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Young Player System BETA 1.0

danknight21

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

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

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

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

			public CountAndTimeStamp()
			{
			}

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

		private DesignContext m_DesignContext;

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

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

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

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

		// Jaynigs Mod Young System //

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

		// End Young System //

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			Direction ret;

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

			return ret;
		}

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

			BounceInfo bi = item.GetBounce();

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

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

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

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

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

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

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

			return true;
		}

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

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

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

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

				ph.ThrottleCallback = new ThrottlePacketCallback( MovementThrottle_Callback );
			}

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

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

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

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

			return max;
		}

//Jaynigs Mod Young System



		public override bool KeepsItemsOnDeath 
		{ 
			get 
			{ 
				if ( YoungPlayer || AccessLevel > AccessLevel.Player )
				{
				return true;
				}
				else
				{	
				return false;
				}	
			} 

		}


		private DateTime m_YoungMessageExpiration;
		public TimeSpan YoungMessageExpiration
		{
			get
			{
				TimeSpan ts = m_YoungMessageExpiration - DateTime.Now;

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

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

public override void AddNameProperties( ObjectPropertyList list )
		{
    			string name = this.Name;
    				
			if ( YoungPlayer )
    			{
    				list.Add( name+" [Young]" );
    			}
    			
			else
    			{
   				 base.AddNameProperties( list );
   			}
   				 return;
		}






		public override void OnSpeech( SpeechEventArgs e ) 
		{ 
			Mobile m = e.Mobile;
			PlayerMobile pm = (PlayerMobile)m;
      			
			if ( pm.YoungPlayer ) 
			{ 
				if (e.Speech.ToLower() == "i renounce my young player status" )
				{
				  pm.SendGump( new RenounceGump( (Mobile)pm) );
				}

			}
		}
		
		private static int hours;

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

			Account a = from.Account as Account;

			int index = 0;
	
			for ( int i = 0; i < 5; ++i ) // Will need to be updated in future to handle 6th character
			{
				Mobile t = a[i];
				++index;


				if ( t is PlayerMobile )
				{
					
					string tag = ((Account)t.Account).GetTag( "AllowYoung" );
			
					if ( tag == null )
					{
						((Account)t.Account).SetTag("AllowYoung", "1");
						pm.YoungPlayer = true;
					}
					
					else if ( tag == "1" && pm.YoungPlayer == false )
					{
						pm.YoungPlayer = true;
					}
		
					
					if ( pm.Profession > 0 && pm.GameTime.TotalHours >= 40 && tag == "1" )
					{	
						pm.YoungPlayer = false;
						((Account)t.Account).SetTag("AllowYoung", "0");
						pm.SendLocalizedMessage( 1019038 ); // You are old enough to be considered an adult, and have outgrown your status as a young player!
					}

					else if ( pm.Profession < 1 && pm.GameTime.TotalHours >= 24 && tag == "1" )
					{
						pm.YoungPlayer = false;
						((Account)t.Account).SetTag("AllowYoung", "0");
						pm.SendLocalizedMessage( 1019038 ); // You are old enough to be considered an adult, and have outgrown your status as a young player!
					}
				
				}
   	
			}

   		        Container backpack = from.Backpack;
			
			if ( pm.YoungPlayer ) 
			{	
			
				if ( pm.Profession > 0 )
				{
					hours = 40;
				}
					
				
				else if ( pm.Profession < 1 )
				{
					hours = 24;
				}
			
				int gametime = hours - (int)pm.GameTime.TotalHours;
			
				if ( gametime < 0 )
				{		
					gametime = 0;
				}					
								
				pm.SendMessage( "You currently have {0} hours remaining as a Young Citizen of Britannia!" ,gametime.ToString() );

				if ( gametime == 0 ) // 40 Hours Total Gametime have passed
				{
					pm.YoungPlayer = false;
					((Account)pm.Account).SetTag("AllowYoung", "0");
					pm.SendLocalizedMessage( 1019038 ); // You are old enough to be considered an adult, and have outgrown your status as a young player!
				}

		
				if( pm.SkillsTotal > 4500 )   // Their total skills are more than 4500 
				{
                          		pm.YoungPlayer = false;
					((Account)pm.Account).SetTag("AllowYoung", "0");
					pm.SendLocalizedMessage( 1019036 ); // You have successfully obtained a respectable skill level, and have outgrown your status as a young player!
				}

								
				if( pm.RawStatTotal > 150 )   // if their total stats are more than 150
				{
                          		pm.YoungPlayer = false;
					((Account)pm.Account).SetTag("AllowYoung", "0");
					pm.SendLocalizedMessage( 1019037 ); // You have grown into a respectably strong person, and have outgrown your status as a young player!
				}
				
				 NewPlayerTicket newplayerticket = ( NewPlayerTicket ) backpack.FindItemByType( typeof( NewPlayerTicket ) );

					if ( newplayerticket != null && newplayerticket.Owner == null )
				 	{
						newplayerticket.Owner = pm;
					}
				
				
			}
		
// End young Mod
		private int m_LastGlobalLight = -1, m_LastPersonalLight = -1;

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

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

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

			if ( ns == null )
				return;

			int global, personal;

			ComputeLightLevels( out global, out personal );

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

			if ( !forceResend )
				return;

			m_LastGlobalLight = global;
			m_LastPersonalLight = personal;

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

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

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

			if ( min > MaxPlayerResistance )
				min = MaxPlayerResistance;

			int baseMin = base.GetMinResistance( type );

			if ( min < baseMin )
				min = baseMin;

			return min;
		}

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

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

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

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

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

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

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

		private bool m_NoDeltaRecursion;

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

			if ( this.Items == null )
				return;

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

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

				ArrayList items = this.Items;

				if ( items == null )
					return;

				bool moved = false;

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

				Mobile from = this;

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

					Item item = (Item)items[i];

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

						bool drop = false;

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

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

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

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

						bool drop = false;

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

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

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

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

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

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

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

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

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

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

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

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

		private static void OnLogout( LogoutEventArgs e )
		{
		}

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

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

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

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

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

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

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

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

			PlayerMobile pm = e.Mobile as PlayerMobile;

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

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

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

			Spells.Sixth.InvisibilitySpell.RemoveTimer( this );

			base.RevealingAction();
		}

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

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

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

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

				return false;
			}

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

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

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

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

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

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

			InvalidateMyRunUO();
		}

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

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

			InvalidateMyRunUO();
		}

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

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

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

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

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

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

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

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

			TimeSpan speed = ComputeMovementSpeed( d );

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

			m_NextMovementTime += speed;
			return true;
		}

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

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

			HouseFoundation foundation = context.Foundation;

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

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

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

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

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

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

		private bool m_LastProtectedMessage;
		private int m_NextProtectionCheck = 10;

		public virtual void RecheckTownProtection()
		{
			m_NextProtectionCheck = 10;

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

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

				m_LastProtectedMessage = isProtected;
			}
		}

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

			RecheckTownProtection();
		}

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

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

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

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

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

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

				// TODO: Toggle champ titles

				BaseHouse house = BaseHouse.FindHouseAt( this );

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

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

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

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

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

			m_JusticeProtectors.Clear();
		}

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

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

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

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

			if ( item.Stackable )
				return false;

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

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

			return true;
		}

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

			Item item = obj as Item;

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

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

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

				item.Insured = true;

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

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

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

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

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

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

		// TODO: Champ titles, toggle

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

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

		private delegate void ContextCallback();

		private class CallbackEntry : ContextMenuEntry
		{
			private ContextCallback m_Callback;

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

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

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

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

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

			base.OnDoubleClick( from );
		}

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

		private static bool m_NoRecursion;

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

			DesignContext context = m_DesignContext;

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

			m_NoRecursion = true;

			HouseFoundation foundation = context.Foundation;

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

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

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

				m_NoRecursion = false;
				return;
			}

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

			m_NoRecursion = false;
		}

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

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

			m_NoRecursion = true;

			HouseFoundation foundation = context.Foundation;

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

			m_NoRecursion = false;
		}

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

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

			WeightOverloading.FatigueOnDamage( this, amount );

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

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

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

			return ( total / 10 );
		}

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

			base.Resurrect();

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

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

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

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

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

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

			return base.OnBeforeDeath();
		}

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

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

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

				return true;
			}

			return false;
		}

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

			return base.GetParentMoveResultFor( item );
		}

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

			return base.GetInventoryMoveResultFor( item );
		}

		private bool m_HasTeleportedAway;

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

			m_HasTeleportedAway = false;

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

			SetHairMods( -1, -1 );

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

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

			MeerMage.StopEffect( this, false );

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			Map map = this.Map;

			if ( map != null && this.YoungPlayer )
			{
				foreach ( Mobile trg in this.GetMobilesInRange( 25 ) )

				if ( trg is BaseHealer && ( trg.Region is FeluccaTown || trg.Region is TrammelTown || trg.Region is IlshenarCity || trg.Region is MalasCity  ))
				{

					Point3D from = this.Location;
					Point3D to = new Point3D( trg );

					this.Location = to;
					this.ProcessDelta();
					
					this.PlaySound( 0x214 );
					this.FixedEffect( 0x376A, 10, 16 );

					this.CloseGump( typeof( ResurrectGump ) );
					this.SendGump( new ResurrectGump( this ) );
						
					m_HasTeleportedAway = true;
					
 					break;
				}

			}



			if ( map != null && this.YoungPlayer && !m_HasTeleportedAway )
			{
				foreach ( Mobile trg in this.GetMobilesInRange( 100 ) )

				if ( trg is BaseHealer && ( trg.Region is FeluccaTown || trg.Region is TrammelTown || trg.Region is IlshenarCity || trg.Region is MalasCity  ))
				{

					Point3D from = this.Location;
					Point3D to = new Point3D( trg );

					this.Location = to;
					this.ProcessDelta();
					
					this.PlaySound( 0x214 );
					this.FixedEffect( 0x376A, 10, 16 );

					this.CloseGump( typeof( ResurrectGump ) );
					this.SendGump( new ResurrectGump( this ) );
						
					m_HasTeleportedAway = true;
					
 					break;
				}

			}


			if ( map != null && this.YoungPlayer && !m_HasTeleportedAway )
			{
				foreach ( Mobile trg in this.GetMobilesInRange( 250 ) )

				if ( trg is BaseHealer && ( trg.Region is FeluccaTown || trg.Region is TrammelTown || trg.Region is IlshenarCity || trg.Region is MalasCity  ))
				{

					Point3D from = this.Location;
					Point3D to = new Point3D( trg );

					this.Location = to;
					this.ProcessDelta();

					this.PlaySound( 0x214 );
					this.FixedEffect( 0x376A, 10, 16 );

					this.CloseGump( typeof( ResurrectGump ) );
					this.SendGump( new ResurrectGump( this ) );
							
					m_HasTeleportedAway = true;
					
 					break;
				}

			}

			if ( map != null && this.YoungPlayer && !m_HasTeleportedAway )
			{
				foreach ( Mobile trg in this.GetMobilesInRange( 500 ) )

				if ( trg is BaseHealer && ( trg.Region is FeluccaTown || trg.Region is TrammelTown || trg.Region is IlshenarCity || trg.Region is MalasCity  ))
				{

					Point3D from = this.Location;
					Point3D to = new Point3D( trg );

					this.Location = to;
					this.ProcessDelta();

					this.PlaySound( 0x214 );
					this.FixedEffect( 0x376A, 10, 16 );
					this.CloseGump( typeof( ResurrectGump ) );
					this.SendGump( new ResurrectGump( this ) );
							
					m_HasTeleportedAway = true;
					
 					break;
				}

			}

			if ( map != null && this.YoungPlayer && !m_HasTeleportedAway )
			{
				foreach ( Mobile trg in this.GetMobilesInRange( 1000 ) )

				if ( trg is BaseHealer && ( trg.Region is FeluccaTown || trg.Region is TrammelTown || trg.Region is IlshenarCity || trg.Region is MalasCity  ))
				{

					Point3D from = this.Location;
					Point3D to = new Point3D( trg );

					this.Location = to;
					this.ProcessDelta();

					this.PlaySound( 0x214 );
					this.FixedEffect( 0x376A, 10, 16 );

					this.CloseGump( typeof( ResurrectGump ) );
					this.SendGump( new ResurrectGump( this ) );
							
					m_HasTeleportedAway = true;
	
 					break;
				}

			}

			if ( map != null && this.YoungPlayer && !m_HasTeleportedAway )
			{
				foreach ( Mobile trg in this.GetMobilesInRange( 5000 ) )

				if ( trg is BaseHealer && ( trg.Region is FeluccaTown || trg.Region is TrammelTown || trg.Region is IlshenarCity || trg.Region is MalasCity  ))
				{

					Point3D from = this.Location;
					Point3D to = new Point3D( trg );

					this.Location = to;
					this.ProcessDelta();

					this.PlaySound( 0x214 );
					this.FixedEffect( 0x376A, 10, 16 );
					this.CloseGump( typeof( ResurrectGump ) );
					this.SendGump( new ResurrectGump( this ) );
							
					m_HasTeleportedAway = true;
					
 					break;
					
				}

			}

		}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			m_BOBFilter = new Engines.BulkOrders.BOBFilter();

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

			m_JusticeProtectors = new ArrayList();

			InvalidateMyRunUO();
		}

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

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

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

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

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

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

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

			base.Damage( amount, from );
		}

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

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

			return base.ApplyPoison( from, poison );
		}

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

		public ArrayList VisibilityList
		{
			get{ return m_VisList; }
		}

		public ArrayList PermaFlags
		{
			get{ return m_PermaFlags; }
		}

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

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

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

				return false;
			}

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

			return base.IsHarmfulCriminal( target );
		}

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

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

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

				return true;
			}
		}

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

		private Engines.BulkOrders.BOBFilter m_BOBFilter;

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

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

			switch ( version )
			{
				case 17: // changed how DoneQuests is serialized
				case 16:
				{
					m_Quest = QuestSerializer.DeserializeQuest( reader );

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

					int count = reader.ReadEncodedInt();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			ArrayList list = this.Stabled;

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

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

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

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

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

			base.Serialize( writer );
			
			writer.Write( (int) 17 ); // version

			QuestSerializer.Serialize( m_Quest, writer );

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

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

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

			writer.WriteEncodedInt( (int) m_Profession );

			writer.WriteDeltaTime( m_LastCompassionLoss );

			writer.WriteEncodedInt( m_CompassionGains );

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

			m_BOBFilter.Serialize( writer );

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

			writer.Write( useMods );

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

			writer.Write( SavagePaintExpiration );

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

			writer.WriteMobileList( m_PermaFlags, true );

			writer.Write( NextTailorBulkOrder );

			writer.Write( NextSmithBulkOrder );

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

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

			writer.Write( (int) m_Flags );

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

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

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

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

			return base.CanSee( m );
		}

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

			return base.CanSee( item );
		}

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

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

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

		#region MyRunUO Invalidation
		private bool m_ChangedMyRunUO;

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

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

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

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

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

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

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

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

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

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

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

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

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

		private DateTime m_NextMovementTime;

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

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

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

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

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

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

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

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

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

			TimeSpan ts = pm.m_NextMovementTime - DateTime.Now;

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

			return ( ts < FastwalkThreshold );
		}
		#endregion

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

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

				if ( oldType == newType )
					return;

				m_EnemyOfOneType = value;

				DeltaEnemies( oldType, newType );
			}
		}

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

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

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

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

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

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

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

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

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

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

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

			id = -1;
			hue = 0;
		}

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

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

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

			if ( id == 0 )
				return;

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

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

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

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

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

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

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

cward

Wanderer
Bean means the forum code tags so that the code is easier to read

Code:
Code here

["code"]
Code here
["/code"]

Remove the " and that is how you make code blocks on the forum.
 

danknight21

Wanderer
ok i added in code blocks to my post above...ignore the first one but the 2nd one is where the counul is saying the error is. Any help would be great.
 

jaynigs

Wanderer
I can see the problem with your playermobile, you have 2 onlogin methods


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

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



this is the problem, change it to just

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

and move it up above your light mod so its in the same place as shown in the instructions

like i said, you havent followed the instructions....
 

danknight21

Wanderer
yah..but i jus followed the directions and replaced what was asked 2 be replaced and added what was said to be added..im still a little lost...hmm
 

danknight21

Wanderer
no...that was just a default player mobile...and i mean,....i dont get where i have to overright the on login method. thats all
 

jaynigs

Wanderer
Well, you havent replaced the onlogin method in the playermobile, you have stuck my code above it all... so now u have 2

move all my code in the onlogin method so it looks like this;


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

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

			if ( min > MaxPlayerResistance )
				min = MaxPlayerResistance;

			int baseMin = base.GetMinResistance( type );

			if ( min < baseMin )
				min = baseMin;

			return min;
		}

//Jaynigs Mod Young System

		public override bool KeepsItemsOnDeath 
		{ 
			get 
			{ 
				if ( YoungPlayer || AccessLevel > AccessLevel.Player )
				{
				return true;
				}
				else
				{	
				return false;
				}	
			} 

		}


		private DateTime m_YoungMessageExpiration;
		public TimeSpan YoungMessageExpiration
		{
			get
			{
				TimeSpan ts = m_YoungMessageExpiration - DateTime.Now;

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

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


		public override void AddNameProperties( ObjectPropertyList list )
		{
    			string name = this.Name;
    				
			if ( YoungPlayer )
    			{
    				list.Add( name+" [Young]" );
    			}
    			
			else
    			{
   				 base.AddNameProperties( list );
   			}
   				 return;
		}

		public override void OnSpeech( SpeechEventArgs e ) 
		{ 
			Mobile m = e.Mobile;
			PlayerMobile pm = (PlayerMobile)m;
      			
			if ( pm.YoungPlayer ) 
			{ 
				if (e.Speech.ToLower() == "i renounce my young player status" )
				{
				  pm.SendGump( new RenounceGump( (Mobile)pm) );
				}

			}
		}
		
		private static int hours;

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

			Account a = from.Account as Account;

			int index = 0;
	
			for ( int i = 0; i < 5; ++i ) // Will need to be updated in future to handle 6th character
			{
				Mobile t = a[i];
				++index;


				if ( t is PlayerMobile )
				{
					
					string tag = ((Account)t.Account).GetTag( "AllowYoung" );
			
					if ( tag == null )
					{
						((Account)t.Account).SetTag("AllowYoung", "1");
						pm.YoungPlayer = true;
					}
					
					else if ( tag == "1" && pm.YoungPlayer == false )
					{
						pm.YoungPlayer = true;
					}
		
					
					if ( pm.Profession > 0 && pm.GameTime.TotalHours >= 40 && tag == "1" )
					{	
						pm.YoungPlayer = false;
						((Account)t.Account).SetTag("AllowYoung", "0");
						pm.SendLocalizedMessage( 1019038 ); // You are old enough to be considered an adult, and have outgrown your status as a young player!
					}

					else if ( pm.Profession < 1 && pm.GameTime.TotalHours >= 24 && tag == "1" )
					{
						pm.YoungPlayer = false;
						((Account)t.Account).SetTag("AllowYoung", "0");
						pm.SendLocalizedMessage( 1019038 ); // You are old enough to be considered an adult, and have outgrown your status as a young player!
					}
				
				}
   	
			}

   		        Container backpack = from.Backpack;
			
			if ( pm.YoungPlayer ) 
			{	
			
				if ( pm.Profession > 0 )
				{
					hours = 40;
				}
					
				
				else if ( pm.Profession < 1 )
				{
					hours = 24;
				}
			
				int gametime = hours - (int)pm.GameTime.TotalHours;
			
				if ( gametime < 0 )
				{		
					gametime = 0;
				}					
								
				pm.SendMessage( "You currently have {0} hours remaining as a Young Citizen of Britannia!" ,gametime.ToString() );

				if ( gametime == 0 ) // 40 Hours Total Gametime have passed
				{
					pm.YoungPlayer = false;
					((Account)pm.Account).SetTag("AllowYoung", "0");
					pm.SendLocalizedMessage( 1019038 ); // You are old enough to be considered an adult, and have outgrown your status as a young player!
				}

		
				if( pm.SkillsTotal > 4500 )   // Their total skills are more than 4500 
				{
                          		pm.YoungPlayer = false;
					((Account)pm.Account).SetTag("AllowYoung", "0");
					pm.SendLocalizedMessage( 1019036 ); // You have successfully obtained a respectable skill level, and have outgrown your status as a young player!
				}

								
				if( pm.RawStatTotal > 150 )   // if their total stats are more than 150
				{
                          		pm.YoungPlayer = false;
					((Account)pm.Account).SetTag("AllowYoung", "0");
					pm.SendLocalizedMessage( 1019037 ); // You have grown into a respectably strong person, and have outgrown your status as a young player!
				}
				
				 NewPlayerTicket newplayerticket = ( NewPlayerTicket ) backpack.FindItemByType( typeof( NewPlayerTicket ) );

					if ( newplayerticket != null && newplayerticket.Owner == null )
				 	{
						newplayerticket.Owner = pm;
					}
				
				
			}
		
// End young Mod

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

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

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

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

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

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


i sugggest you redo thath whole section

note that when i 1st replied here i posted the your messed up code in here by mistake, but have now corrected it with the correct code.
 

danknight21

Wanderer
but then where does the old login method go? lol im confused..i mean..i had no problem with any of the others, and im using just a stock playermobile...so anyone with just a normal playermobile with just this young system added in..if they could post would be great, untill then i will keep playing with it..more help would be great
 

jaynigs

Wanderer
ive just told u what to change (above) , remove my mod then make it so it is like its shown above and it will work.

The old onlogin method is amalgamated with my code.
 

danknight21

Wanderer
Ok no more problem with playermobile...but um...

Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
- Error: Scripts\Misc\Notoriety.cs: CS0111: (line 328, column 22) Class 'Server
.Misc.NotorietyHandlers' already defines a member called 'CheckHouseFlag' with t
he same parameter types
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 Notoriety.cs

Code:
using System;
using System.Collections;
using Server;
using Server.Items;
using Server.Guilds;
using Server.Multis;
using Server.Mobiles;
using Server.Engines.PartySystem;

namespace Server.Misc
{
	public class NotorietyHandlers
	{
		public static void Initialize()
		{
			Notoriety.Hues[Notoriety.Innocent]		= 0x59;
			Notoriety.Hues[Notoriety.Ally]			= 0x3F;
			Notoriety.Hues[Notoriety.CanBeAttacked]	= 0x3B2;
			Notoriety.Hues[Notoriety.Criminal]		= 0x3B2;
			Notoriety.Hues[Notoriety.Enemy]			= 0x90;
			Notoriety.Hues[Notoriety.Murderer]		= 0x22;
			Notoriety.Hues[Notoriety.Invulnerable]	= 0x35;

			Notoriety.Handler = new NotorietyHandler( MobileNotoriety );

			Mobile.AllowBeneficialHandler = new AllowBeneficialHandler( Mobile_AllowBeneficial );
			Mobile.AllowHarmfulHandler = new AllowHarmfulHandler( Mobile_AllowHarmful );
		}

		private enum GuildStatus{ None, Peaceful, Waring }

		private static GuildStatus GetGuildStatus( Mobile m )
		{
			if ( m.Guild == null )
				return GuildStatus.None;
			else if ( ((Guild)m.Guild).Enemies.Count == 0 && m.Guild.Type == GuildType.Regular )
				return GuildStatus.Peaceful;

			return GuildStatus.Waring;
		}

		private static bool CheckBeneficialStatus( GuildStatus from, GuildStatus target )
		{
			if ( from == GuildStatus.Waring || target == GuildStatus.Waring )
				return false;

			return true;
		}

		/*private static bool CheckHarmfulStatus( GuildStatus from, GuildStatus target )
		{
			if ( from == GuildStatus.Waring && target == GuildStatus.Waring )
				return true;

			return false;
		}*/

		public static bool Mobile_AllowBeneficial( Mobile from, Mobile target )
		{
			if ( from == null || target == null )
				return true;

			Map map = from.Map;

			if ( from is PlayerMobile && ((PlayerMobile)from).YoungPlayer && target is PlayerMobile && !((PlayerMobile)target).YoungPlayer )
			{
			 	from.SendLocalizedMessage( 500952 );// As a young player, you may not use beneficial skills on older players.
				return false;
			}


			else if ( map != null && (map.Rules & MapRules.BeneficialRestrictions) == 0 )
				return true; // In felucca, anything goes

			if ( !from.Player )
				return true; // NPCs have no restrictions

			if ( target is BaseCreature && !((BaseCreature)target).Controled )
				return false; // Players cannot heal uncontroled mobiles

			Guild fromGuild = from.Guild as Guild;
			Guild targetGuild = target.Guild as Guild;

			if ( fromGuild != null && targetGuild != null && (targetGuild == fromGuild || fromGuild.IsAlly( targetGuild )) )
				return true; // Guild members can be beneficial

			return CheckBeneficialStatus( GetGuildStatus( from ), GetGuildStatus( target ) );
		}


		public static bool Mobile_AllowHarmful( Mobile from, Mobile target )
		{
			if ( from == null || target == null )
				return true;

			Map map = from.Map;

			
			if ( target is PlayerMobile && ((PlayerMobile)target).YoungPlayer && from is PlayerMobile )
			{
				from.SendMessage( "You cannot bring yourself to attack this young warrior" );
				return false;
			}
			
			else if ( from is PlayerMobile && ((PlayerMobile)from).YoungPlayer && Notoriety.Compute( from, target ) == Notoriety.Innocent )
			{
				from.SendLocalizedMessage( 502593 );// thou art to young to choose this fate
				return false;
			}

			else if ( map != null && (map.Rules & MapRules.HarmfulRestrictions) == 0 )
				return true; // In felucca, anything goes

			if ( !from.Player && !(from is BaseCreature && (((BaseCreature)from).Controled || ((BaseCreature)from).Summoned)) )
				return true; // Uncontroled NPCs have no restrictions

			Guild fromGuild = GetGuildFor( from.Guild as Guild, from );
			Guild targetGuild = GetGuildFor( target.Guild as Guild, target );

			if ( fromGuild != null && targetGuild != null && (fromGuild == targetGuild || fromGuild.IsAlly( targetGuild ) || fromGuild.IsEnemy( targetGuild )) )
				return true; // Guild allies or enemies can be harmful

			if ( target is BaseCreature && (((BaseCreature)target).Controled || (((BaseCreature)target).Summoned && from != ((BaseCreature)target).SummonMaster)) )
				return false; // Cannot harm other controled mobiles

			if ( target.Player )
				return false; // Cannot harm other players

			if ( !(target is BaseCreature && ((BaseCreature)target).InitialInnocent) )
			{
				if ( Notoriety.Compute( from, target ) == Notoriety.Innocent )
					return false; // Cannot harm innocent mobiles
			}

			return true;
		}

		public static bool CheckHouseFlag( Mobile from, Mobile m, Point3D p, Map map )
		{
			BaseHouse house = BaseHouse.FindHouseAt( p, map, 16 );

			if ( house == null || house.Public || !house.IsFriend( from ) )
				return false;

			if ( m != null && house.IsFriend( m ) )
				return false;

			if ( m != null && m is PlayerMobile && ((PlayerMobile)m).YoungPlayer )
				return false;

			BaseCreature c = m as BaseCreature;

			if ( c != null && !c.Deleted && c.Controled && c.ControlMaster != null )
				return !house.IsFriend( c.ControlMaster );

			return true;
		}

		public static Guild GetGuildFor( Guild def, Mobile m )
		{
			Guild g = def;

			BaseCreature c = m as BaseCreature;

			if ( c != null && c.Controled && c.ControlMaster != null )
			{
				c.DisplayGuildTitle = false;

				if ( c.Map != Map.Internal && (c.ControlOrder == OrderType.Attack || c.ControlOrder == OrderType.Guard) )
					g = (Guild)(c.Guild = c.ControlMaster.Guild);
				else if ( c.Map == Map.Internal || c.ControlMaster.Guild == null )
					g = (Guild)(c.Guild = null);
			}

			return g;
		}

		public static int CorpseNotoriety( Mobile source, Corpse target )
		{
			if ( target.AccessLevel > AccessLevel.Player )
				return Notoriety.CanBeAttacked;

			Body body = (Body) target.Amount;

			BaseCreature cretOwner = target.Owner as BaseCreature;

			if ( cretOwner != null )
			{
				Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
				Guild targetGuild = GetGuildFor( target.Guild as Guild, target.Owner );

				if ( sourceGuild != null && targetGuild != null )
				{
					if ( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
						return Notoriety.Ally;
					else if ( sourceGuild.IsEnemy( targetGuild ) )
						return Notoriety.Enemy;
				}

				if ( CheckHouseFlag( source, target.Owner, target.Location, target.Map ) )
					return Notoriety.CanBeAttacked;

				int actual = Notoriety.CanBeAttacked;

				if ( target.Kills >= 5 || (body.IsMonster && IsSummoned( target.Owner as BaseCreature )) || (target.Owner is BaseCreature && (((BaseCreature)target.Owner).AlwaysMurderer || ((BaseCreature)target.Owner).IsAnimatedDead)) )
					actual = Notoriety.Murderer;

				if ( DateTime.Now >= (target.TimeOfDeath + Corpse.MonsterLootRightSacrifice) )
					return actual;

				Party sourceParty = Party.Get( source );

				ArrayList list = target.Aggressors;

				for ( int i = 0; i < list.Count; ++i )
				{
					if ( list[i] == source || (sourceParty != null && Party.Get( (Mobile)list[i] ) == sourceParty) )
						return actual;
				}

				return Notoriety.Innocent;
			}
			else
			{
				if ( target.Kills >= 5 || (body.IsMonster && IsSummoned( target.Owner as BaseCreature )) || (target.Owner is BaseCreature && (((BaseCreature)target.Owner).AlwaysMurderer || ((BaseCreature)target.Owner).IsAnimatedDead)) )
					return Notoriety.Murderer;

				if ( target.Criminal )
					return Notoriety.Criminal;

				Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
				Guild targetGuild = GetGuildFor( target.Guild as Guild, target.Owner );

				if ( sourceGuild != null && targetGuild != null )
				{
					if ( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
						return Notoriety.Ally;
					else if ( sourceGuild.IsEnemy( targetGuild ) )
						return Notoriety.Enemy;
				}

				if ( target.Owner != null && target.Owner is BaseCreature && ((BaseCreature)target.Owner).AlwaysAttackable )
					return Notoriety.CanBeAttacked;

				if ( CheckHouseFlag( source, target.Owner, target.Location, target.Map ) )
					return Notoriety.CanBeAttacked;

				if ( !body.IsHuman && !body.IsGhost && !IsPet( target.Owner as BaseCreature ) )
					return Notoriety.CanBeAttacked;

				ArrayList list = target.Aggressors;

				for ( int i = 0; i < list.Count; ++i )
				{
					if ( list[i] == source )
						return Notoriety.CanBeAttacked;
				}

				return Notoriety.Innocent;
			}
		}

		public static int MobileNotoriety( Mobile source, Mobile target )
		{
			if ( Core.AOS && (target.Blessed || (target is BaseVendor && ((BaseVendor)target).IsInvulnerable) || target is PlayerVendor || target is TownCrier) )
				return Notoriety.Invulnerable;

			if ( target.AccessLevel > AccessLevel.Player )
				return Notoriety.CanBeAttacked;

			if ( source.Player && !target.Player && source is PlayerMobile && target is BaseCreature )
			{
				BaseCreature bc = (BaseCreature)target;

				if ( !bc.Summoned && !bc.Controled && ((PlayerMobile)source).EnemyOfOneType == target.GetType() )
					return Notoriety.Enemy;
			}

			if ( target.Kills >= 5 || (target.Body.IsMonster && IsSummoned( target as BaseCreature ) && !(target is BaseFamiliar) && !(target is Golem)) || (target is BaseCreature && (((BaseCreature)target).AlwaysMurderer || ((BaseCreature)target).IsAnimatedDead)) )
				return Notoriety.Murderer;

			if ( target.Criminal )
				return Notoriety.Criminal;

			Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
			Guild targetGuild = GetGuildFor( target.Guild as Guild, target );

			if ( sourceGuild != null && targetGuild != null )
			{
				if ( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
					return Notoriety.Ally;
				else if ( sourceGuild.IsEnemy( targetGuild ) )
					return Notoriety.Enemy;
			}

			if ( SkillHandlers.Stealing.ClassicMode && target is PlayerMobile && ((PlayerMobile)target).PermaFlags.Contains( source ) )
				return Notoriety.CanBeAttacked;

			if ( target is BaseCreature && ((BaseCreature)target).AlwaysAttackable )
				return Notoriety.CanBeAttacked;

			if ( CheckHouseFlag( source, target, target.Location, target.Map ) )
				return Notoriety.CanBeAttacked;

			if ( !(target is BaseCreature && ((BaseCreature)target).InitialInnocent) )
			{
				if ( !target.Body.IsHuman && !target.Body.IsGhost && !IsPet( target as BaseCreature ) )
					return Notoriety.CanBeAttacked;
			}

			if ( CheckAggressor( source.Aggressors, target ) )
				return Notoriety.CanBeAttacked;

			if ( CheckAggressed( source.Aggressed, target ) )
				return Notoriety.CanBeAttacked;

			if ( target is BaseCreature )
			{
				BaseCreature bc = (BaseCreature)target;

				if ( bc.Controled && bc.ControlOrder == OrderType.Guard && bc.ControlTarget == source )
					return Notoriety.CanBeAttacked;
			}

			return Notoriety.Innocent;
		}

		public static bool CheckHouseFlag( Mobile from, Mobile m, Point3D p, Map map )
		{
			BaseHouse house = BaseHouse.FindHouseAt( p, map, 16 );

			if ( house == null || house.Public || !house.IsFriend( from ) )
				return false;

			if ( m != null && house.IsFriend( m ) )
				return false;

			BaseCreature c = m as BaseCreature;

			if ( c != null && !c.Deleted && c.Controled && c.ControlMaster != null )
				return !house.IsFriend( c.ControlMaster );

			return true;
		}

		public static bool IsPet( BaseCreature c )
		{
			return ( c != null && c.Controled );
		}

		public static bool IsSummoned( BaseCreature c )
		{
			return ( c != null && /*c.Controled &&*/ c.Summoned );
		}

		public static bool CheckAggressor( ArrayList list, Mobile target )
		{
			for ( int i = 0; i < list.Count; ++i )
				if ( ((AggressorInfo)list[i]).Attacker == target )
					return true;

			return false;
		}

		public static bool CheckAggressed( ArrayList list, Mobile target )
		{
			for ( int i = 0; i < list.Count; ++i )
			{
				AggressorInfo info = (AggressorInfo)list[i];

				if ( !info.CriminalAggression && info.Defender == target )
					return true;
			}

			return false;
		}
	}
}
 

jaynigs

Wanderer
Well the error is quite self explanatory,

you have this in the script twice


Code:
                 public static bool CheckHouseFlag( Mobile from, Mobile m, Point3D p, Map map )
		{
			BaseHouse house = BaseHouse.FindHouseAt( p, map, 16 );

			if ( house == null || house.Public || !house.IsFriend( from ) )
				return false;

			if ( m != null && house.IsFriend( m ) )
				return false;

			if ( m != null && m is PlayerMobile && ((PlayerMobile)m).YoungPlayer )
				return false;

			BaseCreature c = m as BaseCreature;

			if ( c != null && !c.Deleted && c.Controled && c.ControlMaster != null )
				return !house.IsFriend( c.ControlMaster );

			return true;
		}
 

Saxum

Wanderer
Really nice script! I have it up and running on my shard and it runs smooth so far! However though I have noticed that young characters get no new player ticket. Is this something you've forgot or is it me who simply forgot to add a part of the script?

Great work with it! I had to make some modifications on it to get it work and I'll post them as soon as I can get my files in order (a bit messy cause I use a lot of custom scripts).

Thanks a lot for this nice script!
 

bean56

Wanderer
I remember seeing it have a new player ticket part so I think you just forgot it. Hey jaynigs, in 1.21 it says to add private static bool hours; but later at the bottom you have the private static int hours; so that's obviously conflicting. I think you need to take out the add bool part.
 

Saxum

Wanderer
Then some code must be wrong.. I just re-checked all of it but still it doesn't add one. Is it possible to change this in charactercreation.cs to like

If Accountage timespanfromhours 40
add newplayerticket

but then it will continue give them even if the player renounced his status, but I think this is the best I can do. I'm still a rookie.
 

cward

Wanderer
Saxum said:
Then some code must be wrong.. I just re-checked all of it but still it doesn't add one. Is it possible to change this in charactercreation.cs to like

If Accountage timespanfromhours 40
add newplayerticket

but then it will continue give them even if the player renounced his status, but I think this is the best I can do. I'm still a rookie.
Considering Young Status has nothing to do with account time I doubt that would be efficient
 

Saxum

Wanderer
I forgot to add this is the only newplayer ticket code I found in the readme:

NewPlayerTicket newplayerticket = ( NewPlayerTicket ) backpack.FindItemByType( typeof( NewPlayerTicket ) );

if ( newplayerticket != null && newplayerticket.Owner == null )
{
newplayerticket.Owner = pm;
}

and as I understand it it will give no newplayerticket.


Anyone who can help me?
 
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