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Old 09-03-2005, 02:03 PM   #1 (permalink)
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Default Old School Weapon names (Includes Weapon spells)

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Last edited by Static Loader; 12-17-2005 at 12:10 AM.
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Old 09-04-2005, 12:17 AM   #2 (permalink)
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Really nice to see you try and help others out in reverting to the old, more stylish naming conventions. It could be written a little better, however; there are a ton of checks in there every time someone single clicks an item, the majority of them useless once the weapon name has been determined. Try using the ItemData.Name attribute; you could use this in combination with a check for the first/last letter of the item name to determine what preposition ( 'a' or "an") should be used.

Also, things starting with a vowel should get "an" ( "an axe," "an executioner's axe" ), while things that are plural should have their preposition dropped ("platemail legs," "platemail," and "daisho," for example).

It's takes a bit of work to get a nice, elegant method laid out for determining these with the least CPU load (I've worked the system out for my own shard), but it's worth the effort. Good job on the attempt thus far

-Hal
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Old 10-06-2005, 08:16 PM   #3 (permalink)
 
Join Date: Apr 2004
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I get these errors:
Code:
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3067, column 4) Inv
alid token 'if' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3067, column 24) In
valid token '!=' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3068, column 14) In
valid token '(' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1520: (line 3068, column 20) Cl
ass, struct, or interface method must have a return type
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1031: (line 3068, column 40) Ty
pe expected
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3071, column 19) In
valid token '==' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3071, column 48) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3072, column 14) In
valid token '(' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1520: (line 3072, column 20) Cl
ass, struct, or interface method must have a return type
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1031: (line 3072, column 40) Ty
pe expected
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3072, column 54) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3072, column 65) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3074, column 22) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3076, column 19) In
valid token '!=' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3076, column 38) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3077, column 15) In
valid token '(' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1520: (line 3077, column 21) Cl
ass, struct, or interface method must have a return type
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1001: (line 3077, column 67) Id
entifier expected
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3077, column 78) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3077, column 86) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3079, column 28) In
valid token '!=' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3079, column 61) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3080, column 15) In
valid token '(' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1520: (line 3080, column 21) Cl
ass, struct, or interface method must have a return type
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1031: (line 3080, column 41) Ty
pe expected
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3080, column 55) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3080, column 74) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3082, column 24) In
valid token '!=' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3082, column 53) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3083, column 15) In
valid token '(' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1520: (line 3083, column 21) Cl
ass, struct, or interface method must have a return type
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1031: (line 3083, column 41) Ty
pe expected
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3083, column 55) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3083, column 70) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3085, column 26) In
valid token '!=' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3085, column 57) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3086, column 15) In
valid token '(' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1520: (line 3086, column 21) Cl
ass, struct, or interface method must have a return type
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1031: (line 3086, column 41) Ty
pe expected
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3086, column 55) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1519: (line 3086, column 72) In
valid token ')' in class, struct, or interface member declaration
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS0116: (line 3088, column 4) A n
amespace does not directly contain members such as fields or methods
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1001: (line 3111, column 92) Id
entifier expected
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1518: (line 3111, column 93) Ex
pected class, delegate, enum, interface, or struct
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS0116: (line 3116, column 3) A n
amespace does not directly contain members such as fields or methods
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1518: (line 3118, column 17) Ex
pected class, delegate, enum, interface, or struct
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1518: (line 3126, column 10) Ex
pected class, delegate, enum, interface, or struct
 - Error: Scripts\Items\Weapons\BaseWeapon.cs: CS1022: (line 3245, column 2) Typ
e or namespace definition, or end-of-file expected
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Old 10-06-2005, 10:13 PM   #4 (permalink)
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Well from looking at your baseweapon.cs the problem is.....
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Old 10-07-2005, 12:50 AM   #5 (permalink)
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wow this is pretty cool, man great job
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Old 10-07-2005, 08:13 PM   #6 (permalink)
 
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Code:
using System;
using System.Text;
using System.Collections;
using Server.Network;
using Server.Targeting;
using Server.Mobiles;
using Server.Spells;
using Server.Spells.Necromancy;
using Server.Factions;
using Server.Engines.Craft;

namespace Server.Items
{
	public abstract class BaseWeapon : Item, IWeapon, IFactionItem, ICraftable
	{
		#region Factions
		private FactionItem m_FactionState;

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

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

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



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

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

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

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

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

		public virtual WeaponAbility PrimaryAbility{ get{ return null; } }
		public virtual WeaponAbility SecondaryAbility{ get{ return null; } }

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

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

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

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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public AosAttributes Attributes
		{
			get{ return m_AosAttributes; }
			set{}
		}

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

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

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

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

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

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

				if ( value > m_MaxHits )
					value = m_MaxHits;

				m_Hits = value;

				InvalidateProperties();
			}
		}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

					InvalidateProperties();
				}
			}
		}

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

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

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

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

		public int GetDurabilityBonus()
		{
			int bonus = 0;

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

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

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

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

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

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

			return bonus;
		}

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

			int v = m_AosWeaponAttributes.LowerStatReq;

			CraftResourceInfo info = CraftResources.GetInfo( m_Resource );

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

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

			if ( v > 100 )
				v = 100;

			return v;
		}

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

		private class ResetEquipTimer : Timer
		{
			private Mobile m_Mobile;

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

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

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

			if ( this.Layer == Layer.TwoHanded && layer == Layer.OneHanded )
				return true;
			else if ( this.Layer == Layer.OneHanded && layer == Layer.TwoHanded && !(item is BaseShield) && !(item is BaseEquipableLight) )
				return true;

			return false;
		}

		public override bool CanEquip( Mobile from )
		{
			if ( from.Dex < DexRequirement )
			{
				from.SendMessage( "You are not nimble enough to equip that." );
				return false;
			} 
			else if ( from.Str < AOS.Scale( StrRequirement, 100 - GetLowerStatReq() ) )
			{
				from.SendLocalizedMessage( 500213 ); // You are not strong enough to equip that.
				return false;
			}
			else if ( from.Int < IntRequirement )
			{
				from.SendMessage( "You are not smart enough to equip that." );
				return false;
			}
			else if ( !from.CanBeginAction( typeof( BaseWeapon ) ) )
			{
				return false;
			}
			else
			{
				return base.CanEquip( from );
			}
		}

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

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

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

				string modName = this.Serial.ToString();

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

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

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

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

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

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

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

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

			return true;
		}

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

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

				if ( Core.AOS )
					m_AosSkillBonuses.AddTo( from );
				from.CheckStatTimers();
				from.Delta( MobileDelta.WeaponDamage );
			}
		}

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

				string modName = this.Serial.ToString();

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

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

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

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

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

				m.CheckStatTimers();

				m.Delta( MobileDelta.WeaponDamage );
			}
		}

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

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

				sk = SkillName.Swords;
				val = swrd;

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

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

			return sk;
		}

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

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

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

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

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

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

			double ourValue, theirValue;

			int bonus = GetHitChanceBonus();

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

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

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

				bonus += atkChance;

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

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

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

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

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

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

				double discordanceScalar = 0.0;

				if ( SkillHandlers.Discordance.GetScalar( attacker, ref discordanceScalar ) )
					bonus += (int)(discordanceScalar * 100);

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

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

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

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

			double chance = ourValue / (theirValue * 2.0);

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

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

			WeaponAbility ability = WeaponAbility.GetCurrentAbility( attacker );

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

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

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

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

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

			double delayInSeconds;

			if ( Core.AOS )
			{
				int v = (m.Stam + 100) * speed;

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

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

				double discordanceScalar = 0.0;

				if ( SkillHandlers.Discordance.GetScalar( m, ref discordanceScalar ) )
					bonus += (int)(discordanceScalar * 100);

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

				if ( v <= 0 )
					v = 1;

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

				// Maximum swing rate capped at one swing per second 
				if ( delayInSeconds < 1.0 )
					delayInSeconds = 1.0;
			}
			else
			{
				int v = (m.Stam + 100) * speed;

				if ( v <= 0 )
					v = 1;

				delayInSeconds = 15000.0 / v;
			}

			return TimeSpan.FromSeconds( delayInSeconds );
		}

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

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

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

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

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

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

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

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

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

			return GetDelay( attacker );
		}

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

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

			return sound;
		}

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

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

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

		public virtual int AbsorbDamageAOS( Mobile attacker, Mobile defender, int damage )
		{
			double positionChance = Utility.RandomDouble();
			BaseArmor armor;

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

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

			if ( defender.Player || defender.Body.IsHuman )
			{
				BaseShield shield = defender.FindItemOnLayer( Layer.TwoHanded ) as BaseShield;

				bool blocked = false;

				// Dexterity below 80 reduces the chance to parry 
				double chance = ( defender.Skills[SkillName.Parry].Value * 0.0030 );
				if ( defender.Dex < 80 )
					chance = chance * (20 + defender.Dex) / 100;

				if ( shield != null )
				{
					blocked = defender.CheckSkill( SkillName.Parry, chance );
				}
				else if ( !(defender.Weapon is Fists) && !(defender.Weapon is BaseRanged) )
				{
					chance /= 2;

					blocked = ( chance > Utility.RandomDouble() ); // Only skillcheck if wielding a shield
				}

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

					if ( shield != null )
					{
						double halfArmor = shield.ArmorRating / 2.0;
						int absorbed = (int)(halfArmor + (halfArmor*Utility.RandomDouble()));

						if ( absorbed < 2 )
							absorbed = 2;

						int wear;

						if ( Type == WeaponType.Bashing )
							wear = (absorbed / 2);
						else
							wear = Utility.Random( 2 );

						if ( wear > 0 && shield.MaxHitPoints > 0 )
						{
							if ( shield.HitPoints >= wear )
							{
								shield.HitPoints -= wear;
								wear = 0;
							}
							else
							{
								wear -= shield.HitPoints;
								shield.HitPoints = 0;
							}

							if ( wear > 0 )
							{
								if ( shield.MaxHitPoints > wear )
								{
									shield.MaxHitPoints -= wear;

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

			return damage;
		}

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

			double chance = Utility.RandomDouble();
			BaseArmor armor;

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

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

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

			int virtualArmor = defender.VirtualArmor + defender.VirtualArmorMod;

			if ( virtualArmor > 0 )
			{
				double scalar;

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

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

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

			return damage;
		}

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

			BaseCreature bc = attacker as BaseCreature;

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

			Mobile master = bc.ControlMaster;

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

			if ( master == null )
				return 0;

			int inPack = 1;

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

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

					Mobile theirMaster = tc.ControlMaster;

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

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

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

			return 0;
		}

		private static bool m_InDoubleStrike;

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

		public virtual void OnHit( Mobile attacker, Mobile defender )
		{
			PlaySwingAnimation( attacker );
			PlayHurtAnimation( defender );

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

			int damage = ComputeDamage( attacker, defender );

			CheckSlayerResult cs = CheckSlayers( attacker, defender );

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

				damage *= 2;
			}

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

					if ( pm.EnemyOfOneType != null && pm.EnemyOfOneType != attacker.GetType() )
						damage *= 2;
				}
			}
			else if ( !defender.Player )
			{
				if ( attacker is PlayerMobile )
				{
					PlayerMobile pm = (PlayerMobile)attacker;

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

					if ( pm.EnemyOfOneType == defender.GetType() )
					{
						defender.FixedEffect( 0x37B9, 10, 5, 1160, 0 );
						damage += AOS.Scale( damage, 50 );
					}
				}
			}

			int packInstinctBonus = GetPackInstinctBonus( attacker, defender );

			if ( packInstinctBonus != 0 )
				damage += AOS.Scale( damage, packInstinctBonus );

			if ( m_InDoubleStrike )
				damage -= AOS.Scale( damage, 10 ); // 10% loss when attacking with double-strike

			TransformContext context = TransformationSpell.GetContext( defender );

			if ( m_Slayer == SlayerName.Silver && context != null && context.Type != typeof( HorrificBeastSpell ) )
				damage += AOS.Scale( damage, 25 ); // Every necromancer transformation other than horrific beast take an additional 25% damage

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

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

			WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );

			damage = AbsorbDamage( attacker, defender, damage );

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

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

			AddBlood( attacker, defender, damage );

			int phys, fire, cold, pois, nrgy;

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

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

				int low = phys, type = 0;

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

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

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

			int damageGiven = damage;

			AOS.ArmorIgnore = ( a is ArmorIgnore );

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

			AOS.ArmorIgnore = false;

			if ( Core.AOS )
			{
				int lifeLeech = 0;//m_AosWeaponAttributes.HitLeechHits;
				int stamLeech = 0;//m_AosWeaponAttributes.HitLeechStam;
				int manaLeech = 0;//m_AosWeaponAttributes.HitLeechMana;

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

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

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

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

				context = TransformationSpell.GetContext( attacker );

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

				int maChance = m_AosWeaponAttributes.HitMagicArrow;
				int harmChance = m_AosWeaponAttributes.HitHarm;
				int fireballChance = m_AosWeaponAttributes.HitFireball;
				int lightningChance = m_AosWeaponAttributes.HitLightning;
				int dispelChance = m_AosWeaponAttributes.HitDispel;

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

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

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

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

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

				int laChance = m_AosWeaponAttributes.HitLowerAttack;
				int ldChance = m_AosWeaponAttributes.HitLowerDefend;

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

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

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

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

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

		public virtual double GetAosDamage( Mobile attacker, int min, int random, double div )
		{
			double scale = 1.0;

			scale += attacker.Skills[SkillName.Inscribe].Value * 0.001;

			if ( attacker.Player )
			{
				scale += attacker.Int * 0.001;
				scale += AosAttributes.GetValue( attacker, AosAttribute.SpellDamage ) * 0.01;
			}

			int baseDamage = min + (int)(attacker.Skills[SkillName.EvalInt].Value / div);

			double damage = Utility.RandomMinMax( baseDamage, baseDamage + random );

			return damage * scale;
		}

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

			attacker.DoHarmful( defender );

			double damage = GetAosDamage( attacker, 3, 1, 10.0 );

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

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

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

			attacker.DoHarmful( defender );

			double damage = GetAosDamage( attacker, 6, 3, 6.5 );

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

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

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

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

			attacker.DoHarmful( defender );

			double damage = GetAosDamage( attacker, 6, 3, 5.5 );

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

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

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

			attacker.DoHarmful( defender );

			double damage = GetAosDamage( attacker, 6, 3, 5.0 );

			defender.BoltEffect( 0 );

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

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

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

			if ( !dispellable )
				return;

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

			attacker.DoHarmful( defender );

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

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

				defender.Delete();
			}
		}

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

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

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

			if ( map == null )
				return;

			ArrayList list = new ArrayList();

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

			if ( list.Count == 0 )
				return;

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

			// TODO: What is the damage calculation?

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

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

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

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

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

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

			BaseWeapon defWeapon = defender.Weapon as BaseWeapon;
			SlayerEntry defSlayer = SlayerGroup.GetEntryByName( defWeapon.Slayer );

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

			return CheckSlayerResult.None;
		}

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

				if ( Utility.RandomBool() )
				{
					new Blood().MoveToWorld( new Point3D(
						defender.X + Utility.RandomMinMax( -1, 1 ),
						defender.Y + Utility.RandomMinMax( -1, 1 ),
						defender.Z ), defender.Map );
				}
			}

			/* if ( damage <= 2 )
				return;

			Direction d = defender.GetDirectionTo( attacker );

			int maxCount = damage / 15;

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

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

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

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

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

				phys = bc.PhysicalDamage;
				fire = bc.FireDamage;
				cold = bc.ColdDamage;
				pois = bc.PoisonDamage;
				nrgy = bc.EnergyDamage;
			}
			else
			{
				CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );

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

					if ( attrInfo != null )
					{
						fire = attrInfo.WeaponFireDamage;
						cold = attrInfo.WeaponColdDamage;
						pois = attrInfo.WeaponPoisonDamage;
						nrgy = attrInfo.WeaponEnergyDamage;
						phys = 100 - fire - cold - pois - nrgy;
						return;
					}
				}

				phys = 100;
				fire = 0;
				cold = 0;
				pois = 0;
				nrgy = 0;
			}
		}

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

			WeaponAbility ability = WeaponAbility.GetCurrentAbility( attacker );

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

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

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

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

			min = MinDamage;
			max = MaxDamage;
		}

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

			GetBaseDamageRange( attacker, out min, out max );

			return Utility.RandomMinMax( min, max );
		}

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

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

			return bonus / 100;
		}

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

			int bonus = 0;

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

			return bonus;
		}

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

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

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

			return bonus;
		}

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

			GetBaseDamageRange( from, out baseMin, out baseMax );

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

			if ( min < 1 )
				min = 1;

			if ( max < 1 )
				max = 1;
		}

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

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

			double strengthBonus = GetBonus( attacker.Str,										0.300, 100.0,  5.00 );
			double  anatomyBonus = GetBonus( attacker.Skills[SkillName.Anatomy].Value,			0.500, 100.0,  5.00 );
			double  tacticsBonus = GetBonus( attacker.Skills[SkillName.Tactics].Value,			0.625, 100.0,  6.25 );
			double   lumberBonus = GetBonus( attacker.Skills[SkillName.Lumberjacking].Value,	0.200, 100.0, 10.00 );

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

			// Damage Increase = 100%
			int damageBonus = AosAttributes.GetValue( attacker, AosAttribute.WeaponDamage );
			if ( damageBonus > 100 )
				damageBonus = 100;

			double totalBonus = strengthBonus + anatomyBonus + tacticsBonus + lumberBonus + ((double)(GetDamageBonus() + damageBonus) / 100);

			if ( TransformationSpell.UnderTransformation( attacker, typeof( HorrificBeastSpell ) ) )
				totalBonus += 0.25;

			if ( Spells.Chivalry.DivineFurySpell.UnderEffect( attacker ) )
				totalBonus += 0.1;

			double discordanceScalar = 0.0;

			if ( SkillHandlers.Discordance.GetScalar( attacker, ref discordanceScalar ) )
				totalBonus += discordanceScalar * 2;

			damage += (damage * totalBonus);

			WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );

			if ( checkAbility && a != null )
				damage *= a.DamageScalar;

			return damage;
		}

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

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

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

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

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

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

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

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

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

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

				lumberBonus = (lumberValue / 5.0) / 100.0;

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

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

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

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

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

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

			WeaponAbility a = WeaponAbility.GetCurrentAbility( attacker );

			if ( checkAbility && a != null )
				damage *= a.DamageScalar;

			return ScaleDamageByDurability( (int)damage );
		}

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

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

			return AOS.Scale( damage, scale );
		}

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

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

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

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

			if ( from.Mounted )
				return;

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

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

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

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

					break;
				}
				default: return;
			}

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

		private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf )
		{
			if ( setIf )
				flags |= toSet;
		}

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

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

			writer.Write( (int) 7 ); // version

			SaveFlag flags = SaveFlag.None;

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

			writer.Write( (int) flags );

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			int version = reader.ReadInt();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

					m_Speed = reader.ReadInt();

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

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

					m_Crafter = reader.ReadMobile();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

					break;
				}
			}

			if ( m_AosSkillBonuses == null )
				m_AosSkillBonuses = new AosSkillBonuses( this );

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

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

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

				string modName = this.Serial.ToString();

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

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

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

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

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

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

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

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

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

			m_Resource = CraftResource.Iron;

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

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

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

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

			return name;
		}

		[Hue, CommandProperty( AccessLevel.GameMaster )]
		public override int Hue
		{
			get{ return base.Hue; }
			set{ base.Hue = value; InvalidateProperties(); }
		}

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

			if ( Hue == 0 )
			{
				oreType = 0;
			}
			else
			{
				switch ( m_Resource )
				{
					case CraftResource.DullCopper:		oreType = 1053108; break; // dull copper
					case CraftResource.ShadowIron:		oreType = 1053107; break; // shadow iron
					case CraftResource.Copper:			oreType = 1053106; break; // copper
					case CraftResource.Bronze:			oreType = 1053105; break; // bronze
					case CraftResource.Gold:			oreType = 1053104; break; // golden
					case CraftResource.Agapite:			oreType = 1053103; break; // agapite
					case CraftResource.Verite:			oreType = 1053102; break; // verite
					case CraftResource.Valorite:		oreType = 1053101; break; // valorite
					case CraftResource.SpinedLeather:	oreType = 1061118; break; // spined
					case CraftResource.HornedLeather:	oreType = 1061117; break; // horned
					case CraftResource.BarbedLeather:	oreType = 1061116; break; // barbed
					case CraftResource.RedScales:		oreType = 1060814; break; // red
					case CraftResource.YellowScales:	oreType = 1060818; break; // yellow
					case CraftResource.BlackScales:		oreType = 1060820; break; // black
					case CraftResource.GreenScales:		oreType = 1060819; break; // green
					case CraftResource.WhiteScales:		oreType = 1060821; break; // white
					case CraftResource.BlueScales:		oreType = 1060815; break; // blue
					default: oreType = 0; break;
				}
			}

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

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

			return ( m_AosAttributes.SpellChanneling != 0 );
		}

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

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

			if ( resInfo == null )
				return 0;

			CraftAttributeInfo attrInfo = resInfo.AttributeInfo;

			if ( attrInfo == null )
				return 0;

			return attrInfo.WeaponLuck;
		}

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

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

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

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

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


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

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

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

			if ( m_Slayer != SlayerName.None )
				list.Add( SlayerGroup.GetEntryByName( m_Slayer ).Title );


			base.AddResistanceProperties( list );

			int prop;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			int phys, fire, cold, pois, nrgy;

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

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

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

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

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

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

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

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

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

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

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

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

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

		public override void OnSingleClick( Mobile from )
		{
			/* NEW CUSTOM NAME SYSTEM */

			if ( Name == null || Name == "a weapon")
			{
			//do custom code to fix names

			//Swords
			if ( this is Broadsword )
				Name = "a broadsword";
			if ( this is Cutlass )
				Name = "a cutlass";
			if ( this is Katana )
				Name = "a katana";
			if ( this is Kryss )
				Name = "a kryss";
			if ( this is Longsword )
				Name = "a longsword";
			if ( this is Scimitar )
				Name = "a scimitar";
			if ( this is ThinLongsword )
				Name = "a longsword";
			if ( this is VikingSword )
				Name = "a viking sword";
			//Staves
			if ( this is BlackStaff )
				Name = "a black staff";
			if ( this is GnarledStaff )
				Name = "a gnarled staff";
			if ( this is QuarterStaff )
				Name = "a quarter staff";
			if ( this is ShepherdsCrook )
				Name = "a shepherds crook";

			//Spears and Forks
			if ( this is Pitchfork )
				Name = "a pitchfork";
			if ( this is ShortSpear )
				Name = "a short spear";
			if ( this is Spear )
				Name = "a spear";
			if ( this is WarFork )
				Name = "a war fork";

			//Ranged
			if ( this is Bow )
				Name = "a bow";
			if ( this is Crossbow )
				Name = "a crossbow";
			if ( this is HeavyCrossbow )
				Name = "a heavy crossbow";

			//Polearms
			if ( this is Halberd )
				Name = "a halberd";
			if ( this is Bardiche )
				Name = "a bardiche";

			//Maces
			if ( this is Club )
				Name = "a club";
			if ( this is HammerPick )
				Name = "a hammer pick";
			if ( this is Mace )
				Name = "a mace";
			if ( this is MagicWand )
				Name = "a magic wand";
			if ( this is Maul )
				Name = "a maul";
			if ( this is WarHammer )
				Name = "a war hammer";
			if ( this is WarMace )
				Name = "a war mace";
			
			//Knives
			if ( this is ButcherKnife )
				Name = "a butcher knife";
			if ( this is Cleaver )
				Name = "a cleaver";
			if ( this is Dagger )
				Name = "a dagger";
			if ( this is SkinningKnife )
				Name = "a skinning knife";

			//Axes
			if ( this is Axe )
				Name = "a axe";
			if ( this is BattleAxe )
				Name = "a battle axe";
			if ( this is DoubleAxe )
				Name = "a double axe";
			if ( this is ExecutionersAxe )
				Name = "a executioners axe";
			if ( this is Hatchet )
				Name = "a hatchet";
			if ( this is LargeBattleAxe )
				Name = "a large battle axe";
			if ( this is Pickaxe )
				Name = "a pickaxe";
			if ( this is TwoHandedAxe )
				Name = "a two handed axe";
			if ( this is WarAxe )
				Name = "a war axe";
			if ( this is GargoylesPickaxe)
				Name = "a gargoyles pickaxe";

			//Misc
			if ( this is SledgeHammer )
				Name = "a sledge hammer";

			if ( Name == null )
				Name = "a weapon"; //To give a name incase it wasn't caught.
			}
			//At this point, the name is reset if it was invalid (Backwards compatability for newer betas)

			string c_name = Name.ToString();
			string s_name = c_name.Substring( 2 );
			
			//Code to turn attrs into strings, format them, and have error checking. (Legacy speficic)
			string durability = "";
			string accuracy = "";
			string damagelevel = "";
			string quality = "";
			string silver = "";
			string crafter = "";
			string spell = "";

			if ( Crafter != null )
				crafter = " made by " + Crafter.Name; //Null if noone, so it displays nothing.
			else
				crafter = "";

			if ( m_Slayer == SlayerName.Silver )
				silver = "silver";
			else
				silver = "";

			switch ( m_WeaponSpell )
			{
				case WeaponSpell.None: spell = ""; break;
				case WeaponSpell.Clumsy: spell = String.Format(" of {0}clumsiness", ( SpellCharges > 0 ? SpellCharges + " " : ""))