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Old 01-23-2005, 02:57 AM   #1 (permalink)
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Default PlayerRangeSensitiveMod

PlayerRangeSensitiveMod
v1.4
RunUO 1.0.0 version
updated 1/22/05
ArteGordon


Summary:

AI mod that provides most of the benefits of having PlayerRangeSensitive=false with virtually none of the server load.


Recent Updates:

New to version 1.4
updated 1/22/05

- installation updated for RunUO 1.0.0


Description:

This mod resulted from a great idea by KillerBeez to allow servers to set PlayerRangeSensitive=true but still have mobs to behave as though it were false for some period of time even when players are out of range.

What this mod does is add a timer to BaseAI.cs so that creature AI remains active for a delay period (set by the DeactivationDelay property, default is 2 minutes) after AI deactivation is triggered (when players go out of range).
This essentially allows mob AI to behave as though PlayerRangeSensitive=false when players have been around but then move well beyond the normal range sensitivity (e.g. to other maps, or outside of dungeons), while leaving it true (hence no cpu load) for the vast majority of areas without any recent player activity.

This is particularly effective on shards with low player counts since it provides most of the benefits of PlayerRangeSensitive=false with virtually none of the load.
One thing that I especially like is that fact that even with PlayerRangeSensitive=true, mobs will no longer collect at dungeon entrances!

I would estimate that shards that are currently running with PlayerRangeSensitive=false, could set it to true, put the delay at something like 10-20 minutes and get behavior that was essentially indistinguishable from PlayerRangeSensitive=false but with 50-90% reduction in overall cpu load. Even at longer delay settings (hours) I would estimate significant reductions in overall cpu load given that significant fractions of each facet are likely to be unvisited over the course of an hour or two and the cpu load reduction will be esentially proportional to this fraction.

Commands:

- the "[setdeactivation [minutes]" command allows an admin to change the default deactivation delay in-game.

Note, setting it to zero will essentially disable the mod returning to the normal PlayerRangeSensitive=true behavior.
Also, changed values in-game will not be restored on server restarts. For permanent change of the deactivation delay, set the DefaultDeactivationDelay static variable in setdeactivation.cs


Installation:

see the installation notes in the PlayerRangeSensitiveMod.txt file for details.

Already modified versions of BaseCreature.cs and BaseAI.cs are included if you wish to simply replace the 1.0.0 distro versions, otherwise just ignore those files and follow the directions in the text file for adding the mod yourself.
Attached Files
File Type: zip PlayerRangeSensitiveMod-v14.zip (42.7 KB, 497 views)
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ArteGordon is offline  
Old 01-23-2005, 03:01 AM   #2 (permalink)
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Default

for those that were already using the mod in RC0, there is no change in functionality in the current version. Only the installation directions were updated for consistency with the 1.0.0 versions of BaseCreature.cs and BaseAI.cs
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ArteGordon is offline  
Old 10-01-2005, 08:38 PM   #3 (permalink)
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Default Arte i installed it with no errors but.....

When i start the server it asks me to delete Shade then Wraith, then black bear etc. Is this normal?
Dave1969 is offline  
Old 10-01-2005, 08:43 PM   #4 (permalink)
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Quote:
Originally Posted by Dave1969
When i start the server it asks me to delete Shade then Wraith, then black bear etc. Is this normal?
no. That indicates a serialization problem. You should double check your basecreature.cs Serialize and Deserialize methods.

If you still have problems, post those methods and I will take a look.
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Old 10-02-2005, 01:05 AM   #5 (permalink)
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Default Heres My basecreature Arte

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

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

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

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

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

	public enum ScaleType
	{
		Red,
		Yellow,
		Black,
		Green,
		White,
		Blue,
		All
	}

	public enum MeatType
	{
		Ribs,
		Bird,
		LambLeg
	}

	public enum HideType
	{
		Regular,
		Spined,
		Horned,
		Barbed
	}

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

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

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

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

			return ds.m_Damage - m_Damage;
		}
	}

	public class BaseCreature : Mobile
	{
		//Advanced Pet System

		private bool m_IsMating;

		private int m_ABPoints;
		private int m_Exp;
		private int m_NextLevel;
		private int m_Level = 1;
		private int m_MaxLevel;

		private bool m_AllowMating;

		private bool m_Evolves;
		private int m_Gen = 1;

		private DateTime m_MatingDelay;

		private int m_Form1;
		private int m_Form2;
		private int m_Form3;
		private int m_Form4;
		private int m_Form5;
		private int m_Form6;
		private int m_Form7;
		private int m_Form8;
		private int m_Form9;

		private int m_Sound1;
		private int m_Sound2;
		private int m_Sound3;
		private int m_Sound4;
		private int m_Sound5;
		private int m_Sound6;
		private int m_Sound7;
		private int m_Sound8;
		private int m_Sound9;

		private bool m_UsesForm1;
		private bool m_UsesForm2;
		private bool m_UsesForm3;
		private bool m_UsesForm4;
		private bool m_UsesForm5;
		private bool m_UsesForm6;
		private bool m_UsesForm7;
		private bool m_UsesForm8;
		private bool m_UsesForm9;

		public bool m_F0;
		public bool m_F1;
		public bool m_F2;
		public bool m_F3;
		public bool m_F4;
		public bool m_F5;
		public bool m_F6;
		public bool m_F7;
		public bool m_F8;
		public bool m_F9;

		[CommandProperty( AccessLevel.Administrator )]
		public DateTime MatingDelay
		{
			get{ return m_MatingDelay; }
			set{ m_MatingDelay = value; }
		}

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

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

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

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

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

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

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

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

		public int Form1
		{
			get{ return m_Form1; }
			set{ m_Form1 = value; }
		}

		public int Form2
		{
			get{ return m_Form2; }
			set{ m_Form2 = value; }
		}

		public int Form3
		{
			get{ return m_Form3; }
			set{ m_Form3 = value; }
		}

		public int Form4
		{
			get{ return m_Form4; }
			set{ m_Form4 = value; }
		}

		public int Form5
		{
			get{ return m_Form5; }
			set{ m_Form5 = value; }
		}

		public int Form6
		{
			get{ return m_Form6; }
			set{ m_Form6 = value; }
		}

		public int Form7
		{
			get{ return m_Form7; }
			set{ m_Form7 = value; }
		}

		public int Form8
		{
			get{ return m_Form8; }
			set{ m_Form8 = value; }
		}

		public int Form9
		{
			get{ return m_Form9; }
			set{ m_Form9 = value; }
		}

		public int Sound1
		{
			get{ return m_Sound1; }
			set{ m_Sound1 = value; }
		}

		public int Sound2
		{
			get{ return m_Sound2; }
			set{ m_Sound2 = value; }
		}

		public int Sound3
		{
			get{ return m_Sound3; }
			set{ m_Sound3 = value; }
		}

		public int Sound4
		{
			get{ return m_Sound4; }
			set{ m_Sound4 = value; }
		}

		public int Sound5
		{
			get{ return m_Sound5; }
			set{ m_Sound5 = value; }
		}

		public int Sound6
		{
			get{ return m_Sound6; }
			set{ m_Sound6 = value; }
		}

		public int Sound7
		{
			get{ return m_Sound7; }
			set{ m_Sound7 = value; }
		}

		public int Sound8
		{
			get{ return m_Sound8; }
			set{ m_Sound8 = value; }
		}

		public int Sound9
		{
			get{ return m_Sound9; }
			set{ m_Sound9 = value; }
		}

		public bool UsesForm1
		{
			get{ return m_UsesForm1; }
			set{ m_UsesForm1 = value; }
		}

		public bool UsesForm2
		{
			get{ return m_UsesForm2; }
			set{ m_UsesForm2 = value; }
		}

		public bool UsesForm3
		{
			get{ return m_UsesForm3; }
			set{ m_UsesForm3 = value; }
		}

		public bool UsesForm4
		{
			get{ return m_UsesForm4; }
			set{ m_UsesForm4 = value; }
		}

		public bool UsesForm5
		{
			get{ return m_UsesForm5; }
			set{ m_UsesForm5 = value; }
		}

		public bool UsesForm6
		{
			get{ return m_UsesForm6; }
			set{ m_UsesForm6 = value; }
		}

		public bool UsesForm7
		{
			get{ return m_UsesForm7; }
			set{ m_UsesForm7 = value; }
		}

		public bool UsesForm8
		{
			get{ return m_UsesForm8; }
			set{ m_UsesForm8 = value; }
		}

		public bool UsesForm9
		{
			get{ return m_UsesForm9; }
			set{ m_UsesForm9 = value; }
		}

		public bool F0
		{
			get{ return m_F0; }
			set{ m_F0 = value; }
		}

		public bool F1
		{
			get{ return m_F1; }
			set{ m_F1 = value; }
		}

		public bool F2
		{
			get{ return m_F2; }
			set{ m_F2 = value; }
		}

		public bool F3
		{
			get{ return m_F3; }
			set{ m_F3 = value; }
		}

		public bool F4
		{
			get{ return m_F4; }
			set{ m_F4 = value; }
		}

		public bool F5
		{
			get{ return m_F5; }
			set{ m_F5 = value; }
		}

		public bool F6
		{
			get{ return m_F6; }
			set{ m_F6 = value; }
		}

		public bool F7
		{
			get{ return m_F7; }
			set{ m_F7 = value; }
		}

		public bool F8
		{
			get{ return m_F8; }
			set{ m_F8 = value; }
		}

		public bool F9
		{
			get{ return m_F9; }
			set{ m_F9 = value; }
		}

		//End

		private BaseAI	m_AI;					// THE AI
		
		private AIType	m_CurrentAI;			// The current AI
		private AIType	m_DefaultAI;			// The default AI

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

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

		private int		m_iTeam;				// Monster Team

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

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

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

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

		private PetLoyalty  m_Loyalty;

		private double	m_dMinTameSkill;
		private bool	m_bTamable;

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

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

		private Mobile		m_SummonMaster;

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

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

		private ArrayList	m_Owners;
		private ArrayList	m_Friends;

		private bool		m_IsStabled;

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

		private bool		m_Paragon;

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

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

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


		#region Bonding
		public const bool BondingEnabled = true;

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

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

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

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

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

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

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

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

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

		public virtual WeaponAbility GetWeaponAbility()
		{
			return null;
		}

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

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

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

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

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

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


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

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

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

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

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

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

				m_Paragon = value;

				InvalidateProperties();
			}
		}

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

		public ArrayList Owners{ get{ return m_Owners; } }

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			this.Direction = this.GetDirectionTo( target );

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

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

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

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

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

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

			BreathPlayEffectSound();
			BreathPlayEffect( target );

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

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

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

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

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

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

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

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

		private DateTime m_EndFlee;

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

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

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

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

			return true;
		}

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

		public BaseAI AIObject{ get{ return m_AI; } }

		public const int MaxOwners = 5;

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

		public ArrayList Friends{ get{ return m_Friends; } }

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

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

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

			m_Friends.Add( m );
		}

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

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

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

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

			BaseCreature c = (BaseCreature)m;

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

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

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

			if ( m is BaseGuard )
				return false;

			Faction ourFaction = FactionAllegiance;

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

				if ( theirFaction == ourFaction )
					return false;
			}

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

			BaseCreature c = (BaseCreature)m;

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

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

			return base.ApplyNameSuffix( suffix );
		}

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

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

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

			PlaySound( GetAngerSound() );

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

			return false;
		}

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

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

			double dMinTameSkill = m_dMinTameSkill;

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

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

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

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

			int loyaltyValue = 1;

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

			chance -= (100 - loyaltyValue) * 10;

			return ( (double)chance / 10 );
		}

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

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

				Type type = this.GetType();

				bool contains = false;

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

				return contains;
			}
		}

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

			if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
				amount = (int)(amount * 1.25);

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

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

			base.Damage( amount, from );

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

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

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

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

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

			base.OnBeforeSpawn( location, m );
		}

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

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

			return base.ApplyPoison( from, poison );
		}

		public override bool CheckPoisonImmunity( Mobile from, Poison poison )
		{
			if ( base.CheckPoisonImmunity( from, poison ) )
				return true;

			Poison p = this.PoisonImmune;

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

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

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

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

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

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

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

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

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

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

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

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

				return Str;
			}
		}

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

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

				return Dex;
			}
		}

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

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

				return Int;
			}
		}

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

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

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

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

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

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

			WeightOverloading.FatigueOnDamage( this, amount );

			InhumanSpeech speechType = this.SpeechType;

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

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

		public virtual void OnDamagedBySpell( Mobile from )
		{
		}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

				if ( hides != 0 )
				{
					if ( HideType == HideType.Regular )
						corpse.DropItem( new Hides( hides ) );
					else if ( HideType == HideType.Spined )
						corpse.DropItem( new SpinedHides( hides ) );
					else if ( HideType == HideType.Horned )
						corpse.DropItem( new HornedHides( hides ) );
					else if ( HideType == HideType.Barbed )
						corpse.DropItem( new BarbedHides( hides ) );

					from.SendLocalizedMessage( 500471 ); // You skin it, and the hides are now in the corpse.
				}

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

					switch ( sc )
					{
						case ScaleType.Red:		corpse.DropItem( new RedScales( scales ) ); break;
						case ScaleType.Yellow:	corpse.DropItem( new YellowScales( scales ) ); break;
						case ScaleType.Black:	corpse.DropItem( new BlackScales( scales ) ); break;
						case ScaleType.Green:	corpse.DropItem( new GreenScales( scales ) ); break;
						case ScaleType.White:	corpse.DropItem( new WhiteScales( scales ) ); break;
						case ScaleType.Blue:	corpse.DropItem( new BlueScales( scales ) ); break;
						case ScaleType.All:
						{
							corpse.DropItem( new RedScales( scales ) );
							corpse.DropItem( new YellowScales( scales ) );
							corpse.DropItem( new BlackScales( scales ) );
							corpse.DropItem( new GreenScales( scales ) );
							corpse.DropItem( new WhiteScales( scales ) );
							corpse.DropItem( new BlueScales( scales ) );
							break;
						}
					}

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

				corpse.Carved = true;

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

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

	public BaseCreature(AIType ai,
			FightMode mode,
			int iRangePerception,
			int iRangeFight,
			double dActiveSpeed, 
			double dPassiveSpeed)
		{
			//Advanced Pet System
			switch ( Utility.Random( 2 ) ) 
			{ 
          
         			case 0: 
				this.Female = true;
				break;
					
				case 1:
				this.Female = false;
				break;
 
			}

			m_MaxLevel = Utility.RandomMinMax( 10, 30 );
			//End Advanced Pet System

			if ( iRangePerception == OldRangePerception )
				iRangePerception = DefaultRangePerception;

			m_Loyalty = PetLoyalty.WonderfullyHappy;

			m_CurrentAI = ai;
			m_DefaultAI = ai;

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

			m_iTeam = 0;

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

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

			m_bDebugAI = false;

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

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

			m_bTamable = false;

			m_Owners = new ArrayList();

			m_NextReaquireTime = DateTime.Now + ReaquireDelay;

			ChangeAIType(AI);

			InhumanSpeech speechType = this.SpeechType;

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

			GenerateLoot( true );
		}

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

			m_bDebugAI = false;
		}

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

 //ARTEGORDONMOD
            // changed from version 13 to version 14
			writer.Write( (int) 14 ); // version

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

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

			writer.Write( (int)m_iTeam );

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

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

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

			int i=0;

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

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

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

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

			if ( m_bSummoned )
				writer.WriteDeltaTime( m_SummonEnd );

			writer.Write( (int) m_iControlSlots );

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

			// Version 4 
			writer.Write( m_CurrentWayPoint );

			// Verison 5
			writer.Write( m_SummonMaster );

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

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

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

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

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

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

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

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

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

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

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

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

			// Version 14
			if(m_AI != null && m_AI.m_DeactivationTimer != null && m_AI.m_DeactivationTimer.Running){
			     // write out the time left on the deactivation timer
			     writer.Write( (TimeSpan) (m_AI.m_DeactivationTimer.m_End - DateTime.Now));
			} else {
			     // not active so on deserialization deactivate immediately
			     writer.Write( (TimeSpan) TimeSpan.Zero );
			}
		
		
		
			writer.Write( (bool) m_IsMating );
			writer.Write( (int) m_ABPoints );
			writer.Write( (int) m_Exp );
			writer.Write( (int) m_NextLevel );
			writer.Write( (int) m_Level );
			writer.Write( (int) m_MaxLevel );
			writer.Write( (bool) m_AllowMating );
			writer.Write( (bool) m_Evolves );
			writer.Write( (int) m_Gen );
			writer.Write( (DateTime) m_MatingDelay );
			writer.Write( (int) m_Form1 );
			writer.Write( (int) m_Form2 );
			writer.Write( (int) m_Form3 );
			writer.Write( (int) m_Form4 );
			writer.Write( (int) m_Form5 );
			writer.Write( (int) m_Form6 );
			writer.Write( (int) m_Form7 );
			writer.Write( (int) m_Form8 );
			writer.Write( (int) m_Form9 );
			writer.Write( (int) m_Sound1 );
			writer.Write( (int) m_Sound2 );
			writer.Write( (int) m_Sound3 );
			writer.Write( (int) m_Sound4 );
			writer.Write( (int) m_Sound5 );
			writer.Write( (int) m_Sound6 );
			writer.Write( (int) m_Sound7 );
			writer.Write( (int) m_Sound8 );
			writer.Write( (int) m_Sound9 );
			writer.Write( (bool) m_UsesForm1 );
			writer.Write( (bool) m_UsesForm2 );
			writer.Write( (bool) m_UsesForm3 );
			writer.Write( (bool) m_UsesForm4 );
			writer.Write( (bool) m_UsesForm5 );
			writer.Write( (bool) m_UsesForm6 );
			writer.Write( (bool) m_UsesForm7 );
			writer.Write( (bool) m_UsesForm8 );
			writer.Write( (bool) m_UsesForm9 );
			writer.Write( (bool) m_F0 );
			writer.Write( (bool) m_F1 );
			writer.Write( (bool) m_F2 );
			writer.Write( (bool) m_F3 );
			writer.Write( (bool) m_F4 );
			writer.Write( (bool) m_F5 );
			writer.Write( (bool) m_F6 );
			writer.Write( (bool) m_F7 );
			writer.Write( (bool) m_F8 );
			writer.Write( (bool) m_F9 );
		}

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

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

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

			int version = reader.ReadInt();

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

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

			m_iTeam = reader.ReadInt();

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

			double activeSpeed = m_dActiveSpeed;
			double passiveSpeed = m_dPassiveSpeed;

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

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

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

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

			if ( isStandardActive )
				m_dActiveSpeed = activeSpeed;

			if ( isStandardPassive )
				m_dPassiveSpeed = passiveSpeed;

			if ( m_iRangePerception == OldRangePerception )
				m_iRangePerception = DefaultRangePerception;

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

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

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

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

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

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

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

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

				m_dMinTameSkill = reader.ReadDouble();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

// temporary mod for conversion
                //reader.ReadTimeSpan();
                //m_Paragon = reader.ReadBool();
			if ( version >= 12 )
				m_Paragon = reader.ReadBool();
			else
				m_Paragon = false;

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

			CheckStatTimers();

			ChangeAIType(m_CurrentAI);
	// ARTEGORDONMOD
			// PlayerRangeSensitiveMod
			if ( version >= 14 )
			{
				TimeSpan restartDeactivationdelay = reader.ReadTimeSpan();
				if(m_AI != null) {
				    m_AI.m_RestartDeactivationdelay = restartDeactivationdelay;
				}
			}

			AddFollowers();

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

			if ( version >= 14 )
			{
				m_IsMating = reader.ReadBool();
				m_ABPoints = reader.ReadInt();
				m_Exp = reader.ReadInt();
				m_NextLevel = reader.ReadInt();
				m_Level = reader.ReadInt();
				m_MaxLevel = reader.ReadInt();
				m_AllowMating = reader.ReadBool();
				m_Evolves = reader.ReadBool();
				m_Gen = reader.ReadInt();
				m_MatingDelay = reader.ReadDateTime();
				m_Form1 = reader.ReadInt();
				m_Form2 = reader.ReadInt();
				m_Form3 = reader.ReadInt();
				m_Form4 = reader.ReadInt();
				m_Form5 = reader.ReadInt();
				m_Form6 = reader.ReadInt();
				m_Form7 = reader.ReadInt();
				m_Form8 = reader.ReadInt();
				m_Form9 = reader.ReadInt();
				m_Sound1 = reader.ReadInt();
				m_Sound2 = reader.ReadInt();
				m_Sound3 = reader.ReadInt();
				m_Sound4 = reader.ReadInt();
				m_Sound5 = reader.ReadInt();
				m_Sound6 = reader.ReadInt();
				m_Sound7 = reader.ReadInt();
				m_Sound8 = reader.ReadInt();
				m_Sound9 = reader.ReadInt();
				m_UsesForm1 = reader.ReadBool();
				m_UsesForm2 = reader.ReadBool();
				m_UsesForm3 = reader.ReadBool();
				m_UsesForm4 = reader.ReadBool();
				m_UsesForm5 = reader.ReadBool();
				m_UsesForm6 = reader.ReadBool();
				m_UsesForm7 = reader.ReadBool();
				m_UsesForm8 = reader.ReadBool();
				m_UsesForm9 = reader.ReadBool();
				m_F0 = reader.ReadBool();
				m_F1 = reader.ReadBool();
				m_F2 = reader.ReadBool();
				m_F3 = reader.ReadBool();
				m_F4 = reader.ReadBool();
				m_F5 = reader.ReadBool();
				m_F6 = reader.ReadBool();
				m_F7 = reader.ReadBool();
				m_F8 = reader.ReadBool();
				m_F9 = reader.ReadBool();
			}
		}

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

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

			return false;
		}

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

				int oldSpeechHue = this.SpeechHue;

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

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

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

				this.SpeechHue = oldSpeechHue;

				dropped.Delete();
				return true;
			}

			return false;
		}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			return false;
		}

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

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

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

			return contains;
		}

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

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

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

						int stamGain;

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

						if ( stamGain > 0 )
							Stam += stamGain;

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

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

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

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

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

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

			return false;
		}

		public virtual void OnActionWander()
		{
		}

		public virtual void OnActionCombat()
		{
		}

		public virtual void OnActionGuard()
		{
		}

		public virtual void OnActionFlee()
		{
		}

		public virtual void OnActionInteract()
		{
		}

		public virtual void OnActionBackoff()
		{
		}

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

			return base.OnDragDrop( from, dropped );
		}

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

			m_AI = null;

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

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

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

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

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

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

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

		public virtual void OnTeamChange()
		{
		}

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

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

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

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

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

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

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

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

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

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

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

				m_bControled = value;
				Delta( MobileDelta.Noto );

				InvalidateProperties();
			}
		}

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

			base.RevealingAction();
		}

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

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

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

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

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

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

				Delta( MobileDelta.Noto );
			}
		}

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

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

				Delta( MobileDelta.Noto );
			}
		}

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

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

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

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

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

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

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

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

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

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

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

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

				m_NextReaquireTime = DateTime.Now;

				m_bSummoned = value;
				Delta( MobileDelta.Noto );

				InvalidateProperties();
			}
		}

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

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

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

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

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

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

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

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

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

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

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

			m.Delete();
		}

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

		//Advanced Pet System
		public void DoDeathCheck()
		{
			Mobile cm = this.ControlMaster;

			if ( cm != null && this.Controled == true && Tamable == true )
			{
				if ( this.IsBonded == true )
				{
					if ( this.AbilityPoints >= 0 && Utility.Random( 100 ) < 25 )
					{
						this.AbilityPoints = this.AbilityPoints / 2;
						cm.SendMessage( 38, "Your pet has lost half of thier ability points due to its untimely death." );
					}
					else if ( this.Exp >= 0 && Utility.Random( 100 ) < 25 )
					{
						this.Exp = this.Exp / 2;
						cm.SendMessage( 38, "Your pet has lost half of thier exp due to its untimely death." );
					}
					else if ( Utility.Random( 100 ) < 25 )
					{
						int strloss = this.Str / 20;
						int dexloss = this.Dex / 20;
						int intloss = this.Int / 20;
						int hitsloss = this.Hits / 20;
						int stamloss = this.Stam / 20;
						int manaloss = this.Mana / 20;
						int physloss = this.PhysicalResistance / 20;
						int fireloss = this.FireResistance / 20;
						int coldloss = this.ColdResistance / 20;
						int energyloss = this.EnergyResistance / 20;
						int poisonloss = this.PoisonResistance / 20;
						int dminloss = this.DamageMin / 20;
						int dmaxloss = this.DamageMax / 20;

						this.Str -= strloss;
						this.Dex -= dexloss;
						this.Int -= intloss;
						
						if ( this.HitsMaxSeed >= 0 )
							this.HitsMaxSeed -= hitsloss;
						if ( this.StamMaxSeed >= 0 )
							this.StamMaxSeed -= stamloss;
						if ( this.ManaMaxSeed >= 0 )
							this.ManaMaxSeed -= manaloss;

						if ( this.PhysicalResistanceSeed >= 0 )
							this.PhysicalResistanceSeed -= physloss;
						if ( this.FireResistSeed >= 0 )
							this.FireResistSeed -= fireloss;
						if ( this.ColdResistSeed >= 0 )
							this.ColdResistSeed -= coldloss;
						if ( this.EnergyResistSeed >= 0 )
							this.EnergyResistSeed -= energyloss;
						if ( this.PoisonResistSeed >= 0 )
							this.PoisonResistSeed -= poisonloss;

						this.DamageMin -= dminloss;
						this.DamageMax -= dmaxloss;

						cm.SendMessage( 38, "Your pet has suffered a 5% stat lose due to its untimely death." );
					}

					cm.SendMessage( 64, "Your pet has been killed!" );
				}
				else
				{
					cm.SendMessage( 64, "Your pet has been killed!" );
				}
			}
		}

		public void DoBioDeath()
		{
			Mobile cm = this.ControlMaster;

			if ( cm != null && this.Controled == true && Tamable == true )
			{
				if ( this.IsBonded == true )
				{
					if ( Utility.Random( 100 ) < 25 )
					{
						int strloss = this.Str / 20;
						int dexloss = this.Dex / 20;
						int intloss = this.Int / 20;
						int hitsloss = this.Hits / 20;
						int stamloss = this.Stam / 20;
						int manaloss = this.Mana / 20;
						int physloss = this.PhysicalResistance / 20;
						int fireloss = this.FireResistance / 20;
						int coldloss = this.ColdResistance / 20;
						int energyloss = this.EnergyResistance / 20;
						int poisonloss = this.PoisonResistance / 20;
						int dminloss = this.DamageMin / 20;
						int dmaxloss = this.DamageMax / 20;

						this.Str -= strloss;
						this.Dex -= dexloss;
						this.Int -= intloss;
						
						if ( this.HitsMaxSeed >= 0 )
							this.HitsMaxSeed -= hitsloss;
						if ( this.StamMaxSeed >= 0 )
							this.StamMaxSeed -= stamloss;
						if ( this.ManaMaxSeed >= 0 )
							this.ManaMaxSeed -= manaloss;

						if ( this.PhysicalResistanceSeed >= 0 )
							this.PhysicalResistanceSeed -= physloss;
						if ( this.FireResistSeed >= 0 )
							this.FireResistSeed -= fireloss;
						if ( this.ColdResistSeed >= 0 )
							this.ColdResistSeed -= coldloss;
						if ( this.EnergyResistSeed >= 0 )
							this.EnergyResistSeed -= energyloss;
						if ( this.PoisonResistSeed >= 0 )
							this.PoisonResistSeed -= poisonloss;

						this.DamageMin -= dminloss;
						this.DamageMax -= dmaxloss;

						cm.SendMessage( 38, "Your pet has suffered a 5% stat lose due to its untimely death." );
					}

					cm.SendMessage( 64, "Your pet has been killed!" );
				}
				else
				{
					cm.SendMessage( 64, "Your pet has been killed!" );
				}
			}
		}

		public void CheckLevel( Mobile defender )
		{
			int expgainmin, expgainmax;

			if ( this is BaseBioCreature )
			{
			}
			else if ( defender is BaseCreature )
			{
				if ( this.Controled == true && this.ControlMaster != null && Summoned == false )
				{
					BaseCreature bc = (BaseCreature)defender;

					expgainmin = 5 + ( bc.HitsMax ) / 10;
					expgainmax = 5 + ( bc.HitsMax ) / 5;

					if ( m_Level <= m_MaxLevel - 1 )
						m_Exp += Utility.RandomList( expgainmin, expgainmax );
			
					int nextLevel = m_NextLevel * m_Level;

					if ( m_Exp >= nextLevel && m_Level <= m_MaxLevel - 1 )
					{
						Mobile cm = this.ControlMaster;
						m_Level += 1;
						m_Exp = 0;
						this.FixedParticles( 0x373A, 10, 15, 5012, EffectLayer.Waist );
						this.PlaySound( 503 );
						cm.SendMessage( 38, "Your pets level has increased to {0}.", m_Level );

						int gain = Utility.RandomList( 1, 1, 1, 1, 1, 1, 2, 2, 2, 2, 2, 3, 3, 3, 3, 4, 4, 4, 5, 5, 6 );

						int random = Utility.Random( 100 );

						if ( random < 2 )
							gain = gain * 10;
						else if ( random < 4 )
							gain = gain * 5;
						else if ( random < 6 )
							gain = gain * 4;
						else if ( random < 8 )
							gain = gain * 3;
						else if ( random < 10 )
							gain = gain * 2;
						else
							gain = gain;

						this.AbilityPoints += gain;

						if ( this.ControlMaster != null )
						{
							this.ControlMaster.SendMessage( 38, "Your pet {0} has gained some ability points, Goto your pets 'NPC Info' and click the red diamond to apply these points." );
							//this.ControlMaster.CloseGump( typeof( LevelGump ) );
							//this.ControlMaster.CloseGump( typeof( PetLevelGump ) );
							//this.ControlMaster.SendGump( new LevelGump( this ) );
						}

						if ( m_Level == 9 )
						{
							m_AllowMating = true;
							cm.SendMessage( 1161, "Your pet is now at the level to mate." );
						}
						if ( m_Evolves == true )
						{
							if ( UsesForm1 == true && F0 == true )
							{
								this.BodyValue = m_Form1;
								this.BaseSoundID = m_Sound1;
								m_F1 = true;
								m_F2 = false;
								m_F3 = false;
								m_F4 = false;
								m_F5 = false;
								m_F6 = false;
								m_F7 = false;
								m_F8 = false;
								m_F9 = false;
								UsesForm1 = false;
								cm.SendMessage( 64, "Your pet has evoloved." );
							}
							else if ( UsesForm2 == true && F1 == true )
							{
								this.BodyValue = m_Form2;
								this.BaseSoundID = m_Sound2;
								m_F1 = false;
								m_F2 = true;
								m_F3 = false;
								m_F4 = false;
								m_F5 = false;
								m_F6 = false;
								m_F7 = false;
								m_F8 = false;
								m_F9 = false;
								UsesForm2 = false;
								cm.SendMessage( 64, "Your pet has evoloved." );
							}
							else if ( UsesForm3 == true && F2 == true )
							{
								this.BodyValue = m_Form3;
								this.BaseSoundID = m_Sound3;
								m_F1 = false;
								m_F2 = false;
								m_F3 = true;
								m_F4 = false;
								m_F5 = false;
								m_F6 = false;
								m_F7 = false;
								m_F8 = false;
								m_F9 = false;
								UsesForm3 = false;
								cm.SendMessage( 64, "Your pet has evoloved." );
							}
							else if ( UsesForm4 == true && F3 == true )
							{
								this.BodyValue = m_Form4;
								this.BaseSoundID = m_Sound4;
								m_F1 = false;
								m_F2 = false;
								m_F3 = false;
								m_F4 = true;
								m_F5 = false;
								m_F6 = false;
								m_F7 = false;
								m_F8 = false;
								m_F9 = false;
								UsesForm4 = false;
								cm.SendMessage( 64, "Your pet has evoloved." );
							}
							else if ( UsesForm5 == true && F4 == true )
							{
								this.BodyValue = m_Form5;
								this.BaseSoundID = m_Sound5;
								m_F1 = false;
								m_F2 = false;
								m_F3 = false;
								m_F4 = false;
								m_F5 = true;
								m_F6 = false;
								m_F7 = false;
								m_F8 = false;
								m_F9 = false;
								UsesForm5 = false;
								cm.SendMessage( 64, "Your pet has evoloved." );
							}
							else if ( UsesForm6 == true && F5 == true )
							{
								this.BodyValue = m_Form6;
								this.BaseSoundID = m_Sound6;
								m_F1 = false;
								m_F2 = false;
								m_F3 = false;
								m_F4 = false;
								m_F5 = false;
								m_F6 = true;
								m_F7 = false;
								m_F8 = false;
								m_F9 = false;
								UsesForm6 = false;
								cm.SendMessage( 64, "Your pet has evoloved." );
							}
							else if ( UsesForm7 == true && F6 == true )
							{
								this.BodyValue = m_Form7;
								this.BaseSoundID = m_Sound7;
								m_F1 = false;
								m_F2 = false;
								m_F3 = false;
								m_F4 = false;
								m_F5 = false;
								m_F6 = false;
								m_F7 = true;
								m_F8 = false;
								m_F9 = false;
								UsesForm7 = false;
								cm.SendMessage( 64, "Your pet has evoloved." );
							}
							else if ( UsesForm8 == true && F7 == true )
							{
								this.BodyValue = m_Form8;
								this.BaseSoundID = m_Sound8;
								m_F1 = false;
								m_F2 = false;
								m_F3 = false;
								m_F4 = false;
								m_F5 = false;
								m_F6 = false;
								m_F7 = false;
								m_F8 = true;
								m_F9 = false;
								UsesForm8 = false;
								cm.SendMessage( 64, "Your pet has evoloved." );
							}
							else if ( UsesForm9 == true && F8 == true )
							{
								this.BodyValue = m_Form9;
								this.BaseSoundID = m_Sound9;
								m_F1 = false;
								m_F2 = false;
								m_F3 = false;
								m_F4 = false;
								m_F5 = false;
								m_F6 = false;
								m_F7 = false;
								m_F8 = false;
								m_F9 = true;
								UsesForm9 = false;
								cm.SendMessage( 64, "Your pet has evoloved." );
							}	
						}
					}
				}
			}
		}
		//End Advanced Pet System

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

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

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

			if ( FSATS.EnablePetLeveling == true )
			{
				bool nolevel = false;
				Type typ = this.GetType();
				string nam = typ.Name;

				foreach ( string check in FSATS.NoLevelCreatures )
				{
  					if ( check == nam )
    						nolevel = true;
				}

				if ( nolevel != true )
					CheckLevel( defender );
			}
		}

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

				m_AI = null;
			}

			FocusMob = null;

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

			base.OnAfterDelete();
		}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		private class TameEntry : ContextMenuEntry
		{
			private BaseCreature m_Mobile;

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

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

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

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

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

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

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

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

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

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

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

			return true;
		}

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

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

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

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

			int baseToSet = ourSkill.BaseFixedPoint / 3;

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

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

			pointsToLearn = baseToSet - theirSkill.BaseFixedPoint;

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

			if ( pointsToLearn < 0 )
				return TeachResult.KnowsMoreThanMe;

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

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

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

			if ( freePoints < 0 )
				freePoints = 0;

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

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

				freeablePoints += sk.BaseFixedPoint;
			}

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

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

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

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

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

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

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

				theirSkill.BaseFixedPoint = baseToSet;
			}

			return TeachResult.Success;
		}

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

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

			return true;
		}

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

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

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

						m_Teaching = (SkillName)(-1);

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

						m_Teaching = skill;

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

					return true;
				}
			}

			return false;
		}

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

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

			StopFlee();

			ForceReaquire();

			OrderType ct = m_ControlOrder;

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

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

			return base.OnMoveOver( m );
		}

		public virtual void AddCustomContextEntries( Mobile from, ArrayList list )
		{
			if ( this is BaseBioCreature )
			{
			}
			else if ( from.Alive && this.Alive && this.Controled == true && this.Summoned == false && FSATS.EnablePetLeveling == true )
			{
				bool nolevel = false;
				Type typ = this.GetType();
				string nam = typ.Name;

				foreach ( string check in FSATS.NoLevelCreatures )
				{
  					if ( check == nam )
    						nolevel = true;
				}

				if ( nolevel != true )
					list.Add( new ContextMenus.PetMenu( from, this ) );
			}
		}

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

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

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

			AddCustomContextEntries( from, list );

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

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

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

						if ( toTeach > 42.0 )
							toTeach = 42.0;

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

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

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

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

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

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

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

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

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

			return base.IsHarmfulCriminal( target );
		}

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

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

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

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

			ArrayList list = this.Aggressors;

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

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

			list = this.Aggressed;

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

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

					return;
				}
			}
		}

		private static Mobile m_NoDupeGuards;

		public void ReleaseGuardDupeLock()
		{
			m_NoDupeGuards = null;
		}

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

		private DateTime m_IdleReleaseTime;

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

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

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

				return true; // still idling
			}

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

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

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

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

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

			if ( ReaquireOnMovement || m_Paragon )
				ForceReaquire();

			InhumanSpeech speechType = this.SpeechType;

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

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

				// Monsters that are currently fighting are ignored

				// Controled or summoned creatures are ignored

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

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

			if ( m_NoDupeGuards == m )
				return;

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

			Region reg = this.Region;

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

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

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

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


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

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

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

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

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

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

		public Spell GetSpellSpecific( Type type )
		{
			int i;