using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Regions;
using Server.Targeting;
using Server.Network;
using Server.Spells;
using Server.Misc;
using Server.Items;
using Server.Mobiles;
using Server.ContextMenus;
using Server.Engines.Quests;
using Server.Spells.Bushido;

using Server.Engines.PartySystem;
using PARTY = Server.Engines.PartySystem.Party;

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

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

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

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

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

	public enum MeatType
	{
		Ribs,
		Bird,
		LambLeg
	}

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

	#endregion

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

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

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

			return ds.m_Damage - m_Damage;
		}
	}

	[AttributeUsage( AttributeTargets.Class )]
	public class FriendlyNameAttribute : Attribute
	{

		//future use: Talisman 'Protection/Bonus vs. Specific Creature
		private TextDefinition m_FriendlyName;

		public TextDefinition FriendlyName
		{
			get
			{
				return m_FriendlyName;
			}
		}

		public FriendlyNameAttribute( TextDefinition friendlyName )
		{
			m_FriendlyName = friendlyName;
		}

		public static TextDefinition GetFriendlyNameFor( Type t )
		{
			if( t.IsDefined( typeof( FriendlyNameAttribute ), false ) )
			{
				object[] objs = t.GetCustomAttributes( typeof( FriendlyNameAttribute ), false );

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

					return friendly.FriendlyName;
				}
			}

			return t.Name;
		}
	}

	public class BaseCreature : Mobile, IHonorTarget
	{
		public const int MaxLoyalty = 100;

		#region Var declarations
		private BaseAI	m_AI;					// THE AI
		
		private AIType	m_CurrentAI;			// The current AI
		private AIType	m_DefaultAI;			// The default AI

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

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

		private int		m_iTeam;				// Monster Team

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

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

		List<Type>		m_arSpellAttack;		// List of attack spell/power
		List<Type>		m_arSpellDefense;		// List of defensive spell/power

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

		private int			m_Loyalty;

		private double	m_dMinTameSkill;
		private bool	m_bTamable;

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

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

		private Mobile		m_SummonMaster;

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

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

		private List<Mobile> m_Owners;
		private List<Mobile> m_Friends;

		private bool		m_IsStabled;

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

		private bool		m_Paragon;

		#endregion

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

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

		protected DateTime SummonEnd
		{
			get { return m_SummonEnd; }
			set { m_SummonEnd = value; }
		}

		#region Bonding
		public const bool BondingEnabled = true;

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

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

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

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

		[CommandProperty( AccessLevel.GameMaster )]
		public Mobile LastOwner
		{
			get
			{
				if ( m_Owners == null || m_Owners.Count == 0 )
					return null;

				return m_Owners[m_Owners.Count - 1];
			}
		}

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

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

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

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

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

		public virtual WeaponAbility GetWeaponAbility()
		{
			return null;
		}

		#region Elemental Resistance/Damage

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

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

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

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

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

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


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

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

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

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

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

		#endregion

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

				m_Paragon = value;

				InvalidateProperties();
			}
		}

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

		public List<Mobile> Owners { get { return m_Owners; } }

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

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

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

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

		public virtual bool BleedImmune{ get{ return false; } }
		public virtual double BonusPetDamageScalar{ get{ return 1.0; } }

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

		//TODO: Find the pub 31 tweaks to the DispelDifficulty and apply them of course.
		public virtual double DispelDifficulty{ get{ return 0.0; } } // at this skill level we dispel 50% chance
		public virtual double DispelFocus{ get{ return 20.0; } } // at difficulty - focus we have 0%, at difficulty + focus we have 100%

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

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

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

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

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

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

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

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

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

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

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

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

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

			this.Direction = this.GetDirectionTo( target );

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

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

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

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

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

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

			BreathPlayEffectSound();
			BreathPlayEffect( target );

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

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

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

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

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

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

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

		public virtual int BreathComputeDamage()
		{
			int damage = (int)(Hits * BreathDamageScalar);

			if ( IsParagon )
				damage = (int)(damage / Paragon.HitsBuff);

			return damage;
		}
		#endregion

		#region Spill Acid
		public void SpillAcid( TimeSpan duration, int minDamage, int maxDamage )
		{
			SpillAcid( duration, minDamage, maxDamage, null, 1, 1 );
		}

		public void SpillAcid( TimeSpan duration, int minDamage, int maxDamage, Mobile target )
		{
			SpillAcid( duration, minDamage, maxDamage, target, 1, 1 );
		}

		public void SpillAcid( TimeSpan duration, int minDamage, int maxDamage, int count )
		{
			SpillAcid( duration, minDamage, maxDamage, null, count, count );
		}

		public void SpillAcid( TimeSpan duration, int minDamage, int maxDamage, int minAmount, int maxAmount )
		{
			SpillAcid( duration, minDamage, maxDamage, null, minAmount, maxAmount );
		}

		public void SpillAcid( TimeSpan duration, int minDamage, int maxDamage, Mobile target, int count )
		{
			SpillAcid( duration, minDamage, maxDamage, target, count, count );
		}

		public void SpillAcid( TimeSpan duration, int minDamage, int maxDamage, Mobile target, int minAmount, int maxAmount )
		{
			if ( (target != null && target.Map == null) || this.Map == null )
				return;

			int pools = Utility.RandomMinMax( minAmount, maxAmount );

			for ( int i = 0; i < pools; ++i )
			{
				PoolOfAcid acid = new PoolOfAcid( duration, minDamage, maxDamage );

				if ( target != null && target.Map != null )
				{
					acid.MoveToWorld( target.Location, target.Map );
					continue;
				}

				bool validLocation = false;
				Point3D loc = this.Location;
				Map map = this.Map;

				for ( int j = 0; !validLocation && j < 10; ++j )
				{
					int x = X + Utility.Random( 3 ) - 1;
					int y = Y + Utility.Random( 3 ) - 1;
					int z = map.GetAverageZ( x, y );

					if ( validLocation = map.CanFit( x, y, this.Z, 16, false, false ) )
						loc = new Point3D( x, y, Z );
					else if ( validLocation = map.CanFit( x, y, z, 16, false, false ) )
						loc = new Point3D( x, y, z );
				}

				acid.MoveToWorld( loc, map );
			}
		}
		#endregion

		#region Flee!!!
		private DateTime m_EndFlee;

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

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

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

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

			return true;
		}

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

		public BaseAI AIObject{ get{ return m_AI; } }

		public const int MaxOwners = 5;

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

		#region Friends
		public List<Mobile> Friends { get { return m_Friends; } }

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

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

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

			m_Friends.Add( m );
		}

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

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

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

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

			BaseCreature c = (BaseCreature)m;

			return ( m_iTeam == c.m_iTeam && ( (m_bSummoned || m_bControlled) == (c.m_bSummoned || c.m_bControlled) )/* && c.Combatant != this */);
		}
		#endregion

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

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

			if ( m is BaseGuard )
				return false;

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

			BaseCreature c = (BaseCreature)m;

			return ( m_iTeam != c.m_iTeam || ( (m_bSummoned || m_bControlled) != (c.m_bSummoned || c.m_bControlled) )/* || c.Combatant == this*/ );
		}

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

			return base.ApplyNameSuffix( suffix );
		}

		public virtual bool CheckControlChance( Mobile m )
		{
			if ( GetControlChance( m ) > Utility.RandomDouble() )
			{
				Loyalty += 1;
				return true;
			}

			PlaySound( GetAngerSound() );

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

			Loyalty -= 3;
			return false;
		}

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

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

			double dMinTameSkill = m_dMinTameSkill;

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

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

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

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

			chance -= (MaxLoyalty - m_Loyalty) * 10;

			return ( (double)chance / 1000 );
		}

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

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

				Type type = this.GetType();

				bool contains = false;

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

				return contains;
			}
		}

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

			if ( !this.Summoned && this.Controlled && 0.2 > Utility.RandomDouble() )
				amount = (int)(amount * BonusPetDamageScalar);

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

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

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

			base.Damage( amount, from );

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

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

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

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

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

			base.OnBeforeSpawn( location, m );
		}

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

			if ( Spells.Necromancy.EvilOmenSpell.CheckEffect( this ) )
				poison = PoisonImpl.IncreaseLevel( poison );

			ApplyPoisonResult result = base.ApplyPoison( from, poison );

			if ( from != null && result == ApplyPoisonResult.Poisoned && PoisonTimer is PoisonImpl.PoisonTimer )
				(PoisonTimer as PoisonImpl.PoisonTimer).From = from;

			return result;
		}

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

			Poison p = this.PoisonImmune;

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

		[CommandProperty( AccessLevel.GameMaster )]
		public int Loyalty
		{
			get
			{
				return m_Loyalty;
			}
			set
			{
				m_Loyalty = Math.Min( Math.Max( value, 0 ), MaxLoyalty );
			}
		}

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

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

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

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

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

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

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

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

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

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

				return Str;
			}
		}

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

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

				return Dex;
			}
		}

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

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

				return Int;
			}
		}

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

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

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

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

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

		private HonorContext m_ReceivedHonorContext;

		public HonorContext ReceivedHonorContext{ get{ return m_ReceivedHonorContext; } set{ m_ReceivedHonorContext = value; } }

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

			int disruptThreshold;
			//NPCs can use bandages too!
			if( !Core.AOS )
				disruptThreshold = 0;
			else if( from != null && from.Player )
				disruptThreshold = 18;
			else
				disruptThreshold = 25;

			if( amount > disruptThreshold )
			{
				BandageContext c = BandageContext.GetContext( this );

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

			if( Confidence.IsRegenerating( this ) )
				Confidence.StopRegenerating( this );

			WeightOverloading.FatigueOnDamage( this, amount );

			InhumanSpeech speechType = this.SpeechType;

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

			if ( m_ReceivedHonorContext != null )
				m_ReceivedHonorContext.OnTargetDamaged( from, amount );

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

		public virtual void OnDamagedBySpell( Mobile from )
		{
		}

		#region Alter[...]Damage From/To

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

				corpse.Carved = true;

				if ( m_CorpseFinalizerTimer == null )
					m_CorpseFinalizerTimer = Timer.DelayCall( TimeSpan.FromMinutes( 3.0 ), new TimerStateCallback( FinalizeInstanceCorpse ), corpse );

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

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

		public BaseCreature(AIType ai,
			FightMode mode,
			int iRangePerception,
			int iRangeFight,
			double dActiveSpeed, 
			double dPassiveSpeed)
		{
			if ( iRangePerception == OldRangePerception )
				iRangePerception = DefaultRangePerception;

			m_Loyalty = MaxLoyalty; // Wonderfully Happy

			m_CurrentAI = ai;
			m_DefaultAI = ai;

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

			m_iTeam = 0;

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

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

			m_bDebugAI = false;

			m_arSpellAttack = new List<Type>();
			m_arSpellDefense = new List<Type>();

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

			m_bTamable = false;

			m_Owners = new List<Mobile>();

			m_NextReacquireTime = DateTime.Now + ReacquireDelay;

			ChangeAIType(AI);

			InhumanSpeech speechType = this.SpeechType;

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

			GenerateLoot( true );
		}

		public BaseCreature( Serial serial ) : base( serial )
		{
			m_arSpellAttack = new List<Type>();
			m_arSpellDefense = new List<Type>();

			m_bDebugAI = false;
		}

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

			writer.Write( (int) 16 ); // version

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

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

			writer.Write( (int)m_iTeam );

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

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

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

			int i=0;

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

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

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

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

			if ( m_bSummoned )
				writer.WriteDeltaTime( m_SummonEnd );

			writer.Write( (int) m_iControlSlots );

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

			// Version 4 
			writer.Write( m_CurrentWayPoint );

			// Verison 5
			writer.Write( m_SummonMaster );

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

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

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

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

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

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

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

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

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

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

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

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

			// Version 14
			writer.Write( (bool)m_RemoveIfUntamed );
			writer.Write( (int)m_RemoveStep );
		}

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

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

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

			int version = reader.ReadInt();

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

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

			m_iTeam = reader.ReadInt();

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

			if ( m_iRangePerception == OldRangePerception )
				m_iRangePerception = DefaultRangePerception;

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

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

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

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

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

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

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

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

				m_dMinTameSkill = reader.ReadDouble();

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

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

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

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

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

			if ( version >= 3 )
				m_Loyalty = reader.ReadInt();
			else
				m_Loyalty = MaxLoyalty; // Wonderfully Happy

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

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

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

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

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

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

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

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

			if ( version >= 8 )
				m_Owners = reader.ReadStrongMobileList();
			else
				m_Owners = new List<Mobile>();

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

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

			if ( version >= 12 )
				m_Paragon = reader.ReadBool();
			else
				m_Paragon = false;

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

			if ( version < 16 )
				Loyalty *= 10;

			double activeSpeed = m_dActiveSpeed;
			double passiveSpeed = m_dPassiveSpeed;

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

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

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

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

			if ( isStandardActive && !m_Paragon )
				m_dActiveSpeed = activeSpeed;

			if ( isStandardPassive && !m_Paragon )
				m_dPassiveSpeed = passiveSpeed;

			if ( version >= 14 )
			{
				m_RemoveIfUntamed = reader.ReadBool();
				m_RemoveStep = reader.ReadInt();
			}

			if( version <= 14 && m_Paragon && Hue == 0x31 )
			{
				Hue = Paragon.Hue; //Paragon hue fixed, should now be 0x501.
			}

			CheckStatTimers();

			ChangeAIType(m_CurrentAI);

			AddFollowers();

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

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

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

			return false;
		}

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

				int oldSpeechHue = this.SpeechHue;

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

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

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

				this.SpeechHue = oldSpeechHue;

				dropped.Delete();
				return true;
			}

			return false;
		}

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

			return false;
		}

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

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

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

			return contains;
		}

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

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

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

						int stamGain;

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

						if ( stamGain > 0 )
							Stam += stamGain;

						if ( Core.SE )
						{
							if ( m_Loyalty < MaxLoyalty )
							{
								m_Loyalty = MaxLoyalty;
								happier = true;
							}
						}
						else
						{
							for ( int i = 0; i < amount; ++i )
							{
								if ( m_Loyalty < MaxLoyalty  && 0.5 >= Utility.RandomDouble() )
								{
									m_Loyalty += 10;
									happier = true;
								}
							}
						}

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

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

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

							if ( master != null && master == from )	//So friends can't start the bonding process
							{
								if ( m_dMinTameSkill <= 29.1 || master.Skills[SkillName.AnimalTaming].Value >= m_dMinTameSkill || GetControlChance( master ) >= 1.0 )
								{
									if ( BondingBegin == DateTime.MinValue )
									{
										BondingBegin = DateTime.Now;
									}
									else if ( (BondingBegin + BondingDelay) <= DateTime.Now )
									{
										IsBonded = true;
										BondingBegin = DateTime.MinValue;
										from.SendLocalizedMessage( 1049666 ); // Your pet has bonded with you!
									}
								}
								else if( Core.ML )
								{
									from.SendLocalizedMessage( 1075268 ); // Your pet cannot form a bond with you until your animal taming ability has risen.
								}
							}
						}

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

			return false;
		}

		#endregion

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

		#region OnAction[...]
		public virtual void OnActionWander()
		{
		}

		public virtual void OnActionCombat()
		{
		}

		public virtual void OnActionGuard()
		{
		}

		public virtual void OnActionFlee()
		{
		}

		public virtual void OnActionInteract()
		{
		}

		public virtual void OnActionBackoff()
		{
		}
		#endregion

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

			return base.OnDragDrop( from, dropped );
		}

		protected virtual BaseAI ForcedAI { get { return null; } }

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

			if( ForcedAI != null )
			{
				m_AI = ForcedAI;
				return;
			}

			m_AI = null;

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

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

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

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

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

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

		public virtual void OnTeamChange()
		{
		}

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

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

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

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

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

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

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

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

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

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

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

				m_bControlled = value;
				Delta( MobileDelta.Noto );

				InvalidateProperties();
			}
		}

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

			base.RevealingAction();
		}

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

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

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

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

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

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

				Delta( MobileDelta.Noto );
			}
		}

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

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

				Delta( MobileDelta.Noto );
			}
		}

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

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

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

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

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

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

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

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

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

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

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

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

				m_NextReacquireTime = DateTime.Now;

				m_bSummoned = value;
				Delta( MobileDelta.Noto );

				InvalidateProperties();
			}
		}

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

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

		#region Corpse Resources
		public virtual int Feathers{ get{ return 0; } }
		public virtual int Wool{ get{ return 0; } }

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

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

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

		public virtual bool AutoDispel{ get{ return false; } }
		public virtual double AutoDispelChance{ get { return ((Core.SE) ? .10 : 1.0); } }

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

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

		public virtual void OnGotMeleeAttack( Mobile attacker )
		{
			if ( AutoDispel && attacker is BaseCreature && ((BaseCreature)attacker).IsDispellable && AutoDispelChance > Utility.RandomDouble() )
				Dispel( attacker );
		}

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

			m.Delete();
		}

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

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

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

			if( AutoDispel && defender is BaseCreature && ((BaseCreature)defender).IsDispellable && AutoDispelChance > Utility.RandomDouble() )
				Dispel( defender );
		}

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

				m_AI = null;
			}

			FocusMob = null;

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

			base.OnAfterDelete();
		}

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

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

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

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

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

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

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

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

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

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

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

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

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

		private class TameEntry : ContextMenuEntry
		{
			private BaseCreature m_Mobile;

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

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

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

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

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

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

		#region Teaching
		public virtual bool CanTeach{ get{ return false; } }

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

			if( skill == SkillName.Stealth && from.Skills[SkillName.Hiding].Base < ((Core.SE) ? 50.0 : 80.0) )
				return false;

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

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

			return true;
		}

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

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

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

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

			int baseToSet = ourSkill.BaseFixedPoint / 3;

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

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

			pointsToLearn = baseToSet - theirSkill.BaseFixedPoint;

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

			if ( pointsToLearn < 0 )
				return TeachResult.KnowsMoreThanMe;

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

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

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

			if ( freePoints < 0 )
				freePoints = 0;

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

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

				freeablePoints += sk.BaseFixedPoint;
			}

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

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

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

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

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

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

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

				theirSkill.BaseFixedPoint = baseToSet;
			}

			return TeachResult.Success;
		}

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

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

			return true;
		}

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

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

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

						m_Teaching = (SkillName)(-1);

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

						m_Teaching = skill;

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

					return true;
				}
			}

			return false;
		}
		#endregion

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

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

			StopFlee();

			ForceReacquire();

			OrderType ct = m_ControlOrder;

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

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

			return base.OnMoveOver( m );
		}

		public virtual void AddCustomContextEntries( Mobile from, List<ContextMenuEntry> list )
		{
		}

		public virtual bool CanDrop { get { return !Summoned; } }

		public override void GetContextMenuEntries( Mobile from, List<ContextMenuEntry> list )
		{
			base.GetContextMenuEntries( from, list );

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

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

			AddCustomContextEntries( from, list );

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

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

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

						if ( toTeach > 42.0 )
							toTeach = 42.0;

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

			// Pin kodu sistemi gereði menü açýlmamalý.
			if ( from.CantWalk || from.Frozen )
				list.Clear();
		}

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

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

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

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

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

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

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

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

			return base.IsHarmfulCriminal( target );
		}

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

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

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

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

			List<AggressorInfo> list = this.Aggressors;

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

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

			list = this.Aggressed;

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

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

					return;
				}
			}
		}

		private static Mobile m_NoDupeGuards;

		public void ReleaseGuardDupeLock()
		{
			m_NoDupeGuards = null;
		}

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

		private DateTime m_IdleReleaseTime;

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

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

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

				return true; // still idling
			}

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

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

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

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

		protected override void OnLocationChange( Point3D oldLocation )
		{
			Map map = this.Map;
			
			if ( PlayerRangeSensitive && m_AI != null && map != null && map.GetSector( this.Location ).Active )
				m_AI.Activate();
			
			base.OnLocationChange( oldLocation );
		}

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

			if ( ReacquireOnMovement || m_Paragon )
				ForceReacquire();

			InhumanSpeech speechType = this.SpeechType;

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

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

				// Monsters that are currently fighting are ignored

				// Controlled or summoned creatures are ignored

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

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

			if ( m_NoDupeGuards == m )
				return;

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

			GuardedRegion guardedRegion = (GuardedRegion) this.Region.GetRegion( typeof( GuardedRegion ) );

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

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

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


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

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

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

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

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

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

		public Spell GetSpellSpecific( Type type )
		{
			int i;

			for( i=0; i< m_arSpellAttack.Count; i++ )
			{
				if( m_arSpellAttack[i] == type )
				{
					object[] args = { this, null };
					return Activator.CreateInstance( type, args ) as Spell;
				}
			}

			for ( i=0; i< m_arSpellDefense.Count; i++ )
			{
				if ( m_arSpellDefense[i] == type )
				{
					object[] args = {this, null};
					return Activator.CreateInstance( type, args ) as Spell;
				}			
			}

			return null;
		}

		#region Set[...]

		public void SetDamage( int val )
		{
			m_DamageMin = val;
			m_DamageMax = val;
		}

		public void SetDamage( int min, int max )
		{
			m_DamageMin = min;
			m_DamageMax = max;
		}

		public void SetHits( int val )
		{
			if ( val < 1000 && !Core.AOS )
				val = (val * 100) / 60;

			m_HitsMax = val;
			Hits = HitsMax;
		}

		public void SetHits( int min, int max )
		{
			if ( min < 1000 && !Core.AOS )
			{
				min = (min * 100) / 60;
				max = (max * 100) / 60;
			}

			m_HitsMax = Utility.RandomMinMax( min, max );
			Hits = HitsMax;
		}

		public void SetStam( int val )
		{
			m_StamMax = val;
			Stam = StamMax;
		}

		public void SetStam( int min, int max )
		{
			m_StamMax = Utility.RandomMinMax( min, max );
			Stam = StamMax;
		}

		public void SetMana( int val )
		{
			m_ManaMax = val;
			Mana = ManaMax;
		}

		public void SetMana( int min, int max )
		{
			m_ManaMax = Utility.RandomMinMax( min, max );
			Mana = ManaMax;
		}

		public void SetStr( int val )
		{
			RawStr = val;
			Hits = HitsMax;
		}

		public void SetStr( int min, int max )
		{
			RawStr = Utility.RandomMinMax( min, max );
			Hits = HitsMax;
		}

		public void SetDex( int val )
		{
			RawDex = val;
			Stam = StamMax;
		}

		public void SetDex( int min, int max )
		{
			RawDex = Utility.RandomMinMax( min, max );
			Stam = StamMax;
		}

		public void SetInt( int val )
		{
			RawInt = val;
			Mana = ManaMax;
		}

		public void SetInt( int min, int max )
		{
			RawInt = Utility.RandomMinMax( min, max );
			Mana = ManaMax;
		}

		public void SetDamageType( ResistanceType type, int min, int max )
		{
			SetDamageType( type, Utility.RandomMinMax( min, max ) );
		}

		public void SetDamageType( ResistanceType type, int val )
		{
			switch ( type )
			{
				case ResistanceType.Physical: m_PhysicalDamage = val; break;
				case ResistanceType.Fire: m_FireDamage = val; break;
				case ResistanceType.Cold: m_ColdDamage = val; break;
				case ResistanceType.Poison: m_PoisonDamage = val; break;
				case ResistanceType.Energy: m_EnergyDamage = val; break;
			}
		}

		public void SetResistance( ResistanceType type, int min, int max )
		{
			SetResistance( type, Utility.RandomMinMax( min, max ) );
		}

		public void SetResistance( ResistanceType type, int val )
		{
			switch ( type )
			{
				case ResistanceType.Physical: m_PhysicalResistance = val; break;
				case ResistanceType.Fire: m_FireResistance = val; break;
				case ResistanceType.Cold: m_ColdResistance = val; break;
				case ResistanceType.Poison: m_PoisonResistance = val; break;
				case ResistanceType.Energy: m_EnergyResistance = val; break;
			}

			UpdateResistances();
		}

		public void SetSkill( SkillName name, double val )
		{
			Skills[name].BaseFixedPoint = (int)(val * 10);

			if ( Skills[name].Base > Skills[name].Cap ) 
				Skills[name].Cap = Skills[name].Base;
		}

		public void SetSkill( SkillName name, double min, double max )
		{
			int minFixed = (int)(min * 10);
			int maxFixed = (int)(max * 10);

			Skills[name].BaseFixedPoint = Utility.RandomMinMax( minFixed, maxFixed );

			if ( Skills[name].Base > Skills[name].Cap ) 
				Skills[name].Cap = Skills[name].Base;
		}

		public void SetFameLevel( int level )
		{
			switch ( level )
			{
				case 1: Fame = Utility.RandomMinMax(     0,  1249 ); break;
				case 2: Fame = Utility.RandomMinMax(  1250,  2499 ); break;
				case 3: Fame = Utility.RandomMinMax(  2500,  4999 ); break;
				case 4: Fame = Utility.RandomMinMax(  5000,  9999 ); break;
				case 5: Fame = Utility.RandomMinMax( 10000, 10000 ); break;
			}
		}

		public void SetKarmaLevel( int level )
		{
			switch ( level )
			{
				case 0: Karma = -Utility.RandomMinMax(     0,   624 ); break;
				case 1: Karma = -Utility.RandomMinMax(   625,  1249 ); break;
				case 2: Karma = -Utility.RandomMinMax(  1250,  2499 ); break;
				case 3: Karma = -Utility.RandomMinMax(  2500,  4999 ); break;
				case 4: Karma = -Utility.RandomMinMax(  5000,  9999 ); break;
				case 5: Karma = -Utility.RandomMinMax( 10000, 10000 ); break;
			}
		}

		#endregion

		public static void Cap( ref int val, int min, int max )
		{
			if ( val < min )
				val = min;
			else if ( val > max )
				val = max;
		}

		#region Pack & Loot
		public void PackPotion()
		{
			PackItem( Loot.RandomPotion() );
		}

		public void PackNecroScroll( int index )
		{
			if ( !Core.AOS || 0.05 <= Utility.RandomDouble() )
				return;

			PackItem( Loot.Construct( Loot.NecromancyScrollTypes, index ) );
		}

		public void PackScroll( int minCircle, int maxCircle )
		{
			PackScroll( Utility.RandomMinMax( minCircle, maxCircle ) );
		}

		public void PackScroll( int circle )
		{
			int min = (circle - 1) * 8;

			PackItem( Loot.RandomScroll( min, min + 7, SpellbookType.Regular ) );
		}

		public void PackMagicItems( int minLevel, int maxLevel )
		{
			PackMagicItems( minLevel, maxLevel, 0.30, 0.15 );
		}

		public void PackMagicItems( int minLevel, int maxLevel, double armorChance, double weaponChance )
		{
			if ( !PackArmor( minLevel, maxLevel, armorChance ) )
				PackWeapon( minLevel, maxLevel, weaponChance );
		}

		protected bool m_Spawning;
		protected int m_KillersLuck;

		public virtual void GenerateLoot( bool spawning )
		{
			m_Spawning = spawning;

			if ( !spawning )
				m_KillersLuck = LootPack.GetLuckChanceForKiller( this );

			GenerateLoot();

			if ( m_Paragon )
			{
				if ( Fame < 1250 )
					AddLoot( LootPack.Meager );
				else if ( Fame < 2500 )
					AddLoot( LootPack.Average );
				else if ( Fame < 5000 )
					AddLoot( LootPack.Rich );
				else if ( Fame < 10000 )
					AddLoot( LootPack.FilthyRich );
				else
					AddLoot( LootPack.UltraRich );
			}

			m_Spawning = false;
			m_KillersLuck = 0;
		}

		public virtual void GenerateLoot()
		{
		}

		public virtual void AddLoot( LootPack pack, int amount )
		{
			for ( int i = 0; i < amount; ++i )
				AddLoot( pack );
		}

		public virtual void AddLoot( LootPack pack )
		{
			if ( Summoned )
				return;

			Container backpack = Backpack;

			if ( backpack == null )
			{
				backpack = new Backpack();

				backpack.Movable = false;

				AddItem( backpack );
			}

			pack.Generate( this, backpack, m_Spawning, m_KillersLuck );
		}

		public bool PackArmor( int minLevel, int maxLevel )
		{
			return PackArmor( minLevel, maxLevel, 1.0 );
		}

		public bool PackArmor( int minLevel, int maxLevel, double chance )
		{
			if ( chance <= Utility.RandomDouble() )
				return false;

			Cap( ref minLevel, 0, 5 );
			Cap( ref maxLevel, 0, 5 );

			if ( Core.AOS )
			{
				Item item = Loot.RandomArmorOrShieldOrJewelry();

				if ( item == null )
					return false;

				int attributeCount, min, max;
				GetRandomAOSStats( minLevel, maxLevel, out attributeCount, out min, out max );

				if ( item is BaseArmor )
					BaseRunicTool.ApplyAttributesTo( (BaseArmor)item, attributeCount, min, max );
				else if ( item is BaseJewel )
					BaseRunicTool.ApplyAttributesTo( (BaseJewel)item, attributeCount, min, max );

				PackItem( item );
			}
			else
			{
				BaseArmor armor = Loot.RandomArmorOrShield();

				if ( armor == null )
					return false;

				armor.ProtectionLevel = (ArmorProtectionLevel)RandomMinMaxScaled( minLevel, maxLevel );
				armor.Durability = (ArmorDurabilityLevel)RandomMinMaxScaled( minLevel, maxLevel );

				PackItem( armor );
			}

			return true;
		}

		public static void GetRandomAOSStats( int minLevel, int maxLevel, out int attributeCount, out int min, out int max )
		{
			int v = RandomMinMaxScaled( minLevel, maxLevel );

			if ( v >= 5 )
			{
				attributeCount = Utility.RandomMinMax( 2, 6 );
				min = 20; max = 70;
			}
			else if ( v == 4 )
			{
				attributeCount = Utility.RandomMinMax( 2, 4 );
				min = 20; max = 50;
			}
			else if ( v == 3 )
			{
				attributeCount = Utility.RandomMinMax( 2, 3 );
				min = 20; max = 40;
			}
			else if ( v == 2 )
			{
				attributeCount = Utility.RandomMinMax( 1, 2 );
				min = 10; max = 30;
			}
			else
			{
				attributeCount = 1;
				min = 10; max = 20;
			}
		}

		public static int RandomMinMaxScaled( int min, int max )
		{
			if ( min == max )
				return min;

			if ( min > max )
			{
				int hold = min;
				min = max;
				max = hold;
			}

			/* Example:
			 *    min: 1
			 *    max: 5
			 *  count: 5
			 * 
			 * total = (5*5) + (4*4) + (3*3) + (2*2) + (1*1) = 25 + 16 + 9 + 4 + 1 = 55
			 * 
			 * chance for min+0 : 25/55 : 45.45%
			 * chance for min+1 : 16/55 : 29.09%
			 * chance for min+2 :  9/55 : 16.36%
			 * chance for min+3 :  4/55 :  7.27%
			 * chance for min+4 :  1/55 :  1.81%
			 */

			int count = max - min + 1;
			int total = 0, toAdd = count;

			for ( int i = 0; i < count; ++i, --toAdd )
				total += toAdd*toAdd;

			int rand = Utility.Random( total );
			toAdd = count;

			int val = min;

			for ( int i = 0; i < count; ++i, --toAdd, ++val )
			{
				rand -= toAdd*toAdd;

				if ( rand < 0 )
					break;
			}

			return val;
		}

		public bool PackSlayer()
		{
			return PackSlayer( 0.05 );
		}

		public bool PackSlayer( double chance )
		{
			if ( chance <= Utility.RandomDouble() )
				return false;

			if ( Utility.RandomBool() )
			{
				BaseInstrument instrument = Loot.RandomInstrument();

				if ( instrument != null )
				{
					instrument.Slayer = SlayerGroup.GetLootSlayerType( GetType() );
					PackItem( instrument );
				}
			}
			else if ( !Core.AOS )
			{
				BaseWeapon weapon = Loot.RandomWeapon();

				if ( weapon != null )
				{
					weapon.Slayer = SlayerGroup.GetLootSlayerType( GetType() );
					PackItem( weapon );
				}
			}

			return true;
		}

		public bool PackWeapon( int minLevel, int maxLevel )
		{
			return PackWeapon( minLevel, maxLevel, 1.0 );
		}

		public bool PackWeapon( int minLevel, int maxLevel, double chance )
		{
			if ( chance <= Utility.RandomDouble() )
				return false;

			Cap( ref minLevel, 0, 5 );
			Cap( ref maxLevel, 0, 5 );

			if ( Core.AOS )
			{
				Item item = Loot.RandomWeaponOrJewelry();

				if ( item == null )
					return false;

				int attributeCount, min, max;
				GetRandomAOSStats( minLevel, maxLevel, out attributeCount, out min, out max );

				if ( item is BaseWeapon )
					BaseRunicTool.ApplyAttributesTo( (BaseWeapon)item, attributeCount, min, max );
				else if ( item is BaseJewel )
					BaseRunicTool.ApplyAttributesTo( (BaseJewel)item, attributeCount, min, max );

				PackItem( item );
			}
			else
			{
				BaseWeapon weapon = Loot.RandomWeapon();

				if ( weapon == null )
					return false;

				if ( 0.05 > Utility.RandomDouble() )
					weapon.Slayer = SlayerName.Silver;

				weapon.DamageLevel = (WeaponDamageLevel)RandomMinMaxScaled( minLevel, maxLevel );
				weapon.AccuracyLevel = (WeaponAccuracyLevel)RandomMinMaxScaled( minLevel, maxLevel );
				weapon.DurabilityLevel = (WeaponDurabilityLevel)RandomMinMaxScaled( minLevel, maxLevel );

				PackItem( weapon );
			}

			return true;
		}

		public void PackGold( int amount )
		{
			if ( amount > 0 )
				PackItem( new Gold( amount ) );
		}

		public void PackGold( int min, int max )
		{
			PackGold( Utility.RandomMinMax( min, max ) );
		}

		public void PackStatue( int min, int max )
		{
			PackStatue( Utility.RandomMinMax( min, max ) );
		}

		public void PackStatue( int amount )
		{
			for ( int i = 0; i < amount; ++i )
				PackStatue();
		}

		public void PackStatue()
		{
			PackItem( Loot.RandomStatue() );
		}

		public void PackGem()
		{
			PackGem( 1 );
		}

		public void PackGem( int min, int max )
		{
			PackGem( Utility.RandomMinMax( min, max ) );
		}

		public void PackGem( int amount )
		{
			if ( amount <= 0 )
				return;

			Item gem = Loot.RandomGem();

			gem.Amount = amount;

			PackItem( gem );
		}

		public void PackNecroReg( int min, int max )
		{
			PackNecroReg( Utility.RandomMinMax( min, max ) );
		}

		public void PackNecroReg( int amount )
		{
			for ( int i = 0; i < amount; ++i )
				PackNecroReg();
		}

		public void PackNecroReg()
		{
			if ( !Core.AOS )
				return;

			PackItem( Loot.RandomNecromancyReagent() );
		}

		public void PackReg( int min, int max )
		{
			PackReg( Utility.RandomMinMax( min, max ) );
		}

		public void PackReg( int amount )
		{
			if ( amount <= 0 )
				return;

			Item reg = Loot.RandomReagent();

			reg.Amount = amount;

			PackItem( reg );
		}

		public void PackItem( Item item )
		{
			if ( Summoned || item == null )
			{
				if ( item != null )
					item.Delete();

				return;
			}

			Container pack = Backpack;

			if ( pack == null )
			{
				pack = new Backpack();

				pack.Movable = false;

				AddItem( pack );
			}

			if ( !item.Stackable || !pack.TryDropItem( this, item, false ) ) // try stack
				pack.DropItem( item ); // failed, drop it anyway
		}
		#endregion

		public override void OnDoubleClick( Mobile from )
		{
			if ( from.AccessLevel >= AccessLevel.GameMaster && !Body.IsHuman )
			{
				Container pack = this.Backpack;

				if ( pack != null )
					pack.DisplayTo( from );
			}

			if ( this.DeathAdderCharmable && from.CanBeHarmful( this, false ) )
			{
				DeathAdder da = Spells.Necromancy.SummonFamiliarSpell.Table[from] as DeathAdder;

				if ( da != null && !da.Deleted )
				{
					from.SendAsciiMessage( "You charm the snake.  Select a target to attack." );
					from.Target = new DeathAdderCharmTarget( this );
				}
			}

			base.OnDoubleClick( from );
		}

		private class DeathAdderCharmTarget : Target
		{
			private BaseCreature m_Charmed;

			public DeathAdderCharmTarget( BaseCreature charmed ) : base( -1, false, TargetFlags.Harmful )
			{
				m_Charmed = charmed;
			}

			protected override void OnTarget( Mobile from, object targeted )
			{
				if ( !m_Charmed.DeathAdderCharmable || m_Charmed.Combatant != null || !from.CanBeHarmful( m_Charmed, false ) )
					return;

				DeathAdder da = Spells.Necromancy.SummonFamiliarSpell.Table[from] as DeathAdder;
				if ( da == null || da.Deleted )
					return;

				Mobile targ = targeted as Mobile;
				if ( targ == null || !from.CanBeHarmful( targ, false ) )
					return;

				from.RevealingAction();
				from.DoHarmful( targ, true );

				m_Charmed.Combatant = targ;

				if ( m_Charmed.AIObject != null )
					m_Charmed.AIObject.Action = ActionType.Combat;
			}
		}

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

			if ( Controlled && Commandable )
			{
				if ( Summoned )
					list.Add( 1049646 ); // (summoned)
				else if ( IsBonded )	//Intentional difference (showing ONLY bonded when bonded instead of bonded & tame)
					list.Add( 1049608 ); // (bonded)
				else
					list.Add( 502006 ); // (tame)
			}
		}

		public override void OnSingleClick( Mobile from )
		{
			if ( Controlled && Commandable )
			{
				int number;

				if ( Summoned )
					number = 1049646; // (summoned)
				else if ( IsBonded )
					number = 1049608; // (bonded)
				else
					number = 502006; // (tame)

				PrivateOverheadMessage( MessageType.Regular, 0x3B2, number, from.NetState );
			}

			base.OnSingleClick( from );
		}

		public virtual double TreasureMapChance{ get{ return TreasureMap.LootChance; } }
		public virtual int TreasureMapLevel{ get{ return -1; } }

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

		public override bool OnBeforeDeath()
		{
			int treasureLevel = TreasureMapLevel;

			if ( treasureLevel == 1 && this.Map == Map.Trammel && TreasureMap.IsInHavenIsland( this ) )
			{
				Mobile killer = this.LastKiller;

				if ( killer is BaseCreature )
					killer = ((BaseCreature)killer).GetMaster();

				if ( killer is PlayerMobile && ((PlayerMobile)killer).Young )
					treasureLevel = 0;
			}

			if ( !Summoned && !NoKillAwards && !IsBonded && treasureLevel >= 0 )
			{
				if ( m_Paragon && Ayarlar.ChestChance > Utility.RandomDouble() )
					PackItem( new ParagonChest( this.Name, treasureLevel ) );
				else if ( (Map == Map.Felucca || Map == Map.Trammel) && TreasureMap.LootChance >= Utility.RandomDouble() )
					PackItem( new TreasureMap( treasureLevel, Map ) );
			}		

			if ( !Summoned && !NoKillAwards && !m_HasGeneratedLoot )
			{
				m_HasGeneratedLoot = true;
				GenerateLoot( false );
			}

			if ( !NoKillAwards && Region.IsPartOf( "Doom" ) )
			{
				int bones = Engines.Quests.Doom.TheSummoningQuest.GetDaemonBonesFor( this );

				if ( bones > 0 )
					PackItem( new DaemonBone( bones ) );
			}

			if ( IsAnimatedDead )
				Effects.SendLocationEffect( Location, Map, 0x3728, 13, 1, 0x461, 4 );

			InhumanSpeech speechType = this.SpeechType;

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

			if ( m_ReceivedHonorContext != null )
				m_ReceivedHonorContext.OnTargetKilled();

			return base.OnBeforeDeath();
		}

		private bool m_NoKillAwards;

		public bool NoKillAwards
		{
			get{ return m_NoKillAwards; }
			set{ m_NoKillAwards = value; }
		}

		public int ComputeBonusDamage( List<DamageEntry> list, Mobile m )
		{
			int bonus = 0;

			for ( int i = list.Count - 1; i >= 0; --i )
			{
				DamageEntry de = list[i];

				if ( de.Damager == m || !(de.Damager is BaseCreature) )
					continue;

				BaseCreature bc = (BaseCreature)de.Damager;
				Mobile master = null;

				master = bc.GetMaster();

				if ( master == m )
					bonus += de.DamageGiven;
			}

			return bonus;
		}

		public Mobile GetMaster()
		{
			if ( Controlled && ControlMaster != null )
				return ControlMaster;
			else if ( Summoned && SummonMaster != null )
				return SummonMaster;

			return null;
		}

		private class FKEntry
		{
			public Mobile m_Mobile;
			public int m_Damage;

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

		public static List<DamageStore> GetLootingRights( List<DamageEntry> damageEntries, int hitsMax )
		{
			List<DamageStore> rights = new List<DamageStore>();

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

				DamageEntry de = damageEntries[i];

				if ( de.HasExpired )
				{
					damageEntries.RemoveAt( i );
					continue;
				}

				int damage = de.DamageGiven;

				List<DamageEntry> respList = de.Responsible;

				if ( respList != null )
				{
					for ( int j = 0; j < respList.Count; ++j )
					{
						DamageEntry subEntry = respList[j];
						Mobile master = subEntry.Damager;

						if ( master == null || master.Deleted || !master.Player )
							continue;

						bool needNewSubEntry = true;

						for ( int k = 0; needNewSubEntry && k < rights.Count; ++k )
						{
							DamageStore ds = rights[k];

							if ( ds.m_Mobile == master )
							{
								ds.m_Damage += subEntry.DamageGiven;
								needNewSubEntry = false;
							}
						}

						if ( needNewSubEntry )
							rights.Add( new DamageStore( master, subEntry.DamageGiven ) );

						damage -= subEntry.DamageGiven;
					}
				}

				Mobile m = de.Damager;

				if ( m == null || m.Deleted || !m.Player )
					continue;

				if ( damage <= 0 )
					continue;

				bool needNewEntry = true;

				for ( int j = 0; needNewEntry && j < rights.Count; ++j )
				{
					DamageStore ds = rights[j];

					if ( ds.m_Mobile == m )
					{
						ds.m_Damage += damage;
						needNewEntry = false;
					}
				}

				if ( needNewEntry )
					rights.Add( new DamageStore( m, damage ) );
			}

			if ( rights.Count > 0 )
			{
				if ( rights.Count > 1 )
					rights.Sort();

				int topDamage = rights[0].m_Damage;
				int minDamage;

				if ( hitsMax >= 3000 )
					minDamage = topDamage / 16;
				else if ( hitsMax >= 1000 )
					minDamage = topDamage / 8;
				else if ( hitsMax >= 200 )
					minDamage = topDamage / 4;
				else
					minDamage = topDamage / 2;

				for ( int i = 0; i < rights.Count; ++i )
				{
					DamageStore ds = rights[i];

					ds.m_HasRight = ( ds.m_Damage >= minDamage );
				}
			}

			return rights;
		}

		public virtual void OnKilledBy( Mobile mob )
		{
			if ( m_Paragon && Paragon.CheckArtifactChance( mob, this ) )
				Paragon.GiveArtifactTo( mob );
		}

		public override void OnDeath( Container c )
		{
			MeerMage.StopEffect( this, false );

			if ( IsBonded )
			{
				int sound = this.GetDeathSound();

				if ( sound >= 0 )
					Effects.PlaySound( this, this.Map, sound );

				Warmode = false;

				Poison = null;
				Combatant = null;

				Hits = 0;
				Stam = 0;
				Mana = 0;

				IsDeadPet = true;
				ControlTarget = ControlMaster;
				ControlOrder = OrderType.Follow;

				ProcessDeltaQueue();
				SendIncomingPacket();
				SendIncomingPacket();

				List<AggressorInfo> aggressors = this.Aggressors;

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

					if ( info.Attacker.Combatant == this )
						info.Attacker.Combatant = null;
				}

				List<AggressorInfo> aggressed = this.Aggressed;

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

					if ( info.Defender.Combatant == this )
						info.Defender.Combatant = null;
				}

				Mobile owner = this.ControlMaster;

				if ( owner == null || owner.Deleted || owner.Map != this.Map || !owner.InRange( this, 12 ) || !this.CanSee( owner ) || !this.InLOS( owner ) )
				{
					if ( this.OwnerAbandonTime == DateTime.MinValue )
						this.OwnerAbandonTime = DateTime.Now;
				}
				else
				{
					this.OwnerAbandonTime = DateTime.MinValue;
				}

				CheckStatTimers();
			}
			else
			{
				if ( !Summoned && !m_NoKillAwards )
				{
					int totalFame = Fame / 100;
					int totalKarma = -Karma / 100;

					List<DamageStore> list = GetLootingRights( this.DamageEntries, this.HitsMax );

					bool givenQuestKill = false;
					bool givenToTKill = false;

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

						if ( !ds.m_HasRight )
							continue;

						Titles.AwardFame( ds.m_Mobile, totalFame, true );
						Titles.AwardKarma( ds.m_Mobile, totalKarma, true );

						OnKilledBy( ds.m_Mobile );

						if( !givenToTKill )
							givenToTKill = true;

						if ( givenQuestKill )
							continue;

						PlayerMobile pm = ds.m_Mobile as PlayerMobile;

						if ( pm != null )
						{
							QuestSystem qs = pm.Quest;

							if ( qs != null )
							{
								qs.OnKill( this, c );
								givenQuestKill = true;
							}
						}
					}
				}

				base.OnDeath( c );

				if ( DeleteCorpseOnDeath )
					c.Delete();

				#region Instance Corpses
				if ( Core.AOS )
					InstanceCorpse( c );
				#endregion
			}
		}

		#region [Methods & Callbacks] Instance Corpses
		private Timer m_CorpseFinalizerTimer;

		private void FinalizeInstanceCorpse( object o )
		{
			Corpse corpse = o as Corpse;

			if( corpse == null || corpse.Deleted )
				return;

			List<Item> list = new List<Item>( corpse.Items );

			foreach( Item item in list ) {
				if( item.Stackable )
					MergeType( corpse, item.GetType() );
				else
					item.InstanceOwner = null;
			}

			list = null;
		}

		private static void MergeType( Container c, Type t )
		{
			if ( t.GetConstructor( Type.EmptyTypes ) == null )
			{
				Console.WriteLine( "[Instance Corpse Bugreport] Attempted to instantioate item of type: {0} -> No suitable ctor found to invoke.", t.FullName );
				return; // possibly throw an exception here instead ?
			}

			int amount = c.ConsumeUpTo( t, int.MaxValue );

			if ( amount > 60000 )
			{
				Item item = null;

				do {
					c.DropItem( item = (Item)Activator.CreateInstance( t ) );
					item.Amount = 60000;
					amount -= 60000;
				} while( amount > 60000 );

				if( amount > 0 ) {
					c.DropItem( item = (Item)Activator.CreateInstance( t ) );
					item.Amount = amount;
				}
			}
			else
			{
				Item item = (Item)Activator.CreateInstance( t );
				item.Amount = amount;

				c.DropItem( item );
			}
		}

		private static Item MakeInstanceOwner( Item item, object o )
		{
			item.InstanceOwner = o;
			return item;
		}

		/// <summary>
		/// Flag to make items un-ownable.
		/// </summary>
		public const int IOFlag = 0x10000000;

		private void InstanceCorpse( Container c )
		{
			List<DamageStore> tempList = GetLootingRights( this.DamageEntries, this.HitsMax );
			List<DamageStore> damages = new List<DamageStore>();

			foreach( DamageStore ds in tempList ) {
				if( ds.m_HasRight ) {
					damages.Add( ds );
				}
			}

			tempList = null;

			damages.Sort();

			if ( c != null && !c.Deleted && damages.Count != 0 )
			{
				Dictionary<Type, int> stackable = new Dictionary<Type, int>();
				List<Item> ordinary = new List<Item>();
				List<Item> toRemove = new List<Item>();

				foreach( Item item in c.Items )
				{
					if( item.InstanceOwner == null &&
						( item.SavedFlags & IOFlag ) == 0 ) {
						if( item.Stackable ) {
							Type t = item.GetType();

							if( stackable.ContainsKey( t ) )
								stackable[ t ] += item.Amount;
							else
								stackable[ t ] = item.Amount;

							toRemove.Add( item );
						}
						else {
							ordinary.Add( item );
						}
					}
				}

				for( int i = 0; i < toRemove.Count; i++ )
					toRemove[ i ].Delete();

				foreach( KeyValuePair<Type, int> ti in stackable )
				{
					int pile = Math.Max( ( ti.Value / damages.Count ), 1 );

					Dictionary<PARTY, int> party = new Dictionary<PARTY, int>();
					PARTY p = null;

					for( int k = 0; ( ( k < damages.Count ) && ( k < ti.Value ) ); k++ ) {
						DamageStore ds = damages[ k ];

						p = PARTY.Get( ds.m_Mobile );

						if( p == null ) {
							Item item = (Item)Activator.CreateInstance( ti.Key );
							item.Amount = pile;
							c.DropItem( item );
							item.InstanceOwner = ds.m_Mobile;
						}
						else {
							if( party.ContainsKey( p ) )
								party[ p ] += pile;
							else
								party[ p ] = pile;
						}
					}

					foreach( KeyValuePair<PARTY, int> kvp in party ) {
						Item item = (Item)Activator.CreateInstance( ti.Key );
						item.Amount = kvp.Value;
						c.DropItem( item );
						item.InstanceOwner = kvp.Key;
					}

					party = null;
				}

				for( int j = 0; j < ordinary.Count; j++ ) {
					Item current = ordinary[ j ];
					Mobile owner = damages[ j % damages.Count ].m_Mobile;

					//Console.WriteLine( "Assigning item of type: {0}, serial: {1} - to: {2}", current.GetType(), current.Serial, owner.Name );

					if( owner.Party == null )
						current.InstanceOwner = owner;
					else
						current.InstanceOwner = owner.Party;
				}

				stackable = null;
				ordinary = null;
				toRemove = null;
			}

			// after 3 minutes the instance owner property should be removed
			m_CorpseFinalizerTimer = Timer.DelayCall( TimeSpan.FromMinutes( 3.0 ), new TimerStateCallback( FinalizeInstanceCorpse ), c );
		}
		#endregion

		/* To save on cpu usage, RunUO creatures only reacquire creatures under the following circumstances:
		 *  - 10 seconds have elapsed since the last time it tried
		 *  - The creature was attacked
		 *  - Some creatures, like dragons, will reacquire when they see someone move
		 * 
		 * This functionality appears to be implemented on OSI as well
		 */

		private DateTime m_NextReacquireTime;

		public DateTime NextReacquireTime{ get{ return m_NextReacquireTime; } set{ m_NextReacquireTime = value; } }

		public virtual TimeSpan ReacquireDelay{ get{ return TimeSpan.FromSeconds( 10.0 ); } }
		public virtual bool ReacquireOnMovement{ get{ return false; } }

		public void ForceReacquire()
		{
			m_NextReacquireTime = DateTime.MinValue;
		}

		public override void OnDelete()
		{
			SetControlMaster( null );
			SummonMaster = null;

			if ( m_ReceivedHonorContext != null )
				m_ReceivedHonorContext.Cancel();

			base.OnDelete();
		}

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

				return false;
			}

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

		public override bool CanBeRenamedBy( Mobile from )
		{
			bool ret = base.CanBeRenamedBy( from );

			if ( Controlled && from == ControlMaster )
				ret = true;

			return ret;
		}

		public bool SetControlMaster( Mobile m )
		{
			if ( m == null )
			{
				ControlMaster = null;
				Controlled = false;
				ControlTarget = null;
				ControlOrder = OrderType.None;
				Guild = null;

				Delta( MobileDelta.Noto );
			}
			else
			{
				SpawnEntry se = this.Spawner as SpawnEntry;
				if ( se != null && se.UnlinkOnTaming )
				{
					this.Spawner.Remove( this );
					this.Spawner = null;
				}

				if ( m.Followers + ControlSlots > m.FollowersMax )
				{
					m.SendLocalizedMessage( 1049607 ); // You have too many followers to control that creature.
					return false;
				}

				CurrentWayPoint = null;//so tamed animals don't try to go back
			
				ControlMaster = m;
				Controlled = true;
				ControlTarget = null;
				ControlOrder = OrderType.Come;
				Guild = null;

				Delta( MobileDelta.Noto );
			}

			return true;
		}

		public override void OnRegionChange( Region Old, Region New )
		{
			base.OnRegionChange( Old, New );

			if ( this.Controlled )
			{
				SpawnEntry se = this.Spawner as SpawnEntry;

				if ( se != null && !se.UnlinkOnTaming && ( New == null || !New.AcceptsSpawnsFrom( se.Region ) ) )
				{
					this.Spawner.Remove( this );
					this.Spawner = null;
				}
			}
		}

		private static bool m_Summoning;

		public static bool Summoning
		{
			get{ return m_Summoning; }
			set{ m_Summoning = value; }
		}

		public static bool Summon( BaseCreature creature, Mobile caster, Point3D p, int sound, TimeSpan duration )
		{
			return Summon( creature, true, caster, p, sound, duration );
		}

		public static bool Summon( BaseCreature creature, bool controlled, Mobile caster, Point3D p, int sound, TimeSpan duration )
		{
			if ( caster.Followers + creature.ControlSlots > caster.FollowersMax )
			{
				caster.SendLocalizedMessage( 1049645 ); // You have too many followers to summon that creature.
				creature.Delete();
				return false;
			}

			m_Summoning = true;

			if ( controlled )
				creature.SetControlMaster( caster );

			creature.RangeHome = 10;
			creature.Summoned = true;

			creature.SummonMaster = caster;

			Container pack = creature.Backpack;

			if ( pack != null )
			{
				for ( int i = pack.Items.Count - 1; i >= 0; --i )
				{
					if ( i >= pack.Items.Count )
						continue;

					pack.Items[i].Delete();
				}
			}

			new UnsummonTimer( caster, creature, duration ).Start();
			creature.m_SummonEnd = DateTime.Now + duration;

			creature.MoveToWorld( p, caster.Map );

			Effects.PlaySound( p, creature.Map, sound );

			m_Summoning = false;

			return true;
		}

		private static bool EnableRummaging = true;

		private const double ChanceToRummage = 0.5; // 50%

		private const double MinutesToNextRummageMin = 1.0;
		private const double MinutesToNextRummageMax = 4.0;

		private const double MinutesToNextChanceMin = 0.25;
		private const double MinutesToNextChanceMax = 0.75;

		private DateTime m_NextRummageTime;

		public virtual bool CanBreath { get { return HasBreath && !Summoned; } }
		public virtual bool IsDispellable { get { return Summoned && !IsAnimatedDead; } }

		public virtual void OnThink()
		{
			if ( EnableRummaging && CanRummageCorpses && !Summoned && !Controlled && DateTime.Now >= m_NextRummageTime )
			{
				double min, max;

				if ( ChanceToRummage > Utility.RandomDouble() && Rummage() )
				{
					min = MinutesToNextRummageMin;
					max = MinutesToNextRummageMax;
				}
				else
				{
					min = MinutesToNextChanceMin;
					max = MinutesToNextChanceMax;
				}

				double delay = min + (Utility.RandomDouble() * (max - min));
				m_NextRummageTime = DateTime.Now + TimeSpan.FromMinutes( delay );
			}

			if ( CanBreath && DateTime.Now >= m_NextBreathTime ) // tested: controled dragons do breath fire, what about summoned skeletal dragons?
			{
				Mobile target = this.Combatant;

				if ( target != null && target.Alive && !target.IsDeadBondedPet && CanBeHarmful( target ) && target.Map == this.Map && !IsDeadBondedPet && target.InRange( this, BreathRange ) && InLOS( target ) && !BardPacified )
					BreathStart( target );

				m_NextBreathTime = DateTime.Now + TimeSpan.FromSeconds( BreathMinDelay + (Utility.RandomDouble() * BreathMaxDelay) );
			}
		}

		public virtual bool Rummage()
		{
			Corpse toRummage = null;

			foreach ( Item item in this.GetItemsInRange( 2 ) )
			{
				if ( item is Corpse && item.Items.Count > 0 )
				{
					toRummage = (Corpse)item;
					break;
				}
			}

			if ( toRummage == null )
				return false;

			Container pack = this.Backpack;

			if ( pack == null )
				return false;

			List<Item> items = toRummage.Items;

			bool rejected;
			LRReason reason;

			for ( int i = 0; i < items.Count; ++i )
			{
				Item item = items[Utility.Random( items.Count )];

				Lift( item, item.Amount, out rejected, out reason );

				if ( !rejected && Drop( this, new Point3D( -1, -1, 0 ) ) )
				{
					// *rummages through a corpse and takes an item*
					PublicOverheadMessage( MessageType.Emote, 0x3B2, 1008086 );
					return true;
				}
			}

			return false;
		}

		public void Pacify( Mobile master, DateTime endtime )
		{
			BardPacified = true;
			BardEndTime = endtime;
		}

		public override Mobile GetDamageMaster( Mobile damagee )
		{
			if ( m_bBardProvoked && damagee == m_bBardTarget )
				return m_bBardMaster;
			else if ( m_bControlled && m_ControlMaster != null )
				return m_ControlMaster;
			else if ( m_bSummoned && m_SummonMaster != null )
				return m_SummonMaster;

			return base.GetDamageMaster( damagee );
		}
 
		public void Provoke( Mobile master, Mobile target, bool bSuccess )
		{
			BardProvoked = true;

			this.PublicOverheadMessage( MessageType.Emote, EmoteHue, false, "*looks furious*" );
 
			if ( bSuccess )
			{
				PlaySound( GetIdleSound() );
 
				BardMaster = master;
				BardTarget = target;
				Combatant = target;
				BardEndTime = DateTime.Now + TimeSpan.FromSeconds( 30.0 );

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

					if ( t.Unprovokable || (t.IsParagon && BaseInstrument.GetBaseDifficulty( t ) >= 160.0) )
						return;

					t.BardProvoked = true;

					t.BardMaster = master;
					t.BardTarget = this;
					t.Combatant = this;
					t.BardEndTime = DateTime.Now + TimeSpan.FromSeconds( 30.0 );
				}
			}
			else
			{
				PlaySound( GetAngerSound() );

				BardMaster = master;
				BardTarget = target;
			}
		}

		public bool FindMyName( string str, bool bWithAll )
		{
			int i, j;

			string name = this.Name;
 
			if( name == null || str.Length < name.Length )
				return false;
 
			string[] wordsString = str.Split(' ');
			string[] wordsName = name.Split(' ');
 
			for ( j=0 ; j < wordsName.Length; j++ )
			{
				string wordName = wordsName[j];
 
				bool bFound = false;
				for ( i=0 ; i < wordsString.Length; i++ )
				{
					string word = wordsString[i];

					if ( Insensitive.Equals( word, wordName ) )
						bFound = true;
 
					if ( bWithAll && Insensitive.Equals( word, "all" ) )
						return true;
				}
 
				if ( !bFound )
					return false;
			}
 
			return true;
		}

		public static void TeleportPets( Mobile master, Point3D loc, Map map )
		{
			TeleportPets( master, loc, map, false );
		}

		public static void TeleportPets( Mobile master, Point3D loc, Map map, bool onlyBonded )
		{
			List<Mobile> move = new List<Mobile>();

			foreach ( Mobile m in master.GetMobilesInRange( 3 ) )
			{
				if ( m is BaseCreature )
				{
					BaseCreature pet = (BaseCreature)m;

					if ( pet.Controlled && pet.ControlMaster == master )
					{
						if ( !onlyBonded || pet.IsBonded )
						{
							if ( pet.ControlOrder == OrderType.Guard || pet.ControlOrder == OrderType.Follow || pet.ControlOrder == OrderType.Come )
								move.Add( pet );
						}
					}
				}
			}

			foreach ( Mobile m in move )
				m.MoveToWorld( loc, map );
		}

		public virtual void ResurrectPet()
		{
			if ( !IsDeadPet )
				return;

			OnBeforeResurrect();

			Poison = null;

			Warmode = false;

			Hits = 10;
			Stam = StamMax;
			Mana = 0;

			ProcessDeltaQueue();

			IsDeadPet = false;

			Effects.SendPacket( Location, Map, new BondedStatus( 0, this.Serial, 0 ) );

			this.SendIncomingPacket();
			this.SendIncomingPacket();

			OnAfterResurrect();

			Mobile owner = this.ControlMaster;

			if ( owner == null || owner.Deleted || owner.Map != this.Map || !owner.InRange( this, 12 ) || !this.CanSee( owner ) || !this.InLOS( owner ) )
			{
				if ( this.OwnerAbandonTime == DateTime.MinValue )
					this.OwnerAbandonTime = DateTime.Now;
			}
			else
			{
				this.OwnerAbandonTime = DateTime.MinValue;
			}

			CheckStatTimers();
		}

		public override bool CanBeDamaged()
		{
			if ( IsDeadPet )
				return false;

			return base.CanBeDamaged();
		}

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

		public override void OnSectorDeactivate()
		{
			if ( PlayerRangeSensitive && m_AI != null )
				m_AI.Deactivate();

			base.OnSectorDeactivate();
		}

		public override void OnSectorActivate()
		{
			if ( PlayerRangeSensitive && m_AI != null )
				m_AI.Activate();

			base.OnSectorActivate();
		}

		private bool m_RemoveIfUntamed;

		// used for deleting untamed creatures [in houses]
		private int m_RemoveStep; 

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

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

	public class LoyaltyTimer : Timer
	{
		private static TimeSpan InternalDelay = TimeSpan.FromMinutes( 5.0 );

		public static void Initialize()
		{
			new LoyaltyTimer().Start();
		}

		public LoyaltyTimer() : base( InternalDelay, InternalDelay )
		{
			m_NextHourlyCheck = DateTime.Now + TimeSpan.FromHours( 1.0 );
			Priority = TimerPriority.FiveSeconds;
		}

		private DateTime m_NextHourlyCheck;

		protected override void OnTick() 
		{ 
			bool hasHourElapsed = ( DateTime.Now >= m_NextHourlyCheck );

			if ( hasHourElapsed )
				m_NextHourlyCheck = DateTime.Now + TimeSpan.FromHours( 1.0 );

			List<BaseCreature> toRelease = new List<BaseCreature>();

			// added array for wild creatures in house regions to be removed
			List<BaseCreature> toRemove = new List<BaseCreature>();

			foreach ( Mobile m in World.Mobiles.Values )
			{
				if ( m is BaseMount && ((BaseMount)m).Rider != null )
				{
					((BaseCreature)m).OwnerAbandonTime = DateTime.MinValue;
					continue;
				}

				if ( m is BaseCreature )
				{
					BaseCreature c = (BaseCreature)m;

					if ( c.IsDeadPet )
					{
						Mobile owner = c.ControlMaster;

						if ( owner == null || owner.Deleted || owner.Map != c.Map || !owner.InRange( c, 12 ) || !c.CanSee( owner ) || !c.InLOS( owner ) )
						{
							if ( c.OwnerAbandonTime == DateTime.MinValue )
								c.OwnerAbandonTime = DateTime.Now;
							else if ( (c.OwnerAbandonTime + c.BondingAbandonDelay) <= DateTime.Now )
								toRemove.Add( c );
						}
						else
						{
							c.OwnerAbandonTime = DateTime.MinValue;
						}
					}
					else if ( c.Controlled && c.Commandable )
					{
						c.OwnerAbandonTime = DateTime.MinValue;
						
						if ( c.Map != Map.Internal )
						{
							// Every hour all pets lose 10% of max loyalty.
							if ( hasHourElapsed )
								c.Loyalty -= (BaseCreature.MaxLoyalty / 10);

							if( c.Loyalty < (BaseCreature.MaxLoyalty / 10) )
							{
								c.Say( 1043270, c.Name ); // * ~1_NAME~ looks around desperately *
								c.PlaySound( c.GetIdleSound() );
							}

							if ( c.Loyalty <= 0 )
								toRelease.Add( c );
						}
					}

					// added lines to check if a wild creature in a house region has to be removed or not
					if ( !c.Controlled && ( c.Region.IsPartOf( typeof( HouseRegion ) ) && c.CanBeDamaged() || hasHourElapsed && c.RemoveIfUntamed && c.Spawner == null ) )
					{
						c.RemoveStep++;

						if ( c.RemoveStep >= 20 )
							toRemove.Add( c );
					}
					else
					{
						c.RemoveStep = 0;
					}
				}
			}

			foreach ( BaseCreature c in toRelease )
			{
				c.Say( 1043255, c.Name ); // ~1_NAME~ appears to have decided that is better off without a master!
				c.Loyalty = BaseCreature.MaxLoyalty; // Wonderfully Happy
				c.IsBonded = false;
				c.BondingBegin = DateTime.MinValue;
				c.OwnerAbandonTime = DateTime.MinValue;
				c.ControlTarget = null;
				//c.ControlOrder = OrderType.Release;
				c.AIObject.DoOrderRelease(); // this will prevent no release of creatures left alone with AI disabled (and consequent bug of Followers)
			}

			// added code to handle removing of wild creatures in house regions
			foreach ( BaseCreature c in toRemove )
			{
				c.Delete();
			}
		}
	}
}