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Old 01-18-2008, 05:59 PM   #1 (permalink)
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Default RP Flavoring to Weapon Displays

This is a distro edit, that does a few things, all dealing with an RP flavour in mind also for the Display of stuff on Base weapons

1st - the order of things displayed was reorganized into a better order grouping simular things together
all basic weapon details are at the top - name, quality, crafter, damage, dura, etc
i.e. what makes the weapon a weapon

then after that is all of the "bonuses" or pluses
and they are grouped also - like all the stat based ones are next to each other (instead od dex bonus at the top of the list and str bonus at the bottom of the list, etc)
previously they were "aplhabetital order" and some mixed in ones here and there

Now the MAJOR change
they are now worded differently - giving you a rough example of what the bonuses are, etc
the bonuses themselves are not changed, just how it looks on the list
[Armorgump will still give you an exact detailing of this stuff if you want

for example - luck is displayed as "luck of the rabbit" or "luck of the irish", etc
things with percentage are "rounded" to the "5%" mark they are closest to - i.e. 1-10 is "about 5%" and 11-20 is "about 15%", etc

Now to install it:
open BaseWeapon up and find this section:


Code:
		public override void GetProperties( ObjectPropertyList list )
		{
			base.GetProperties( list );
and end with something like this:


Code:
			if ( m_Hits >= 0 && m_MaxHits > 0 )
				list.Add( 1060639, "{0}t{1}", m_Hits, m_MaxHits );
		}

singleclick override is next
Highlite the whole section then replace it with the attacked file contents (I would display it here as code - but the code tags remove some \'s from it then)

then just save and restart

if you have modified this section at all, then you will need to add in your own mods by hand

should work with Clilocs of 5.0.6 & above and with most if not all versions of 2.0 (tested on 147 & 162)
might even work with 1.0

Feel free to use, mutalate, spindle, or mess it all up freely

ps - I will be doing Armor and stuff as soon as i get them done also
Attached Files
File Type: txt RP Weapon.txt (15.6 KB, 148 views)
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Last edited by Lord_Greywolf; 01-18-2008 at 06:04 PM.
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Old 03-18-2008, 06:06 PM   #2 (permalink)
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I have problem with this script, it compiles fine but when i want to see the new "flavour" on the weapon it does not show it, it is just as it was before the change in the baseweapon.
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Old 03-18-2008, 06:56 PM   #3 (permalink)
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Default

did you do it in the correct spot?

also make sure you replaced the section, and not just added it in before the other ones - then they will overwrite its part (can ot have both lol)

also what version of run uo are you using?
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Old 03-19-2008, 09:40 AM   #4 (permalink)
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I did everything you said in your first post and im using UOML 5.0.9.1.
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Old 03-19-2008, 12:37 PM   #5 (permalink)
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Default

I asked for runuo version, not OSI version
different runuo versions changed many things around, and that could be the problem

well unless you have modified base weapon someplace else to overwrite the properties, or overwrote in the individual weapon scripts
i can not see how that can be

maybe post your copy of baseweapon, so we can see it to confirm that, or to see what has changed (please place it in code tags)
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Old 03-19-2008, 12:58 PM   #6 (permalink)
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Ahh sorry about that i use RunUO 2 RC2

Code:
using System;
using System.Text;
using System.Collections;
using Server.Network;
using Server.Targeting;
using Server.Mobiles;
using Server.Spells;
using Server.Spells.Necromancy;
using Server.Spells.Bushido;
using Server.Spells.Ninjitsu;
using Server.Factions;
using Server.Engines.Craft;
using System.Collections.Generic;
using Server.Spells.Spellweaving;

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

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

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

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

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

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

		#region Var declarations

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

				if ( value > m_MaxHits )
					value = m_MaxHits;

				m_Hits = value;

				InvalidateProperties();
			}
		}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

					InvalidateProperties();
				}
			}
		}

		#endregion

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

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

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

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

		public int GetDurabilityBonus()
		{
			int bonus = 0;

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

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

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

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

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

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

			return bonus;
		}

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

			int v = m_AosWeaponAttributes.LowerStatReq;

			CraftResourceInfo info = CraftResources.GetInfo( m_Resource );

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

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

			if ( v > 100 )
				v = 100;

			return v;
		}

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

		private class ResetEquipTimer : Timer
		{
			private Mobile m_Mobile;

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

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

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

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

			return false;
		}

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

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

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

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

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

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

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

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

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

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

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

			double ourValue, theirValue;

			int bonus = GetHitChanceBonus();

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

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

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

				bonus += atkChance;

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

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

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

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

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

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

				if ( HitLower.IsUnderDefenseEffect( defender ) )
					bonus -= 25; // Under Hit Lower Defense effect -> 25% malus
					
				int blockBonus = 0;

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

				int surpriseMalus = 0;

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

				int discordanceEffect = 0;

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

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

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

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

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

			double chance = ourValue / (theirValue * 2.0);

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

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

			WeaponAbility ability = WeaponAbility.GetCurrentAbility( attacker );

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

			SpecialMove move = SpecialMove.GetCurrentMove( attacker );

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

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

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

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

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

			double delayInSeconds;

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

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

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

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

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

				TransformContext context = TransformationSpellHelper.GetContext( m );

				if( context != null && context.Spell is ReaperFormSpell )
					bonus += ((ReaperFormSpell)context.Spell).SwingSpeedBonus;

				int discordanceEffect = 0;

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

				if( EssenceOfWindSpell.IsDebuffed( m ) )
					bonus -= EssenceOfWindSpell.GetSSIMalus( m );

				if ( bonus > 60 )
					bonus = 60;

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

				if ( speed <= 0 )
					speed = 1;

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

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

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

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

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

				int discordanceEffect = 0;

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

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

				if ( v <= 0 )
					v = 1;

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

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

				if ( v <= 0 )
					v = 1;

				delayInSeconds = 15000.0 / v;
			}

			return TimeSpan.FromSeconds( delayInSeconds );
		}

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

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

			SpecialMove move = SpecialMove.GetCurrentMove( attacker );

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

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

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

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

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

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

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

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

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

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

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

			return GetDelay( attacker );
		}

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

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

			return sound;
		}

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

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

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

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

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

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

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


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

				// Evasion grants a variable bonus post ML. 50% prior.
				if ( Evasion.IsEvading( defender ) )
                    chance *= Evasion.GetParryScalar( defender );

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

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

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

				double chance = (parry * bushido) / divisor;

				double aosChance = parry / 800.0;

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

                // Evasion grants a variable bonus post ML. 50% prior.
                if( Evasion.IsEvading( defender ) )
                    chance *= Evasion.GetParryScalar( defender );

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

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

			return false;
		}

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

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

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

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

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

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

						CounterAttack.StopCountering( defender );
					}

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

						double bushido = defender.Skills.Bushido.Value;

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

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

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

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

				Item armorItem;

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

				IWearableDurability armor = armorItem as IWearableDurability;

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

			return damage;
		}

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

			double chance = Utility.RandomDouble();

			Item armorItem;

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

			IWearableDurability armor = armorItem as IWearableDurability;

			if ( armor != null )
				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.Controlled && !bc.Summoned) )
				return 0;

			Mobile master = bc.ControlMaster;

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

			if ( master == null )
				return 0;

			int inPack = 1;

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

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

					Mobile theirMaster = tc.ControlMaster;

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

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

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

			return 0;
		}

		private static bool m_InDoubleStrike;

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

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

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

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

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

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

						defender = m;
						break;
					}
				}
			}

			PlaySwingAnimation( attacker );
			PlayHurtAnimation( defender );

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

			int damage = ComputeDamage( attacker, defender );

			#region Damage Multipliers
			/*
			 * The following damage bonuses multiply damage by a factor.
			 * Capped at x3 (300%).
			 */
			//double factor = 1.0;
			int percentageBonus = 0;

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

			if( a != null )
			{
				//factor *= a.DamageScalar;
				percentageBonus += (int)(a.DamageScalar * 100) - 100;
			}

			if( move != null )
			{
				//factor *= move.GetDamageScalar( attacker, defender );
				percentageBonus += (int)(move.GetDamageScalar( attacker, defender ) * 100) - 100;
			}

			//factor *= damageBonus;
			percentageBonus += (int)(damageBonus * 100) - 100;

			CheckSlayerResult cs = CheckSlayers( attacker, defender );

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

				//factor *= 2.0;
				percentageBonus += 100;
			}

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

					if( pm.EnemyOfOneType != null && pm.EnemyOfOneType != attacker.GetType() )
					{
						//factor *= 2.0;
						percentageBonus += 100;
					}
				}
			}
			else if ( !defender.Player )
			{
				if ( attacker is PlayerMobile )
				{
					PlayerMobile pm = (PlayerMobile)attacker;

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

					if ( pm.EnemyOfOneType == defender.GetType() )
					{
						defender.FixedEffect( 0x37B9, 10, 5, 1160, 0 );
						//factor *= 1.5;
						percentageBonus += 50;
					}
				}
			}

			int packInstinctBonus = GetPackInstinctBonus( attacker, defender );

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

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

			TransformContext context = TransformationSpellHelper.GetContext( defender );

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

			if ( attacker is PlayerMobile && !(Core.ML && defender is PlayerMobile ))
			{
				PlayerMobile pmAttacker = (PlayerMobile) attacker;

				if( pmAttacker.HonorActive && pmAttacker.InRange( defender, 1 ) )
				{
					//factor *= 1.25;
					percentageBonus += 25;
				}

				if( pmAttacker.SentHonorContext != null && pmAttacker.SentHonorContext.Target == defender )
				{
					//pmAttacker.SentHonorContext.ApplyPerfectionDamageBonus( ref factor );
					percentageBonus += pmAttacker.SentHonorContext.PerfectionDamageBonus;
				}
			}

			//if ( factor > 3.0 )
			//	factor = 3.0;

			percentageBonus = Math.Min( percentageBonus, 300 );

			//damage = (int)(damage * factor);
			damage = AOS.Scale( damage, 100 + percentageBonus );
			#endregion

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

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

			damage = AbsorbDamage( attacker, defender, damage );

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

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

			AddBlood( attacker, defender, damage );

			int phys, fire, cold, pois, nrgy;

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

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

				int low = phys, type = 0;

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

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

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

			int damageGiven = damage;

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

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

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

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

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

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

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

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

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

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

				context = TransformationSpellHelper.GetContext( attacker );

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

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

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

					manaLeech += wraithLeech;
				}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

				if ( AnimalForm.UnderTransformation( defender, typeof( BullFrog ) ) )
					attacker.ApplyPoison( defender, Poison.Regular );
			}
		}

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

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

			damageBonus += inscribeSkill / 200;

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

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

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

				TransformContext context = TransformationSpellHelper.GetContext( attacker );

				if( context != null && context.Spell is ReaperFormSpell )
					damageBonus += ((ReaperFormSpell)context.Spell).SpellDamageBonus;
			}

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

			return damage / 100;
		}

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

			attacker.DoHarmful( defender );

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

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

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

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

			attacker.DoHarmful( defender );

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

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

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

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

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

			attacker.DoHarmful( defender );

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

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

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

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

			attacker.DoHarmful( defender );

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

			defender.BoltEffect( 0 );

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

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

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

			if ( !dispellable )
				return;

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

			attacker.DoHarmful( defender );

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

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

				defender.Delete();
			}
		}

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

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

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

			if ( map == null )
				return;

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

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

			if ( list.Count == 0 )
				return;

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

			// TODO: What is the damage calculation?

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

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

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

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

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

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

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

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

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

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

			return CheckSlayerResult.None;
		}

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

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

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

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

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

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

				CraftResourceInfo resInfo = CraftResources.GetInfo( m_Resource );

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

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

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

						phys = left;
					}
				}
			}
		}

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

			if ( attrDamage <= 0 )
				return totalRemaining;

			int appliedDamage = attrDamage;

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

			if( appliedDamage > totalRemaining )
				appliedDamage = totalRemaining;

			element += appliedDamage;

			return totalRemaining - appliedDamage;
		}

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

			WeaponAbility ability = WeaponAbility.GetCurrentAbility( attacker );

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

			SpecialMove move = SpecialMove.GetCurrentMove( attacker );

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

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

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

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

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

			min = MinDamage;
			max = MaxDamage;
		}

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

			GetBaseDamageRange( attacker, out min, out max );

			return Utility.RandomMinMax( min, max );
		}

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

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

			return bonus / 100;
		}

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

			int bonus = 0;

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

			return bonus;
		}

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

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

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

			return bonus;
		}

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

			GetBaseDamageRange( from, out baseMin, out baseMax );

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

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

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

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

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

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

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

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

			int defenseMasteryMalus = 0;

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

			int discordanceEffect = 0;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

				lumberBonus = (lumberValue / 5.0) / 100.0;

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

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

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

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

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

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

			return ScaleDamageByDurability( (int)damage );
		}

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

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

			return AOS.Scale( damage, scale );
		}

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

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

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

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

			if ( from.Mounted )
				return;

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

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

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

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

					break;
				}
				default: return;
			}

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

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

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

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

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

			SaveFlag flags = SaveFlag.None;

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

			writer.Write( (int) flags );

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			int version = reader.ReadInt();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

					m_Speed = reader.ReadInt();

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

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

					m_Crafter = reader.ReadMobile();

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

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

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

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

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

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

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

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

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

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

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

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

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

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

					break;
				}
			}

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

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

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

				string modName = this.Serial.ToString();

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

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

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

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

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

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

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

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

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

			m_Resource = CraftResource.Iron;

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

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

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

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

			return name;
		}

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

		public int GetElementalDamageHue()
		{
			int phys, fire, cold, pois, nrgy;
			GetDamageTypes( null, out phys, out fire, out cold, out pois, out nrgy );
			//Order is Cold, Energy, Fire, Poison, Physical left

			int currentMax = 50;
			int hue = 0;

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

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

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

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

			return hue;
		}

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

			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);
            int prop;
            string amttouse = null;

            if (m_Quality == WeaponQuality.Exceptional) list.Add(1062613, "of the finest Quality");
            if (m_Crafter != null) list.Add(1050043, m_Crafter.Name);
            if (ArtifactRarity > 0) list.Add(1061078, ArtifactRarity.ToString());
            if (m_FactionState != null) list.Add(1041350);
            i