karmageddon's Ores- does anyone know a fix to make these systems compatible?


It is because of this mod that was made in the AbsorbDamage method instead of in the AbsorbDamageAOS method in step 10.

Code:
		public virtual int AbsorbDamage(Mobile attacker, Mobile defender, int damage)
		{
			if (Core.AOS)
				return AbsorbDamageAOS(attacker, defender, damage);

			double chance = Utility.RandomDouble();

			Item armorItem;

			if (chance < 0.07)
				armorItem = defender.NeckArmor;
			else if (chance < 0.14)
				armorItem = defender.HandArmor;
			else if (chance < 0.28)
				armorItem = defender.ArmsArmor;
			else if (chance < 0.43)
				armorItem = defender.HeadArmor;
			else if (chance < 0.65)
				armorItem = defender.LegsArmor;
			else
				armorItem = defender.ChestArmor;

			IWearableDurability armor = armorItem as IWearableDurability;

			if (armor != null)
			{
				armor.OnHit(this, damage); // call OnHit to lose durability

				[color=red]// XmlAttachment check for OnArmorHit
				damage -= Server.Engines.XmlSpawner2.XmlAttach.OnArmorHit(attacker, defender, armorItem, this, originaldamage);   ----> this mod should be up in AbsorbDamageAOS, not here[/color]
			}

The surrounding code in the two methods looks almost identical so it was easy to make that mistake.
I have added more context to the installation instructions to make it easier to tell the two apart.
 

snicker7

Sorceror
just a minor bug that I know is going to aggrivate me for a great deal of time:

If you use the book interface to change a spawn entry, if you update the entry and right click on the book gump, the spawner gump is not re-opened with the updated info, it just closes.
 

Packer898

Knight
It seems that the XML Points does not work with 2.0RC1. Can we have some clarification on this please? Maybe place in the description which systems work or remove the links to the ones that dont. =)- I am getting a ton of errors. I have fixed the no brainers but now im getting a crapload of warnings and errors. Right now its late and im too lazy to fix the rest of the command ones and the generics but Ill go ahead and post them in case it helps. Thanks.

Code:
Warnings:
 + Custom/New/Engines/XML Points Version 1.23/ChallengeGames/CTFGump.cs:
    CS0429: Line 503: Unreachable expression code detected
    CS0162: Line 505: Unreachable code detected
 + Custom/New/Engines/XML Points Version 1.23/ChallengeGames/DeathBallGump.cs:
    CS0429: Line 404: Unreachable expression code detected
    CS0162: Line 406: Unreachable code detected
 + Custom/New/Engines/XML Points Version 1.23/ChallengeGames/DeathmatchGump.cs:
    CS0429: Line 459: Unreachable expression code detected
    CS0162: Line 461: Unreachable code detected
 + Custom/New/Engines/XML Points Version 1.23/ChallengeGames/KingOfTheHillGump.c
s:
    CS0429: Line 405: Unreachable expression code detected
    CS0162: Line 407: Unreachable code detected
 + Custom/New/Engines/XML Points Version 1.23/ChallengeGames/LastManStandingGump
.cs:
    CS0429: Line 394: Unreachable expression code detected
    CS0162: Line 396: Unreachable code detected
 + Custom/New/Engines/XML Points Version 1.23/ChallengeGames/TeamDeathballGump.c
s:
    CS0429: Line 463: Unreachable expression code detected
    CS0162: Line 465: Unreachable code detected
 + Custom/New/Engines/XML Points Version 1.23/ChallengeGames/TeamDeathmatchGump.
cs:
    CS0429: Line 497: Unreachable expression code detected
    CS0162: Line 499: Unreachable code detected
 + Custom/New/Engines/XML Points Version 1.23/ChallengeGames/TeamKotHGump.cs:
    CS0429: Line 463: Unreachable expression code detected
    CS0162: Line 465: Unreachable code detected
 + Custom/New/Engines/XML Points Version 1.23/ChallengeGames/TeamLMSGump.cs:
    CS0429: Line 428: Unreachable expression code detected
    CS0162: Line 430: Unreachable code detected
Errors:
 + Custom/New/Engines/XML Points Version 1.23/ChallengeGames/DeathBallGauntlet.c
s:
    CS0103: Line 42: The name 'item' does not exist in the current context
    CS0103: Line 43: The name 'item' does not exist in the current context
 + Custom/New/Engines/XML Points Version 1.23/XmlAttachments/XmlPoints.cs:
    CS0029: Line 2084: Cannot implicitly convert type 'System.Collections.Generi
c.List<Server.AggressorInfo>' to 'System.Collections.ArrayList'
    CS0029: Line 2097: Cannot implicitly convert type 'System.Collections.Generi
c.List<Server.AggressorInfo>' to 'System.Collections.ArrayList'
    CS0029: Line 2129: Cannot implicitly convert type 'System.Collections.Generi
c.List<Server.Mobile>' to 'System.Collections.ArrayList'
 + Custom/New/Engines/XML Points Version 1.23/ChallengeGameRegion.cs:
    CS1502: Line 17: The best overloaded method match for 'Server.Regions.Guarde
dRegion.GuardedRegion(string, Server.Map, int, params Server.Rectangle3D[])' has
 some invalid arguments
    CS1503: Line 17: Argument '2': cannot convert from 'string' to 'Server.Map'
    CS1503: Line 17: Argument '3': cannot convert from 'Server.Map' to 'int'
    CS1503: Line 17: Argument '4': cannot convert from 'System.Type' to 'Server.
Rectangle3D[]'
    CS0103: Line 19: The name 'LoadFromXml' does not exist in the current contex
t
    CS0117: Line 53: 'Server.Regions.GuardedRegion' does not contain a definitio
n for 'AllowBenificial'
 + Custom/New/Engines/XML Points Version 1.23/ChallengeRegionStone.cs:
    CS0200: Line 55: Property or indexer 'Server.Region.Name' cannot be assigned
 to -- it is read only
    CS0200: Line 76: Property or indexer 'Server.Region.Map' cannot be assigned
to -- it is read only
    CS0200: Line 104: Property or indexer 'Server.Region.Priority' cannot be ass
igned to -- it is read only
    CS0117: Line 137: 'Server.Region' does not contain a definition for 'AddRegi
on'
    CS0117: Line 147: 'Server.Engines.XmlSpawner2.ChallengeGameRegion' does not
contain a definition for 'Coords'
    CS0117: Line 148: 'Server.Engines.XmlSpawner2.ChallengeGameRegion' does not
contain a definition for 'Coords'
    CS0117: Line 148: 'Server.Region' does not contain a definition for 'Coords'

    CS0117: Line 161: 'Server.Region' does not contain a definition for 'RemoveR
egion'
    CS0117: Line 162: 'Server.Region' does not contain a definition for 'AddRegi
on'
    CS0117: Line 184: 'Server.Region' does not contain a definition for 'AddRegi
on'
    CS0117: Line 209: 'Server.Engines.XmlSpawner2.ChallengeGameRegion' does not
contain a definition for 'Coords'
    CS0117: Line 209: 'Server.Engines.XmlSpawner2.ChallengeGameRegion' does not
contain a definition for 'Coords'
    CS0117: Line 211: 'Server.Engines.XmlSpawner2.ChallengeGameRegion' does not
contain a definition for 'Coords'
    CS0117: Line 213: 'Server.Engines.XmlSpawner2.ChallengeGameRegion' does not
contain a definition for 'Coords'
    CS0117: Line 215: 'Server.Engines.XmlSpawner2.ChallengeGameRegion' does not
contain a definition for 'Coords'
    CS0117: Line 261: 'Server.Engines.XmlSpawner2.ChallengeGameRegion' does not
contain a definition for 'Coords'
    CS0117: Line 264: 'Server.Engines.XmlSpawner2.ChallengeGameRegion' does not
contain a definition for 'Coords'
    CS0200: Line 267: Property or indexer 'Server.Region.Priority' cannot be ass
igned to -- it is read only
    CS0200: Line 269: Property or indexer 'Server.Region.Map' cannot be assigned
 to -- it is read only
    CS0117: Line 324: 'Server.Engines.XmlSpawner2.ChallengeGameRegion' does not
contain a definition for 'Coords'
    CS0200: Line 326: Property or indexer 'Server.Region.Map' cannot be assigned
 to -- it is read only
    CS0117: Line 338: 'Server.Region' does not contain a definition for 'RemoveR
egion'
 + Custom/New/Engines/XML Points Version 1.23/LBSStone.cs:
    CS0246: Line 40: The type or namespace name 'CommandEventArgs' could not be
found (are you missing a using directive or an assembly reference?)
    CS0246: Line 40: The type or namespace name 'CommandEventArgs' could not be
found (are you missing a using directive or an assembly reference?)
    CS1502: Line 41: The best overloaded method match for 'Server.Engines.XmlSpa
wner2.XmlPoints.LeaderboardSave_OnCommand(Server.Commands.CommandEventArgs)' has
 some invalid arguments
    CS1503: Line 41: Argument '1': cannot convert from 'CommandEventArgs' to 'Se
rver.Commands.CommandEventArgs'
 + Custom/New/Engines/XML Points Version 1.23/PointsRewardGump.cs:
    CS0117: Line 182: 'Server.Mobiles.BaseCreature' does not contain a definitio
n for 'Controled'
 

ArteGordon

Wanderer
Packer898 said:
It seems that the XML Points does not work with 2.0RC1. Can we have some clarification on this please? Maybe place in the description which systems work or remove the links to the ones that dont. =)- I am getting a ton of errors. I have fixed the no brainers but now im getting a crapload of warnings and errors. Right now its late and im too lazy to fix the rest of the command ones and the generics but Ill go ahead and post them in case it helps. Thanks.


yep. still have to update xmlpoints and xmlmobfactions. They will be out soon. The other addons are all updated.
 

ArteGordon

Wanderer
snicker7 said:
just a minor bug that I know is going to aggrivate me for a great deal of time:

If you use the book interface to change a spawn entry, if you update the entry and right click on the book gump, the spawner gump is not re-opened with the updated info, it just closes.

You are probably using v3.11. That should have been fixed in v3.12
 

Erica

Knight
Hey ArteGordon how do i wipe only sealife from your xml what commands do the sealife map thanks.
 

ArteGordon

Wanderer
Erica said:
Hey ArteGordon how do i wipe only sealife from your xml what commands do the sealife map thanks.

If you want to delete the creatures themselves what you can do is to use [xmlfind to search for all basecreatures that have the 'CanSwim' property set to true (be careful if you have swimmable mounts for your players or staff).

1. [xmlfind basecreature
2. Check the 'property test' box and enter 'canswim=true' into the text field for it (without the quotes).
3. If you want to do it for selected maps, then check the boxes for the maps that you want.
4. Do a search by pressing the 'Search' button. Depending on how many creatures you have in the world, it might take some time (I havent optimized property testing for these searches yet). Wait until the results come back.
5. When you get the results you can delete them by checking the 'Select all' box in the lower right corner of the gump and then pressing the 'Delete' button at the bottom.

You could also do this by just doing '[xmlfind dolphin' and searching and deleting individual creature types and skipping the property test.

If you want to delete the spawners that are spawning those creatures, you have to do that a bit differently.

1. Run the [xmlfind command ('[xmlfind', or '[xmlfind xmlspawner')
2. Check the 'entry' box down near the lower left corner of the gump. This will allow you to search the spawners for certain spawn entries.
3. Enter in the spawn that you want to search for (like 'dolphin', again without the quotes).
4. Select the map, do the search, and select/delete as described above.

You will have to repeat that for any other type of sea life that you have spawned like seaserpents, waterelementals, etc.

(edit)

You can also do all of these things using the SpawnEditor either online using the TransferServer or offline on your saved XML spawn files.

Note, if you are having problems spawning sealife in water that you may have imported from other systems, you can just add a '*' to the beginning of your spawn descriptions to get them to ignore the normal restrictions on spawning on impassable surfaces such as water. Like

*dolphin

instead of

dolphin

If you save your spawns to XML using [xmlsave, you can go into those files with a text editor and just do global string substitutions to make the changes and then [xmlload them back in.
 

Johabius

Knight
Having one error, didn't see it posted here, but I might have overlooked something.

Code:
RunUO - [www.runuo.com] Version 2.0, Build 2368.38595
Core: Running on .NET Framework Version 2.0.50727
Core: Running with arguments: -debug
Scripts: Compiling C# scripts...failed (1 errors, 2 warnings)

Errors:
 + Customs/XMLSpawner/XmlSpawner2.cs:
    CS0029: Line 9224: Cannot implicitly convert type 'System.Collections.Generi
c.List<Server.Tile>' to 'System.Collections.ArrayList'
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.
Here is line 9224 from the XmlSpawner2 file:
Code:
 ArrayList tiles = map.GetTilesAt(new Point2D(X, Y), true, true, true);
Could someone point me in the correct direction to get this error fixed please?

*EDIT* Found the solution that I needed. I simply needed to change that line to read this:
Code:
List<Tile> tiles = map.GetTilesAt(new Point2D(X, Y), true, true, true);
 

ArteGordon

Wanderer
Johabius said:
Having one error, didn't see it posted here, but I might have overlooked something.

Code:
RunUO - [www.runuo.com] Version 2.0, Build 2368.38595
Core: Running on .NET Framework Version 2.0.50727
Core: Running with arguments: -debug
Scripts: Compiling C# scripts...failed (1 errors, 2 warnings)

Errors:
 + Customs/XMLSpawner/XmlSpawner2.cs:
    CS0029: Line 9224: Cannot implicitly convert type 'System.Collections.Generi
c.List<Server.Tile>' to 'System.Collections.ArrayList'
Scripts: One or more scripts failed to compile or no script files were found.
 - Press return to exit, or R to try again.
Here is line 9224 from the XmlSpawner2 file:
Code:
 ArrayList tiles = map.GetTilesAt(new Point2D(X, Y), true, true, true);
Could someone point me in the correct direction to get this error fixed please?

*EDIT* Found the solution that I needed. I simply needed to change that line to read this:
Code:
List<Tile> tiles = map.GetTilesAt(new Point2D(X, Y), true, true, true);

yes, that is a change in the current svn that differs from the RC1 release. If you want to get an updated version that has the fix in for that along with a few other minor fixes, just look here.
http://xmlspawner.15.forumer.com/index.php?showtopic=53
 

Fr€€man

Sorceror
Where i can found that GumpPlus?
I made everything right.. Maybe?

Code:
RunUO - [www.runuo.com] Version 2.0, Build 2357.32527
Core: Running on .NET Framework Version 2.0.50727
Scripts: Compiling C# scripts...failed (6 errors, 0 warnings)
Errors:
 + Commands/CommandsGump.cs:
    CS0246: Line 8: The type or namespace name 'GumpPlus' could not be found (ar
e you missing a using directive or an assembly reference?)
 + Gumps/ContractConfirmGump.cs:
    CS0246: Line 7: The type or namespace name 'GumpPlus' could not be found (ar
e you missing a using directive or an assembly reference?)
 + Gumps/ContractSetupGump.cs:
    CS0246: Line 9: The type or namespace name 'GumpPlus' could not be found (ar
e you missing a using directive or an assembly reference?)
 + Gumps/TownHouseConfirmGump.cs:
    CS0246: Line 7: The type or namespace name 'GumpPlus' could not be found (ar
e you missing a using directive or an assembly reference?)
 + Gumps/TownHouseSetupGump.cs:
    CS0246: Line 9: The type or namespace name 'GumpPlus' could not be found (ar
e you missing a using directive or an assembly reference?)
 + Items/SignHammer.cs:
    CS0246: Line 285: The type or namespace name 'GumpPlus' could not be found (
are you missing 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.
 

ArteGordon

Wanderer
Fr€€man said:
Where i can found that GumpPlus?
I made everything right.. Maybe?

Code:
RunUO - [www.runuo.com] Version 2.0, Build 2357.32527
Core: Running on .NET Framework Version 2.0.50727
Scripts: Compiling C# scripts...failed (6 errors, 0 warnings)
Errors:
 + Commands/CommandsGump.cs:
    CS0246: Line 8: The type or namespace name 'GumpPlus' could not be found (ar
e you missing a using directive or an assembly reference?)
 + Gumps/ContractConfirmGump.cs:
    CS0246: Line 7: The type or namespace name 'GumpPlus' could not be found (ar
e you missing a using directive or an assembly reference?)
 + Gumps/ContractSetupGump.cs:
    CS0246: Line 9: The type or namespace name 'GumpPlus' could not be found (ar
e you missing a using directive or an assembly reference?)
 + Gumps/TownHouseConfirmGump.cs:
    CS0246: Line 7: The type or namespace name 'GumpPlus' could not be found (ar
e you missing a using directive or an assembly reference?)
 + Gumps/TownHouseSetupGump.cs:
    CS0246: Line 9: The type or namespace name 'GumpPlus' could not be found (ar
e you missing a using directive or an assembly reference?)
 + Items/SignHammer.cs:
    CS0246: Line 285: The type or namespace name 'GumpPlus' could not be found (
are you missing 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.


these are not xmlspawner scripts. This is from some other custom system.
 

Ceph

Sorceror
is there a respawn all or spawn full command by chance?

and then i was going to ask a question reguarding your playersensitive mod (i appologize if you rather me post this in that forum, but i like keeping a low post count :)) is that patch compatable with uo2 and/or is it already incorperated into the source
 

ArteGordon

Wanderer
Ceph said:
is there a respawn all or spawn full command by chance?

and then i was going to ask a question reguarding your playersensitive mod (i appologize if you rather me post this in that forum, but i like keeping a low post count :)) is that patch compatable with uo2 and/or is it already incorperated into the source

I havent updated the playerrangesensitivemod yet. I'm going to make it cleaner for 2.0

To respawn everything you can use the

[xmlspawnerrespawn

to respawn everything on the current map or

[xmlspawnerrespawnall

to respawn the entire world.

you can also use something like

[global set dorespawn true where xmlspawner
 
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