using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Items;
using Server.Misc;
using Server.Mobiles;
using Server.Network;
using Server.Spells;
using Server.Spells.Fifth;
using Server.Spells.Seventh;
using Server.Spells.Ninjitsu;

namespace Server
{
	public class AOS
	{
		public static void DisableStatInfluences()
		{
			for( int i = 0; i < SkillInfo.Table.Length; ++i )
			{
				SkillInfo info = SkillInfo.Table[i];

				info.StrScale = 0.0;
				info.DexScale = 0.0;
				info.IntScale = 0.0;
				info.StatTotal = 0.0;
			}
		}

		public static int Damage( Mobile m, int damage, bool ignoreArmor, int phys, int fire, int cold, int pois, int nrgy )
		{
			return Damage( m, null, damage, ignoreArmor, phys, fire, cold, pois, nrgy );
		}

		public static int Damage( Mobile m, int damage, int phys, int fire, int cold, int pois, int nrgy )
		{
			return Damage( m, null, damage, phys, fire, cold, pois, nrgy );
		}

		public static int Damage( Mobile m, Mobile from, int damage, int phys, int fire, int cold, int pois, int nrgy )
		{
			return Damage( m, from, damage, false, phys, fire, cold, pois, nrgy, 0, 0, false, false, false );
		}

		public static int Damage( Mobile m, Mobile from, int damage, bool ignoreArmor, int phys, int fire, int cold, int pois, int nrgy )
		{
			return Damage( m, from, damage, ignoreArmor, phys, fire, cold, pois, nrgy, 0, 0, false, false, false );
		}

		public static int Damage( Mobile m, Mobile from, int damage, int phys, int fire, int cold, int pois, int nrgy, bool keepAlive )
		{
			return Damage( m, from, damage, false, phys, fire, cold, pois, nrgy, 0, 0, keepAlive, false, false );
		}

		public static int Damage( Mobile m, Mobile from, int damage, bool ignoreArmor, int phys, int fire, int cold, int pois, int nrgy, int chaos, int direct, bool keepAlive, bool archer, bool deathStrike )
		{
			if( m == null || m.Deleted || !m.Alive || damage <= 0 )
				return 0;

			if( phys == 0 && fire == 100 && cold == 0 && pois == 0 && nrgy == 0 )
				Mobiles.MeerMage.StopEffect( m, true );

			if( !Core.AOS )
			{
				m.Damage( damage, from );
				return damage;
			}

			Fix( ref phys );
			Fix( ref fire );
			Fix( ref cold );
			Fix( ref pois );
			Fix( ref nrgy );
			Fix( ref chaos );
			Fix( ref direct );

			if ( Core.ML && chaos > 0 )
			{
				switch ( Utility.Random( 5 ) )
				{
					case 0: phys += chaos; break;
					case 1: fire += chaos; break;
					case 2: cold += chaos; break;
					case 3: pois += chaos; break;
					case 4: nrgy += chaos; break;
				}
			}

			BaseQuiver quiver = null;
			
			if ( archer && from != null )
				quiver = from.FindItemOnLayer( Layer.Cloak ) as BaseQuiver;

			int totalDamage;

			if( !ignoreArmor )
			{
				// Armor Ignore on OSI ignores all defenses, not just physical.
				int resPhys = m.PhysicalResistance;
				#region SA
				int physDamage = damage * phys * (100 - m.PhysicalResistance);
				int fireDamage = damage * fire * (100 - m.FireResistance);
				int coldDamage = damage * cold * (100 - m.ColdResistance);
				int poisonDamage = damage * pois * (100 - m.PoisonResistance);
				int energyDamage = damage * nrgy * (100 - m.EnergyResistance);

				int[] amounts = new int[]{ physDamage, fireDamage, coldDamage, poisonDamage, energyDamage };
				DamageEater( m, amounts );
				SoulCharge( m, amounts );

				totalDamage = physDamage + fireDamage + coldDamage + poisonDamage + energyDamage;
				totalDamage /= 10000;

				int soulcharge = AosArmorAttributes.GetValue( m, AosArmorAttribute.SoulCharge );

				if ( soulcharge > 0 )
				{
					soulcharge = Scale( totalDamage, 100 - soulcharge );

					if ( m.Mana >= soulcharge )
					{
						m.SendLocalizedMessage( 1113599 ); // The soul shield effect has reduced some of the damage done to you at the cost of using your mana.
						m.Mana -= soulcharge;
						totalDamage -= soulcharge;
					}
				}
				#endregion

				if ( Core.ML )
				{
					totalDamage += damage * direct / 100;

					if ( quiver != null )
						totalDamage += totalDamage * quiver.DamageIncrease / 100;
				}

				if( totalDamage < 1 )
					totalDamage = 1;
			}
			else if( Core.ML && m is PlayerMobile && from is PlayerMobile )
			{
				if ( quiver != null )
					damage += damage * quiver.DamageIncrease / 100;

				if ( !deathStrike )
				totalDamage = Math.Min( damage, 35 );	//Direct Damage cap of 35
				else
					totalDamage = Math.Min( damage, 70 );	// Direct Damage cap of 70
			}
			else
			{
				totalDamage = damage;

				if ( Core.ML && quiver != null )
					totalDamage += totalDamage * quiver.DamageIncrease / 100;
			}

			#region Dragon Barding
			if( (from == null || !from.Player) && m.Player && m.Mount is SwampDragon )
			{
				SwampDragon pet = m.Mount as SwampDragon;

				if( pet != null && pet.HasBarding )
				{
					int percent = (pet.BardingExceptional ? 20 : 10);
					int absorbed = Scale( totalDamage, percent );

					totalDamage -= absorbed;
					
					// Mondain's Legacy mod
					if ( !( pet is ParoxysmusSwampDragon ) )
						pet.BardingHP -= absorbed;

					if( pet.BardingHP < 0 )
					{
						pet.HasBarding = false;
						pet.BardingHP = 0;

						m.SendLocalizedMessage( 1053031 ); // Your dragon's barding has been destroyed!
					}
				}
			}
			#endregion

			if( keepAlive && totalDamage > m.Hits )
				totalDamage = m.Hits;

			if( from != null && !from.Deleted && from.Alive )
			{
				int reflectPhys = AosAttributes.GetValue( m, AosAttribute.ReflectPhysical );

				if( reflectPhys != 0 )
				{
					if( from is ExodusMinion && ((ExodusMinion)from).FieldActive || from is ExodusOverseer && ((ExodusOverseer)from).FieldActive )
					{
						from.FixedParticles( 0x376A, 20, 10, 0x2530, EffectLayer.Waist );
						from.PlaySound( 0x2F4 );
						m.SendAsciiMessage( "Your weapon cannot penetrate the creature's magical barrier" );
					}
					else
					{
						from.Damage( Scale( (damage * phys * (100 - (ignoreArmor ? 0 : m.PhysicalResistance))) / 10000, reflectPhys ), m );
					}
				}
			}

			m.Damage( totalDamage, from );

			#region SA
			BattleLust.IncreaseBattleLust( m, totalDamage );
			#endregion

			return totalDamage;
		}

		public static void DamageEater( Mobile m, int[] damage )
		{
			int alleater = SAAbsorptionAttributes.GetValue( m, SAAbsorptionAttribute.EaterDamage );
			int toheal = 0, eater = 0;

			if ( alleater > 18 ) 
				alleater = 18;

			for ( int i = 0; i < damage.Length; i++ )
			{
				eater = alleater;

				switch( i )
				{
					case 0: eater += SAAbsorptionAttributes.GetValue( m, SAAbsorptionAttribute.EaterFire ); break;
					case 1: eater += SAAbsorptionAttributes.GetValue( m, SAAbsorptionAttribute.EaterCold ); break;
					case 2: eater += SAAbsorptionAttributes.GetValue( m, SAAbsorptionAttribute.EaterPoison ); break;
					case 3: eater += SAAbsorptionAttributes.GetValue( m, SAAbsorptionAttribute.EaterEnergy ); break;
					case 4: eater += SAAbsorptionAttributes.GetValue( m, SAAbsorptionAttribute.EaterKinetic ); break;
				}

				if ( eater > 30 )
					eater = 30;

				if ( eater == 0 )
					continue;

				toheal += ( Scale( damage[i], (100+eater) ) );
			}

			if ( toheal != 0 )
			{
				m.SendLocalizedMessage( 1113617 ); // Some of the damage you received has been converted to heal you.
				m.Heal( toheal );
			}
		}

		public static void SoulCharge( Mobile m, int[] damage )
		{
			int charge = 0, mana = 0;

			for ( int i = 0; i < damage.Length; i++ )
			{
				switch( i )
				{
					case 0: charge = SAAbsorptionAttributes.GetValue( m, SAAbsorptionAttribute.SoulChargeFire ); break;
					case 1: charge = SAAbsorptionAttributes.GetValue( m, SAAbsorptionAttribute.SoulChargeCold ); break;
					case 2: charge = SAAbsorptionAttributes.GetValue( m, SAAbsorptionAttribute.SoulChargePoison ); break;
					case 3: charge = SAAbsorptionAttributes.GetValue( m, SAAbsorptionAttribute.SoulChargeEnergy ); break;
					case 4: charge = SAAbsorptionAttributes.GetValue( m, SAAbsorptionAttribute.SoulChargeKinetic ); break;
				}

				if ( charge > 30 )
					charge = 30;

				if ( charge == 0 )
					continue;

				mana += ( Scale( damage[i], (100+charge) ) );
			}

			if ( mana > 0 )
			{
				m.SendLocalizedMessage( 1113636 ); // The soul charge effect converts some of the damage you received into mana.
				m.Mana += charge;
			}
		}

		public static void Fix( ref int val )
		{
			if( val < 0 )
				val = 0;
		}

		public static int Scale( int input, int percent )
		{
			return (input * percent) / 100;
		}
	}

	[Flags]
	public enum AosAttribute
	{
		RegenHits=0x00000001,
		RegenStam=0x00000002,
		RegenMana=0x00000004,
		DefendChance=0x00000008,
		AttackChance=0x00000010,
		BonusStr=0x00000020,
		BonusDex=0x00000040,
		BonusInt=0x00000080,
		BonusHits=0x00000100,
		BonusStam=0x00000200,
		BonusMana=0x00000400,
		WeaponDamage=0x00000800,
		WeaponSpeed=0x00001000,
		SpellDamage=0x00002000,
		CastRecovery=0x00004000,
		CastSpeed=0x00008000,
		LowerManaCost=0x00010000,
		LowerRegCost=0x00020000,
		ReflectPhysical=0x00040000,
		EnhancePotions=0x00080000,
		Luck=0x00100000,
		SpellChanneling=0x00200000,
		NightSight=0x00400000,

		#region Heritage Items
		IncreasedKarmaLoss = 0x00800000
		#endregion
	}

	public sealed class AosAttributes : BaseAttributes
	{
		public AosAttributes( Item owner )
			: base( owner )
		{
		}

		public AosAttributes( Item owner, AosAttributes other )
			: base( owner, other )
		{
		}

		public AosAttributes( Item owner, GenericReader reader )
			: base( owner, reader )
		{
		}

		public static int GetValue( Mobile m, AosAttribute attribute )
		{
			if( !Core.AOS )
				return 0;

			List<Item> items = m.Items;
			int value = 0;

			#region Enhancement
			value += Enhancement.GetValue( m, attribute );
			#endregion

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

				if( obj is BaseWeapon )
				{
					AosAttributes attrs = ((BaseWeapon)obj).Attributes;

					if( attrs != null )
						value += attrs[attribute];

					if( attribute == AosAttribute.Luck )
						value += ((BaseWeapon)obj).GetLuckBonus();
				}
				else if( obj is BaseArmor )
				{
					AosAttributes attrs = ((BaseArmor)obj).Attributes;

					if( attrs != null )
						value += attrs[attribute];

					if( attribute == AosAttribute.Luck )
						value += ((BaseArmor)obj).GetLuckBonus();
				}
				else if( obj is BaseJewel )
				{
					AosAttributes attrs = ((BaseJewel)obj).Attributes;

					if( attrs != null )
						value += attrs[attribute];
				}
				else if( obj is BaseClothing )
				{
					AosAttributes attrs = ((BaseClothing)obj).Attributes;

					if( attrs != null )
						value += attrs[attribute];
				}
				else if( obj is Spellbook )
				{
					AosAttributes attrs = ((Spellbook)obj).Attributes;

					if( attrs != null )
						value += attrs[attribute];
				}
				else if( obj is BaseQuiver )
				{
					AosAttributes attrs = ((BaseQuiver)obj).Attributes;

					if( attrs != null )
						value += attrs[attribute];
				}
				else if( obj is BaseTalisman )
				{
					AosAttributes attrs = ((BaseTalisman)obj).Attributes;

					if( attrs != null )
						value += attrs[attribute];
				}
				
				#region Mondain's Legacy
				if ( attribute == AosAttribute.WeaponDamage )
				{
					if ( BaseMagicalFood.IsUnderInfluence( m, MagicalFood.WrathGrapes ) )
						value += 10; // TODO check
				}
				else if ( attribute == AosAttribute.SpellDamage )
				{
					if ( BaseMagicalFood.IsUnderInfluence( m, MagicalFood.WrathGrapes ) )
						value += 5; // TODO check
				}
				else if ( attribute == AosAttribute.CastSpeed )
				{
					if ( MonstrousInterredGrizzle.UnderCacophonicAttack( m ) || LadyMelisande.UnderPutridNausea( m ) )
						value -= 3; // TODO check
				}
				else if ( attribute == AosAttribute.WeaponSpeed || LadyMelisande.UnderPutridNausea( m ) )
				{
					if ( MonstrousInterredGrizzle.UnderCacophonicAttack( m ) )
						value -= 3; // TODO check
				}

				if ( obj is ISetItem )
				{					
					ISetItem item = (ISetItem) obj;

					AosAttributes attrs = item.SetAttributes;
										
					if( attrs != null && item.LastEquipped )
						value += attrs[attribute];
				}
				#endregion
			}

			return value;
		}

		public int this[AosAttribute attribute]
		{
			get { return GetValue( (int)attribute ); }
			set { SetValue( (int)attribute, value ); }
		}

		public override string ToString()
		{
			return "...";
		}

		public void AddStatBonuses( Mobile to )
		{
			int strBonus = BonusStr;
			int dexBonus = BonusDex;
			int intBonus = BonusInt;

			if ( strBonus != 0 || dexBonus != 0 || intBonus != 0 )
			{
				string modName = Owner.Serial.ToString();

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

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

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

			to.CheckStatTimers();
		}

		public void RemoveStatBonuses( Mobile from )
		{
			string modName = Owner.Serial.ToString();

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

			from.CheckStatTimers();
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int RegenHits { get { return this[AosAttribute.RegenHits]; } set { this[AosAttribute.RegenHits] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int RegenStam { get { return this[AosAttribute.RegenStam]; } set { this[AosAttribute.RegenStam] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int RegenMana { get { return this[AosAttribute.RegenMana]; } set { this[AosAttribute.RegenMana] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int DefendChance { get { return this[AosAttribute.DefendChance]; } set { this[AosAttribute.DefendChance] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int AttackChance { get { return this[AosAttribute.AttackChance]; } set { this[AosAttribute.AttackChance] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int BonusStr { get { return this[AosAttribute.BonusStr]; } set { this[AosAttribute.BonusStr] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int BonusDex { get { return this[AosAttribute.BonusDex]; } set { this[AosAttribute.BonusDex] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int BonusInt { get { return this[AosAttribute.BonusInt]; } set { this[AosAttribute.BonusInt] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int BonusHits { get { return this[AosAttribute.BonusHits]; } set { this[AosAttribute.BonusHits] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int BonusStam { get { return this[AosAttribute.BonusStam]; } set { this[AosAttribute.BonusStam] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int BonusMana { get { return this[AosAttribute.BonusMana]; } set { this[AosAttribute.BonusMana] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int WeaponDamage { get { return this[AosAttribute.WeaponDamage]; } set { this[AosAttribute.WeaponDamage] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int WeaponSpeed { get { return this[AosAttribute.WeaponSpeed]; } set { this[AosAttribute.WeaponSpeed] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int SpellDamage { get { return this[AosAttribute.SpellDamage]; } set { this[AosAttribute.SpellDamage] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int CastRecovery { get { return this[AosAttribute.CastRecovery]; } set { this[AosAttribute.CastRecovery] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int CastSpeed { get { return this[AosAttribute.CastSpeed]; } set { this[AosAttribute.CastSpeed] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int LowerManaCost { get { return this[AosAttribute.LowerManaCost]; } set { this[AosAttribute.LowerManaCost] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int LowerRegCost { get { return this[AosAttribute.LowerRegCost]; } set { this[AosAttribute.LowerRegCost] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ReflectPhysical { get { return this[AosAttribute.ReflectPhysical]; } set { this[AosAttribute.ReflectPhysical] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int EnhancePotions { get { return this[AosAttribute.EnhancePotions]; } set { this[AosAttribute.EnhancePotions] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int Luck { get { return this[AosAttribute.Luck]; } set { this[AosAttribute.Luck] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int SpellChanneling { get { return this[AosAttribute.SpellChanneling]; } set { this[AosAttribute.SpellChanneling] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int NightSight { get { return this[AosAttribute.NightSight]; } set { this[AosAttribute.NightSight] = value; } }

		#region Heritage Items
		[CommandProperty( AccessLevel.GameMaster )]
		public int IncreasedKarmaLoss { get { return this[AosAttribute.IncreasedKarmaLoss]; } set { this[AosAttribute.IncreasedKarmaLoss] = value; } }
		#endregion
	}

	[Flags]
	public enum AosWeaponAttribute
	{
		LowerStatReq=0x00000001,
		SelfRepair=0x00000002,
		HitLeechHits=0x00000004,
		HitLeechStam=0x00000008,
		HitLeechMana=0x00000010,
		HitLowerAttack=0x00000020,
		HitLowerDefend=0x00000040,
		HitMagicArrow=0x00000080,
		HitHarm=0x00000100,
		HitFireball=0x00000200,
		HitLightning=0x00000400,
		HitDispel=0x00000800,
		HitColdArea=0x00001000,
		HitFireArea=0x00002000,
		HitPoisonArea=0x00004000,
		HitEnergyArea=0x00008000,
		HitPhysicalArea=0x00010000,
		ResistPhysicalBonus=0x00020000,
		ResistFireBonus=0x00040000,
		ResistColdBonus=0x00080000,
		ResistPoisonBonus=0x00100000,
		ResistEnergyBonus=0x00200000,
		UseBestSkill=0x00400000,
		MageWeapon=0x00800000,
		DurabilityBonus=0x01000000,
		#region SA
		BloodDrinker=0x02000000,
		BattleLust=0x04000000,
		HitCurse=0x08000000,
		HitFatigue=0x10000000,
		HitManaDrain=0x20000000
		#endregion
	}

	public sealed class AosWeaponAttributes : BaseAttributes
	{
		public AosWeaponAttributes( Item owner )
			: base( owner )
		{
		}

		public AosWeaponAttributes( Item owner, AosWeaponAttributes other )
			: base( owner, other )
		{
		}

		public AosWeaponAttributes( Item owner, GenericReader reader )
			: base( owner, reader )
		{
		}

		public static int GetValue( Mobile m, AosWeaponAttribute attribute )
		{
			if( !Core.AOS )
				return 0;

			List<Item> items = m.Items;
			int value = 0;

			#region Enhancement
			value += Enhancement.GetValue( m, attribute );
			#endregion

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

				if( obj is BaseWeapon )
				{
					AosWeaponAttributes attrs = ((BaseWeapon)obj).WeaponAttributes;

					if( attrs != null )
						value += attrs[attribute];
				}

				#region Mondain's Legacy
				else if ( obj is Glasses )
				{
					AosWeaponAttributes attrs = ((Glasses)obj).WeaponAttributes;

					if( attrs != null )
						value += attrs[attribute];
				}
				#endregion
			}

			return value;
		}

		public int this[AosWeaponAttribute attribute]
		{
			get { return GetValue( (int)attribute ); }
			set { SetValue( (int)attribute, value ); }
		}

		public override string ToString()
		{
			return "...";
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int LowerStatReq { get { return this[AosWeaponAttribute.LowerStatReq]; } set { this[AosWeaponAttribute.LowerStatReq] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int SelfRepair { get { return this[AosWeaponAttribute.SelfRepair]; } set { this[AosWeaponAttribute.SelfRepair] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitLeechHits { get { return this[AosWeaponAttribute.HitLeechHits]; } set { this[AosWeaponAttribute.HitLeechHits] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitLeechStam { get { return this[AosWeaponAttribute.HitLeechStam]; } set { this[AosWeaponAttribute.HitLeechStam] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitLeechMana { get { return this[AosWeaponAttribute.HitLeechMana]; } set { this[AosWeaponAttribute.HitLeechMana] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitLowerAttack { get { return this[AosWeaponAttribute.HitLowerAttack]; } set { this[AosWeaponAttribute.HitLowerAttack] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitLowerDefend { get { return this[AosWeaponAttribute.HitLowerDefend]; } set { this[AosWeaponAttribute.HitLowerDefend] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitMagicArrow { get { return this[AosWeaponAttribute.HitMagicArrow]; } set { this[AosWeaponAttribute.HitMagicArrow] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitHarm { get { return this[AosWeaponAttribute.HitHarm]; } set { this[AosWeaponAttribute.HitHarm] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitFireball { get { return this[AosWeaponAttribute.HitFireball]; } set { this[AosWeaponAttribute.HitFireball] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitLightning { get { return this[AosWeaponAttribute.HitLightning]; } set { this[AosWeaponAttribute.HitLightning] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitDispel { get { return this[AosWeaponAttribute.HitDispel]; } set { this[AosWeaponAttribute.HitDispel] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitColdArea { get { return this[AosWeaponAttribute.HitColdArea]; } set { this[AosWeaponAttribute.HitColdArea] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitFireArea { get { return this[AosWeaponAttribute.HitFireArea]; } set { this[AosWeaponAttribute.HitFireArea] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitPoisonArea { get { return this[AosWeaponAttribute.HitPoisonArea]; } set { this[AosWeaponAttribute.HitPoisonArea] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitEnergyArea { get { return this[AosWeaponAttribute.HitEnergyArea]; } set { this[AosWeaponAttribute.HitEnergyArea] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitPhysicalArea { get { return this[AosWeaponAttribute.HitPhysicalArea]; } set { this[AosWeaponAttribute.HitPhysicalArea] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ResistPhysicalBonus { get { return this[AosWeaponAttribute.ResistPhysicalBonus]; } set { this[AosWeaponAttribute.ResistPhysicalBonus] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ResistFireBonus { get { return this[AosWeaponAttribute.ResistFireBonus]; } set { this[AosWeaponAttribute.ResistFireBonus] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ResistColdBonus { get { return this[AosWeaponAttribute.ResistColdBonus]; } set { this[AosWeaponAttribute.ResistColdBonus] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ResistPoisonBonus { get { return this[AosWeaponAttribute.ResistPoisonBonus]; } set { this[AosWeaponAttribute.ResistPoisonBonus] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ResistEnergyBonus { get { return this[AosWeaponAttribute.ResistEnergyBonus]; } set { this[AosWeaponAttribute.ResistEnergyBonus] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int UseBestSkill { get { return this[AosWeaponAttribute.UseBestSkill]; } set { this[AosWeaponAttribute.UseBestSkill] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int MageWeapon { get { return this[AosWeaponAttribute.MageWeapon]; } set { this[AosWeaponAttribute.MageWeapon] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int DurabilityBonus { get { return this[AosWeaponAttribute.DurabilityBonus]; } set { this[AosWeaponAttribute.DurabilityBonus] = value; } }

		#region SA
		[CommandProperty( AccessLevel.GameMaster )]
		public int BloodDrinker { get { return this[AosWeaponAttribute.BloodDrinker]; } set { this[AosWeaponAttribute.BloodDrinker] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int BattleLust { get { return this[AosWeaponAttribute.BattleLust]; } set { this[AosWeaponAttribute.BattleLust] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitCurse { get { return this[AosWeaponAttribute.HitCurse]; } set { this[AosWeaponAttribute.HitCurse] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitFatigue { get { return this[AosWeaponAttribute.HitFatigue]; } set { this[AosWeaponAttribute.HitFatigue] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int HitManaDrain { get { return this[AosWeaponAttribute.HitManaDrain]; } set { this[AosWeaponAttribute.HitManaDrain] = value; } }
		#endregion

	}

	[Flags]
	public enum AosArmorAttribute
	{
		LowerStatReq=0x00000001,
		SelfRepair=0x00000002,
		MageArmor=0x00000004,
		DurabilityBonus=0x00000008,
		#region SA
		ReactiveParalyze=0x00000010,
		SoulCharge=0x00000020
		#endregion
	}

	public sealed class AosArmorAttributes : BaseAttributes
	{
		public AosArmorAttributes( Item owner )
			: base( owner )
		{
		}

		public AosArmorAttributes( Item owner, GenericReader reader )
			: base( owner, reader )
		{
		}

		public AosArmorAttributes( Item owner, AosArmorAttributes other )
			: base( owner, other )
		{
		}

		public static int GetValue( Mobile m, AosArmorAttribute attribute )
		{
			if( !Core.AOS )
				return 0;

			List<Item> items = m.Items;
			int value = 0;

			#region Enhancement
			value += Enhancement.GetValue( m, attribute );
			#endregion

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

				if( obj is BaseArmor )
				{
					AosArmorAttributes attrs = ((BaseArmor)obj).ArmorAttributes;

					if( attrs != null )
						value += attrs[attribute];
				}
				else if( obj is BaseClothing )
				{
					AosArmorAttributes attrs = ((BaseClothing)obj).ClothingAttributes;

					if( attrs != null )
						value += attrs[attribute];
				}
			}

			return value;
		}

		public int this[AosArmorAttribute attribute]
		{
			get { return GetValue( (int)attribute ); }
			set { SetValue( (int)attribute, value ); }
		}

		public override string ToString()
		{
			return "...";
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int LowerStatReq { get { return this[AosArmorAttribute.LowerStatReq]; } set { this[AosArmorAttribute.LowerStatReq] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int SelfRepair { get { return this[AosArmorAttribute.SelfRepair]; } set { this[AosArmorAttribute.SelfRepair] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int MageArmor { get { return this[AosArmorAttribute.MageArmor]; } set { this[AosArmorAttribute.MageArmor] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int DurabilityBonus { get { return this[AosArmorAttribute.DurabilityBonus]; } set { this[AosArmorAttribute.DurabilityBonus] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ReactiveParalyze { get { return this[AosArmorAttribute.ReactiveParalyze]; } set { this[AosArmorAttribute.ReactiveParalyze] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int SoulCharge { get { return this[AosArmorAttribute.SoulCharge]; } set { this[AosArmorAttribute.SoulCharge] = value; } }
	}

	public sealed class AosSkillBonuses : BaseAttributes
	{
		private List<SkillMod> m_Mods;

		public AosSkillBonuses( Item owner )
			: base( owner )
		{
		}

		public AosSkillBonuses( Item owner, GenericReader reader )
			: base( owner, reader )
		{
		}

		public AosSkillBonuses( Item owner, AosSkillBonuses other )
			: base( owner, other )
		{
		}

		public void GetProperties( ObjectPropertyList list )
		{
			for( int i = 0; i < 5; ++i )
			{
				SkillName skill;
				double bonus;

				if( !GetValues( i, out skill, out bonus ) )
					continue;

				list.Add( 1060451 + i, "#{0}\t{1}", 1044060 + (int)skill, bonus );
			}
		}

		public void AddTo( Mobile m )
		{
			Remove();

			for( int i = 0; i < 5; ++i )
			{
				SkillName skill;
				double bonus;

				if( !GetValues( i, out skill, out bonus ) )
					continue;

				if( m_Mods == null )
					m_Mods = new List<SkillMod>();

				SkillMod sk = new DefaultSkillMod( skill, true, bonus );
				sk.ObeyCap = true;
				m.AddSkillMod( sk );
				m_Mods.Add( sk );
			}
		}

		public void Remove()
		{
			if( m_Mods == null )
				return;

			for( int i = 0; i < m_Mods.Count; ++i ) {

				Mobile m = m_Mods[i].Owner;
				m_Mods[i].Remove();

				if ( Core.ML )
					CheckCancelMorph ( m );
			}
			m_Mods = null;
		}

		public bool GetValues( int index, out SkillName skill, out double bonus )
		{
			int v = GetValue( 1 << index );
			int vSkill = 0;
			int vBonus = 0;

			for( int i = 0; i < 16; ++i )
			{
				vSkill <<= 1;
				vSkill |= (v & 1);
				v >>= 1;

				vBonus <<= 1;
				vBonus |= (v & 1);
				v >>= 1;
			}

			skill = (SkillName)vSkill;
			bonus = (double)vBonus / 10;

			return (bonus != 0);
		}

		public void SetValues( int index, SkillName skill, double bonus )
		{
			int v = 0;
			int vSkill = (int)skill;
			int vBonus = (int)(bonus * 10);

			for( int i = 0; i < 16; ++i )
			{
				v <<= 1;
				v |= (vBonus & 1);
				vBonus >>= 1;

				v <<= 1;
				v |= (vSkill & 1);
				vSkill >>= 1;
			}

			SetValue( 1 << index, v );
		}

		public SkillName GetSkill( int index )
		{
			SkillName skill;
			double bonus;

			GetValues( index, out skill, out bonus );

			return skill;
		}

		public void SetSkill( int index, SkillName skill )
		{
			SetValues( index, skill, GetBonus( index ) );
		}

		public double GetBonus( int index )
		{
			SkillName skill;
			double bonus;

			GetValues( index, out skill, out bonus );

			return bonus;
		}

		public void SetBonus( int index, double bonus )
		{
			SetValues( index, GetSkill( index ), bonus );
		}

		public override string ToString()
		{
			return "...";
		}

		public void CheckCancelMorph ( Mobile m )
		{
			if ( m == null )
				return;

			double minSkill, maxSkill;

			AnimalFormContext acontext = AnimalForm.GetContext( m );
			TransformContext context = TransformationSpellHelper.GetContext( m );

			if ( context != null ) {
				Spell spell = context.Spell as Spell;
				spell.GetCastSkills ( out minSkill, out maxSkill );
				if ( m.Skills[spell.CastSkill].Value < minSkill )
					TransformationSpellHelper.RemoveContext( m, context, true );
			}
			if ( acontext != null ) {
				int i;
				for ( i = 0; i < AnimalForm.Entries.Length; ++i )
					if ( AnimalForm.Entries[i].Type == acontext.Type )
						break;
				if ( m.Skills[SkillName.Ninjitsu].Value < AnimalForm.Entries[i].ReqSkill )
					AnimalForm.RemoveContext( m, true );
			}
			if ( !m.CanBeginAction ( typeof ( PolymorphSpell ) ) && m.Skills[SkillName.Magery].Value < 66.1 ) {
				m.BodyMod = 0;
				m.HueMod = -1;
				m.NameMod = null;
				m.EndAction( typeof( PolymorphSpell ) );
				BaseArmor.ValidateMobile( m );
				BaseClothing.ValidateMobile( m );
			}
			if ( !m.CanBeginAction ( typeof ( IncognitoSpell ) ) && m.Skills[SkillName.Magery].Value < 38.1 ) {
				if ( m is PlayerMobile )
					((PlayerMobile)m).SetHairMods( -1, -1 );
				m.BodyMod = 0;
				m.HueMod = -1;
				m.NameMod = null;
				m.EndAction( typeof( IncognitoSpell ) );
				BaseArmor.ValidateMobile( m );
				BaseClothing.ValidateMobile( m );
				BuffInfo.RemoveBuff( m, BuffIcon.Incognito );
			}
			return;
		}


		[CommandProperty( AccessLevel.GameMaster )]
		public double Skill_1_Value { get { return GetBonus( 0 ); } set { SetBonus( 0, value ); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public SkillName Skill_1_Name { get { return GetSkill( 0 ); } set { SetSkill( 0, value ); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public double Skill_2_Value { get { return GetBonus( 1 ); } set { SetBonus( 1, value ); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public SkillName Skill_2_Name { get { return GetSkill( 1 ); } set { SetSkill( 1, value ); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public double Skill_3_Value { get { return GetBonus( 2 ); } set { SetBonus( 2, value ); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public SkillName Skill_3_Name { get { return GetSkill( 2 ); } set { SetSkill( 2, value ); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public double Skill_4_Value { get { return GetBonus( 3 ); } set { SetBonus( 3, value ); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public SkillName Skill_4_Name { get { return GetSkill( 3 ); } set { SetSkill( 3, value ); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public double Skill_5_Value { get { return GetBonus( 4 ); } set { SetBonus( 4, value ); } }

		[CommandProperty( AccessLevel.GameMaster )]
		public SkillName Skill_5_Name { get { return GetSkill( 4 ); } set { SetSkill( 4, value ); } }
	}

	#region SA
	[Flags]
	public enum SAAbsorptionAttribute
	{
		EaterFire			=0x00000001,
		EaterCold			=0x00000002,
		EaterPoison			=0x00000004,
		EaterEnergy			=0x00000008,
		EaterKinetic		=0x00000010,
		EaterDamage			=0x00000020,
		ResonanceFire		=0x00000040,
		ResonanceCold		=0x00000080,
		ResonancePoison		=0x00000100,
		ResonanceEnergy		=0x00000200,
		ResonanceKinetic	=0x00000400,
		SoulChargeFire		=0x00000800,
		SoulChargeCold		=0x00001000,
		SoulChargePoison	=0x00002000,
		SoulChargeEnergy	=0x00004000,
		SoulChargeKinetic	=0x00008000,
		CastingFocus		=0x00010000
	}

	public sealed class SAAbsorptionAttributes : BaseAttributes
	{
		public SAAbsorptionAttributes( Item owner )
			: base( owner )
		{
		}

		public SAAbsorptionAttributes( Item owner, SAAbsorptionAttributes other )
			: base( owner, other )
		{
		}

		public SAAbsorptionAttributes( Item owner, GenericReader reader )
			: base( owner, reader )
		{
		}

		public static int GetValue( Mobile m, SAAbsorptionAttribute attribute )
		{
			if ( !Core.AOS )
				return 0;

			List<Item> items = m.Items;
			int value = 0;

			#region Enhancement
			value += Enhancement.GetValue( m, attribute );
			#endregion

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

				/*if ( obj is BaseArmor )
				{
					SAAbsorptionAttributes attrs = ((BaseArmor)obj).AbsorptionAttributes;

					if ( attrs != null )
						value += attrs[attribute];
				}
				else */if ( obj is BaseWeapon )
				{
					SAAbsorptionAttributes attrs = ((BaseWeapon)obj).AbsorptionAttributes;

					if ( attrs != null )
						value += attrs[attribute];
				}
			}

			return value;
		}

		public int this[SAAbsorptionAttribute attribute]
		{
			get { return GetValue( (int)attribute ); }
			set { SetValue( (int)attribute, value ); }
		}

		public override string ToString()
		{
			return "...";
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int EaterFire { get { return this[SAAbsorptionAttribute.EaterFire]; } set { this[SAAbsorptionAttribute.EaterFire] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int EaterCold { get { return this[SAAbsorptionAttribute.EaterCold]; } set { this[SAAbsorptionAttribute.EaterCold] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int EaterPoison { get { return this[SAAbsorptionAttribute.EaterPoison]; } set { this[SAAbsorptionAttribute.EaterPoison] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int EaterEnergy { get { return this[SAAbsorptionAttribute.EaterEnergy]; } set { this[SAAbsorptionAttribute.EaterEnergy] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int EaterKinetic { get { return this[SAAbsorptionAttribute.EaterKinetic]; } set { this[SAAbsorptionAttribute.EaterKinetic] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int EaterDamage { get { return this[SAAbsorptionAttribute.EaterDamage]; } set { this[SAAbsorptionAttribute.EaterDamage] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ResonanceFire { get { return this[SAAbsorptionAttribute.ResonanceFire]; } set { this[SAAbsorptionAttribute.ResonanceFire] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ResonanceCold { get { return this[SAAbsorptionAttribute.ResonanceCold]; } set { this[SAAbsorptionAttribute.ResonanceCold] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ResonancePoison { get { return this[SAAbsorptionAttribute.ResonancePoison]; } set { this[SAAbsorptionAttribute.ResonancePoison] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ResonanceEnergy { get { return this[SAAbsorptionAttribute.ResonanceEnergy]; } set { this[SAAbsorptionAttribute.ResonanceEnergy] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int ResonanceKinetic { get { return this[SAAbsorptionAttribute.ResonanceKinetic]; } set { this[SAAbsorptionAttribute.ResonanceKinetic] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int SoulChargeFire { get { return this[SAAbsorptionAttribute.SoulChargeFire]; } set { this[SAAbsorptionAttribute.SoulChargeFire] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int SoulChargeCold { get { return this[SAAbsorptionAttribute.SoulChargeCold]; } set { this[SAAbsorptionAttribute.SoulChargeCold] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int SoulChargePoison { get { return this[SAAbsorptionAttribute.SoulChargePoison]; } set { this[SAAbsorptionAttribute.SoulChargePoison] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int SoulChargeEnergy { get { return this[SAAbsorptionAttribute.SoulChargeEnergy]; } set { this[SAAbsorptionAttribute.SoulChargeEnergy] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int SoulChargeKinetic { get { return this[SAAbsorptionAttribute.SoulChargeKinetic]; } set { this[SAAbsorptionAttribute.SoulChargeKinetic] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int CastingFocus { get { return this[SAAbsorptionAttribute.CastingFocus]; } set { this[SAAbsorptionAttribute.CastingFocus] = value; } }
	}
#endregion

	[Flags]
	public enum AosElementAttribute
	{
		Physical=0x00000001,
		Fire=0x00000002,
		Cold=0x00000004,
		Poison=0x00000008,
		Energy=0x00000010,
		Chaos=0x00000020,
		Direct=0x00000040
	}

	public sealed class AosElementAttributes : BaseAttributes
	{
		public AosElementAttributes( Item owner )
			: base( owner )
		{
		}

		public AosElementAttributes( Item owner, AosElementAttributes other )
			: base( owner, other )
		{
		}

		public AosElementAttributes( Item owner, GenericReader reader )
			: base( owner, reader )
		{
		}

		public int this[AosElementAttribute attribute]
		{
			get { return GetValue( (int)attribute ); }
			set { SetValue( (int)attribute, value ); }
		}

		public override string ToString()
		{
			return "...";
		}

		[CommandProperty( AccessLevel.GameMaster )]
		public int Physical { get { return this[AosElementAttribute.Physical]; } set { this[AosElementAttribute.Physical] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int Fire { get { return this[AosElementAttribute.Fire]; } set { this[AosElementAttribute.Fire] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int Cold { get { return this[AosElementAttribute.Cold]; } set { this[AosElementAttribute.Cold] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int Poison { get { return this[AosElementAttribute.Poison]; } set { this[AosElementAttribute.Poison] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int Energy { get { return this[AosElementAttribute.Energy]; } set { this[AosElementAttribute.Energy] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int Chaos { get { return this[AosElementAttribute.Chaos]; } set { this[AosElementAttribute.Chaos] = value; } }

		[CommandProperty( AccessLevel.GameMaster )]
		public int Direct { get { return this[AosElementAttribute.Direct]; } set { this[AosElementAttribute.Direct] = value; } }
	}

	[PropertyObject]
	public abstract class BaseAttributes
	{
		private Item m_Owner;
		private uint m_Names;
		private int[] m_Values;

		private static int[] m_Empty = new int[0];

		public bool IsEmpty { get { return (m_Names == 0); } }
		public Item Owner { get { return m_Owner; } }

		public BaseAttributes( Item owner )
		{
			m_Owner = owner;
			m_Values = m_Empty;
		}

		public BaseAttributes( Item owner, BaseAttributes other )
		{
			m_Owner = owner;
			m_Values = new int[other.m_Values.Length];
			other.m_Values.CopyTo( m_Values, 0 );
			m_Names = other.m_Names;
		}

		public BaseAttributes( Item owner, GenericReader reader )
		{
			m_Owner = owner;

			int version = reader.ReadByte();

			switch( version )
			{
				case 1:
				{
					m_Names = reader.ReadUInt();
					m_Values = new int[reader.ReadEncodedInt()];

					for( int i = 0; i < m_Values.Length; ++i )
						m_Values[i] = reader.ReadEncodedInt();

					break;
				}
				case 0:
				{
					m_Names = reader.ReadUInt();
					m_Values = new int[reader.ReadInt()];

					for( int i = 0; i < m_Values.Length; ++i )
						m_Values[i] = reader.ReadInt();

					break;
				}
			}
		}

		public void Serialize( GenericWriter writer )
		{
			writer.Write( (byte)1 ); // version;

			writer.Write( (uint)m_Names );
			writer.WriteEncodedInt( (int)m_Values.Length );

			for( int i = 0; i < m_Values.Length; ++i )
				writer.WriteEncodedInt( (int)m_Values[i] );
		}

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

			uint mask = (uint)bitmask;

			if( (m_Names & mask) == 0 )
				return 0;

			int index = GetIndex( mask );

			if( index >= 0 && index < m_Values.Length )
				return m_Values[index];

			return 0;
		}

		public void SetValue( int bitmask, int value )
		{
			if( (bitmask == (int)AosWeaponAttribute.DurabilityBonus) && (this is AosWeaponAttributes) )
			{
				if( m_Owner is BaseWeapon )
					((BaseWeapon)m_Owner).UnscaleDurability();
			}
			else if( (bitmask == (int)AosArmorAttribute.DurabilityBonus) && (this is AosArmorAttributes) )
			{
				if( m_Owner is BaseArmor )
					((BaseArmor)m_Owner).UnscaleDurability();
				else if( m_Owner is BaseClothing )
					((BaseClothing)m_Owner).UnscaleDurability();
			}

			uint mask = (uint)bitmask;

			if( value != 0 )
			{
				if( (m_Names & mask) != 0 )
				{
					int index = GetIndex( mask );

					if( index >= 0 && index < m_Values.Length )
						m_Values[index] = value;
				}
				else
				{
					int index = GetIndex( mask );

					if( index >= 0 && index <= m_Values.Length )
					{
						int[] old = m_Values;
						m_Values = new int[old.Length + 1];

						for( int i = 0; i < index; ++i )
							m_Values[i] = old[i];

						m_Values[index] = value;

						for( int i = index; i < old.Length; ++i )
							m_Values[i + 1] = old[i];

						m_Names |= mask;
					}
				}
			}
			else if( (m_Names & mask) != 0 )
			{
				int index = GetIndex( mask );

				if( index >= 0 && index < m_Values.Length )
				{
					m_Names &= ~mask;

					if( m_Values.Length == 1 )
					{
						m_Values = m_Empty;
					}
					else
					{
						int[] old = m_Values;
						m_Values = new int[old.Length - 1];

						for( int i = 0; i < index; ++i )
							m_Values[i] = old[i];

						for( int i = index + 1; i < old.Length; ++i )
							m_Values[i - 1] = old[i];
					}
				}
			}

			if( (bitmask == (int)AosWeaponAttribute.DurabilityBonus) && (this is AosWeaponAttributes) )
			{
				if( m_Owner is BaseWeapon )
					((BaseWeapon)m_Owner).ScaleDurability();
			}
			else if( (bitmask == (int)AosArmorAttribute.DurabilityBonus) && (this is AosArmorAttributes) )
			{
				if( m_Owner is BaseArmor )
					((BaseArmor)m_Owner).ScaleDurability();
				else if( m_Owner is BaseClothing )
					((BaseClothing)m_Owner).ScaleDurability();
			}

			#region Enhancement
			// Added the null check.
			if ( m_Owner != null )
			{
				if( m_Owner.Parent is Mobile )
				{
					Mobile m = (Mobile)m_Owner.Parent;

					m.CheckStatTimers();
					m.UpdateResistances();
					m.Delta( MobileDelta.Stat | MobileDelta.WeaponDamage | MobileDelta.Hits | MobileDelta.Stam | MobileDelta.Mana );

					if( this is AosSkillBonuses )
					{
						((AosSkillBonuses)this).Remove();
						((AosSkillBonuses)this).AddTo( m );
					}
				}

				m_Owner.InvalidateProperties();
			}
			#endregion
		}

		private int GetIndex( uint mask )
		{
			int index = 0;
			uint ourNames = m_Names;
			uint currentBit = 1;

			while( currentBit != mask )
			{
				if( (ourNames & currentBit) != 0 )
					++index;

				if( currentBit == 0x80000000 )
					return -1;

				currentBit <<= 1;
			}

			return index;
		}
	}
}