using System;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Network;
using Server.Accounting;

namespace Server.Misc
{
	public class CharacterCreation
	{
		public static void Initialize()
		{
			// Register our event handler
			EventSink.CharacterCreated += new CharacterCreatedEventHandler( EventSink_CharacterCreated );
		}

		private static void AddBackpack( Mobile m )
		{
			Container pack = m.Backpack;

			if ( pack == null )
			{
				pack = new Backpack();
				pack.Movable = false;

				m.AddItem( pack );
			}

			PackItem( new RedBook( "a book", m.Name, 20, true ) );
			if (ValidSettings.StartingGold() > 0)
				PackItem( new Gold( ValidSettings.StartingGold() ) );
			PackItem( new Dagger() );
			PackItem( new Candle() );
            PackItem( new Scissors() );
		}

		private static Item MakeNewbie( Item item )
		{
			if ( !Core.AOS )
				item.LootType = LootType.Newbied;

			return item;
		}

		private static void PlaceItemIn( Container parent, int x, int y, Item item )
		{
			parent.AddItem( item );
			item.Location = new Point3D( x, y, 0 );
		}

		private static Item MakePotionKeg( PotionEffect type, int hue )
		{
			PotionKeg keg = new PotionKeg();

			keg.Held = 100;
			keg.Type = type;
			keg.Hue = hue;

			return MakeNewbie( keg );
		}

		private static void AddShirt( Mobile m, int shirtHue )
		{
			int hue = Utility.ClipDyedHue( shirtHue & 0x3FFF );

			if ( m.Race == Race.Elf )
			{
				EquipItem( new ElvenShirt( hue ), true );
			}
			else
			{
				switch ( Utility.Random( 3 ) )
				{
					case 0: EquipItem( new Shirt( hue ), true ); break;
					case 1: EquipItem( new FancyShirt( hue ), true ); break;
					case 2: EquipItem( new Doublet( hue ), true ); break;
				}
			}
		}

		private static void AddPants( Mobile m, int pantsHue )
		{
			int hue = Utility.ClipDyedHue( pantsHue & 0x3FFF );

			if ( m.Race == Race.Elf )
			{
				EquipItem( new ElvenPants( hue ), true );
			}
			else
			{
				if ( m.Female )
				{
					switch ( Utility.Random( 2 ) )
					{
						case 0: EquipItem( new Skirt( hue ), true ); break;
						case 1: EquipItem( new Kilt( hue ), true ); break;
					}
				}
				else
				{
					switch ( Utility.Random( 2 ) )
					{
						case 0: EquipItem( new LongPants( hue ), true ); break;
						case 1: EquipItem( new ShortPants( hue ), true ); break;
					}
				}
			}
		}

		private static void AddShoes( Mobile m )
		{
			if( m.Race == Race.Elf )
				EquipItem( new ElvenBoots(), true );
			else
				EquipItem( new Shoes( Utility.RandomYellowHue() ), true );
		}

		private static Mobile CreateMobile( Account a )
		{
			if ( a.Count >= a.Limit )
				return null;

			for ( int i = 0; i < a.Length; ++i )
			{
				if ( a[i] == null )
					return (a[i] = new PlayerMobile());
			}

			return null;
		}

		private static void EventSink_CharacterCreated( CharacterCreatedEventArgs args )
		{
			if ( !VerifyProfession( args.Profession ) )
				args.Profession = 0;

			NetState state = args.State;

			if ( state == null )
				return;

			Mobile newChar = CreateMobile( args.Account as Account );

			if ( newChar == null )
			{
				Console.WriteLine( "Login: {0}: Character creation failed, account full", state );
				return;
			}

			args.Mobile = newChar;
			m_Mobile = newChar;

			newChar.Player = true;
			newChar.AccessLevel = args.Account.AccessLevel;
			newChar.Female = args.Female;
			//newChar.Body = newChar.Female ? 0x191 : 0x190;

			if( Core.Expansion >= args.Race.RequiredExpansion )
				newChar.Race = args.Race;	//Sets body
			else
				newChar.Race = Race.DefaultRace;

			//newChar.Hue = Utility.ClipSkinHue( args.Hue & 0x3FFF ) | 0x8000;
			newChar.Hue = newChar.Race.ClipSkinHue( args.Hue & 0x3FFF ) | 0x8000;

			newChar.Hunger = 20;

			bool young = false;

			if ( newChar is PlayerMobile )
			{
				PlayerMobile pm = (PlayerMobile) newChar;

				pm.Profession = args.Profession;

				if ( pm.AccessLevel == AccessLevel.Player && ((Account)pm.Account).Young )
					young = pm.Young = false;
			}

			SetName( newChar, args.Name );

			AddBackpack( newChar );

			SetStats( newChar, state, args.Str, args.Dex, args.Int );
			SetSkills( newChar, args.Skills, args.Profession );

			Race race = newChar.Race;

			if( race.ValidateHair( newChar, args.HairID ) )
			{
				newChar.HairItemID = args.HairID;
				newChar.HairHue = race.ClipHairHue( args.HairHue & 0x3FFF );
			}

			if( race.ValidateFacialHair( newChar, args.BeardID ) )
			{
				newChar.FacialHairItemID = args.BeardID;
				newChar.FacialHairHue = race.ClipHairHue( args.BeardHue & 0x3FFF );
			}

			if ( args.Profession <= 3 )
			{
				AddShirt( newChar, args.ShirtHue );
				AddPants( newChar, args.PantsHue );
				AddShoes( newChar );
			}

			if ( young )
			{
				NewPlayerTicket ticket = new NewPlayerTicket();
				ticket.Owner = newChar;
				newChar.BankBox.DropItem( ticket );
			}

			CityInfo city = GetStartLocation( args, young );

			//newChar.MoveToWorld( city.Location, city.Map );
            newChar.MoveToWorld( new Point3D( 865, 605, 0 ), Map.Felucca );

			Console.WriteLine( "Login: {0}: New character being created (account={1})", state, args.Account.Username );
			Console.WriteLine( " - Character: {0} (serial={1})", newChar.Name, newChar.Serial );
			Console.WriteLine( " - Started: Bastion (865, 605, 0) in Vaelen" );

			new WelcomeTimer( newChar ).Start();
		}

		public static bool VerifyProfession( int profession )
		{
			if ( profession < 0 )
				return false;
			else if ( profession < 4 )
				return true;
			else if ( Core.AOS && profession < 6 )
				return true;
			else if ( Core.SE && profession < 8 )
				return true;
			else
				return false;
		}

		private class BadStartMessage : Timer
		{
			Mobile m_Mobile;
			int m_Message;
			public BadStartMessage( Mobile m, int message ) : base( TimeSpan.FromSeconds ( 3.5 ) )
			{
				m_Mobile = m;
				m_Message = message;
				this.Start();
			}

			protected override void OnTick()
			{
				m_Mobile.SendLocalizedMessage( m_Message );
			}
		}

		private static readonly CityInfo m_NewHavenInfo = new CityInfo( "New Haven", "The Bountiful Harvest Inn", 3503, 2574, 14, Map.Trammel );

		private static CityInfo GetStartLocation( CharacterCreatedEventArgs args, bool isYoung )
		{
			if( Core.ML )
			{
				//if( args.State != null && args.State.NewHaven )
				return m_NewHavenInfo;	//We don't get the client Version until AFTER Character creation

				//return args.City;  TODO: Uncomment when the old quest system is actually phased out
			}

			bool useHaven = isYoung;

			ClientFlags flags = args.State == null ? ClientFlags.None : args.State.Flags;
			Mobile m = args.Mobile;

			switch ( args.Profession )
			{
				case 4: //Necro
				{
					if ( (flags & ClientFlags.Malas) != 0 )
					{
						return new CityInfo( "Umbra", "Mardoth's Tower", 2114, 1301, -50, Map.Malas );
					}
					else
					{
						useHaven = true;

						new BadStartMessage( m, 1062205 );
						/*
						 * Unfortunately you are playing on a *NON-Age-Of-Shadows* game
						 * installation and cannot be transported to Malas.
						 * You will not be able to take your new player quest in Malas
						 * without an AOS client.  You are now being taken to the city of
						 * Haven on the Trammel facet.
						 * */
					}

					break;
				}
				case 5:	//Paladin
				{
					return m_NewHavenInfo;
				}
				case 6:	//Samurai
				{
					if ( (flags & ClientFlags.Tokuno) != 0 )
					{
						return new CityInfo( "Samurai DE", "Haoti's Grounds", 368, 780, -1, Map.Malas );
					}
					else
					{
						useHaven = true;

						new BadStartMessage( m, 1063487 );
						/*
						 * Unfortunately you are playing on a *NON-Samurai-Empire* game
						 * installation and cannot be transported to Tokuno.
						 * You will not be able to take your new player quest in Tokuno
						 * without an SE client. You are now being taken to the city of
						 * Haven on the Trammel facet.
						 * */
					}

					break;
				}
				case 7:	//Ninja
				{
					if ( (flags & ClientFlags.Tokuno) != 0 )
					{
						return new CityInfo( "Ninja DE", "Enimo's Residence", 414,	823, -1, Map.Malas );
					}
					else
					{
						useHaven = true;

						new BadStartMessage( m, 1063487 );
						/*
						 * Unfortunately you are playing on a *NON-Samurai-Empire* game
						 * installation and cannot be transported to Tokuno.
						 * You will not be able to take your new player quest in Tokuno
						 * without an SE client. You are now being taken to the city of
						 * Haven on the Trammel facet.
						 * */
					}

					break;
				}
			}

			if( useHaven )
				return m_NewHavenInfo;
			else
				return args.City;
		}

		private static void FixStats( ref int str, ref int dex, ref int intel, int max )
		{
			int vMax = max - 30;

			int vStr = str - 10;
			int vDex = dex - 10;
			int vInt = intel - 10;

			if ( vStr < 0 )
				vStr = 0;

			if ( vDex < 0 )
				vDex = 0;

			if ( vInt < 0 )
				vInt = 0;

			int total = vStr + vDex + vInt;

			if ( total == 0 || total == vMax )
				return;

			double scalar = vMax / (double)total;

			vStr = (int)(vStr * scalar);
			vDex = (int)(vDex * scalar);
			vInt = (int)(vInt * scalar);

			FixStat( ref vStr, (vStr + vDex + vInt) - vMax, vMax );
			FixStat( ref vDex, (vStr + vDex + vInt) - vMax, vMax );
			FixStat( ref vInt, (vStr + vDex + vInt) - vMax, vMax );

			str = vStr + 10;
			dex = vDex + 10;
			intel = vInt + 10;
		}

		private static void FixStat( ref int stat, int diff, int max )
		{
			stat += diff;

			if ( stat < 0 )
				stat = 0;
			else if ( stat > max )
				stat = max;
		}

		private static void SetStats( Mobile m, NetState state, int str, int dex, int intel )
		{
			int max = state.NewCharacterCreation ? 90 : 80;

			FixStats( ref str, ref dex, ref intel, max );

			if ( str < 10 || str > 60 || dex < 10 || dex > 60 || intel < 10 || intel > 60 || (str + dex + intel) != max )
			{
				str = 10;
				dex = 10;
				intel = 10;
			}

			m.InitStats( str, dex, intel );
		}

		private static void SetName( Mobile m, string name )
		{
			name = name.Trim();

			if ( !NameVerification.Validate( name, 2, 16, true, false, true, 1, NameVerification.SpaceDashPeriodQuote ) )
				name = "Generic Player";

			m.Name = name;
		}

		private static bool ValidSkills( SkillNameValue[] skills )
		{
			int total = 0;

			for ( int i = 0; i < skills.Length; ++i )
			{
				if ( skills[i].Value < 0 || skills[i].Value > 50 )
					return false;

				total += skills[i].Value;

				for ( int j = i + 1; j < skills.Length; ++j )
				{
					if ( skills[j].Value > 0 && skills[j].Name == skills[i].Name )
						return false;
				}
			}

			return ( total == 100 || total == 120 );
		}

		private static Mobile m_Mobile;

		private static void SetSkills( Mobile m, SkillNameValue[] skills, int prof )
		{
			switch ( prof )
			{
				case 1: // Warrior
				{
					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.Anatomy, 30 ),
							new SkillNameValue( SkillName.Healing, 45 ),
							new SkillNameValue( SkillName.Swords, 35 ),
							new SkillNameValue( SkillName.Tactics, 50 )
						};

					break;
				}
				case 2: // Magician
				{
					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.EvalInt, 30 ),
							new SkillNameValue( SkillName.Wrestling, 30 ),
							new SkillNameValue( SkillName.Magery, 50 ),
							new SkillNameValue( SkillName.Meditation, 50 )
						};

					break;
				}
				case 3: // Thief Was Blacksmith
				{
					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.Stealing, 30 ),
							new SkillNameValue( SkillName.Snooping, 30 ),
							new SkillNameValue( SkillName.Hiding, 50 ),
							new SkillNameValue( SkillName.Stealth, 50 )
						};

					break;
				}
				case 4: // Necromancer
				{
					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.Necromancy, 50 ),
							new SkillNameValue( SkillName.Focus, 30 ),
							new SkillNameValue( SkillName.SpiritSpeak, 30 ),
							new SkillNameValue( SkillName.Swords, 30 ),
							new SkillNameValue( SkillName.Tactics, 20 )
						};

					break;
				}
				case 5: // Paladin
				{
					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.Chivalry, 51 ),
							new SkillNameValue( SkillName.Swords, 49 ),
							new SkillNameValue( SkillName.Focus, 30 ),
							new SkillNameValue( SkillName.Tactics, 30 )
						};

					break;
				}
				case 6:	// Archer
				{
					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.Tactics, 50 ),
							new SkillNameValue( SkillName.Archery, 50 ),
							new SkillNameValue( SkillName.Fletching, 30 ),
							new SkillNameValue( SkillName.Lumberjacking, 30 )
					};
					break;
				}
				case 7:	//Bard
				{
					skills = new SkillNameValue[]
						{
							new SkillNameValue( SkillName.Musicianship, 30 ),
							new SkillNameValue( SkillName.Peacemaking, 30 ),
							new SkillNameValue( SkillName.Discordance, 30 ),
							new SkillNameValue( SkillName.Provocation, 30 )
						};
					break;
				}
				default:
				{
					if ( !ValidSkills( skills ) )
						return;

					break;
				}
			}

			bool addSkillItems = true;
			bool elf = (m.Race == Race.Elf);

			switch ( prof )
			{
				case 1: // Warrior
				{
					if ( elf )
						EquipItem( new LeafChest() );
					else
						EquipItem( new LeatherChest() );
					break;
				}
                case 3: // Thief
                {
                    EquipItem( new Shirt( Utility.RandomNondyedHue() ) );
                    EquipItem( new ShortPants( Utility.RandomNondyedHue() ) );
                    EquipItem( new Bandana( Utility.RandomNondyedHue() ) );
                    EquipItem( new BodySash( Utility.RandomNondyedHue() ) );
                    EquipItem( new Shoes() );

                    break;
                }
				case 4: // Necromancer
				{
					Container regs = new BagOfNecroReagents( 50 );

					if ( !Core.AOS )
					{
						foreach ( Item item in regs.Items )
							item.LootType = LootType.Newbied;
					}

					PackItem( regs );

					regs.LootType = LootType.Regular;

					EquipItem( new BoneHelm() );

					if ( elf )
					{
						EquipItem( new ElvenMachete() );
						EquipItem( NecroHue( new LeafChest() ) );
						EquipItem( NecroHue( new LeafArms() ) );
						EquipItem( NecroHue( new LeafGloves() ) );
						EquipItem( NecroHue( new LeafGorget() ) );
						EquipItem( NecroHue( new LeafGorget() ) );
						EquipItem( NecroHue( new ElvenPants() ) );	//TODO: Verify the pants
						EquipItem( new ElvenBoots() );
					}
					else
					{
						EquipItem( new BoneHarvester() );
						EquipItem( NecroHue( new LeatherChest() ) );
						EquipItem( NecroHue( new LeatherArms() ) );
						EquipItem( NecroHue( new LeatherGloves() ) );
						EquipItem( NecroHue( new LeatherGorget() ) );
						EquipItem( NecroHue( new LeatherLegs() ) );
						EquipItem( NecroHue( new Skirt() ) );
						EquipItem( new Sandals( 0x8FD ) );
					}

					Spellbook book = new NecromancerSpellbook( (ulong)0x8981 ); // animate dead, evil omen, pain spike, summon familiar, wraith form

					PackItem( book );

					book.LootType = LootType.Blessed;

					addSkillItems = false;

					break;
				}
				case 5: // Paladin
				{
					if ( elf )
					{
						EquipItem( new ElvenMachete() );
						EquipItem( new WingedHelm() );
						EquipItem( new LeafGorget() );
						EquipItem( new LeafArms() );
						EquipItem( new LeafChest() );
						EquipItem( new LeafLegs() );
						EquipItem( new ElvenBoots() );	//Verify hue
					}
					else
					{
						EquipItem( new Broadsword() );
						EquipItem( new Helmet() );
						EquipItem( new PlateGorget() );
						EquipItem( new RingmailArms() );
						EquipItem( new RingmailChest() );
						EquipItem( new RingmailLegs() );
						EquipItem( new ThighBoots( 0x748 ) );
						EquipItem( new Cloak( 0xCF ) );
						EquipItem( new BodySash( 0xCF ) );
					}

					Spellbook book = new BookOfChivalry( (ulong)0x3FF );

					PackItem( book );

					book.LootType = LootType.Blessed;

					addSkillItems = false;

					break;
				}

				case 6: // Archer
				{
					addSkillItems = false;
                    EquipItem( new Boots() );
					EquipItem( new LeatherChest() );
					EquipItem( new LeatherArms() );
					EquipItem( new LeatherGloves() );
					EquipItem( new LeatherGorget() );
					EquipItem( new LeatherLegs() );

                    PackItem( new Bow() );
                    PackItem( new Arrow( 50 ) );
                    PackItem( new FletcherTools() );
                    PackItem( new Hatchet() );

					break;
				}
				case 7: // Bard Was Ninja
				{
					addSkillItems = false;
					EquipItem( new FeatheredHat( Utility.RandomNondyedHue() ) );
					EquipItem( new Surcoat( Utility.RandomNondyedHue() ) );
					EquipItem( new ShortPants( Utility.RandomNondyedHue() ) );
                    EquipItem( new ThighBoots() );
                    EquipItem( new Cloak( Utility.RandomNondyedHue() ) );

					PackItem( new Drums() );
                    PackItem( new Tambourine() );

					break;
				}
			}

			for ( int i = 0; i < skills.Length; ++i )
			{
				SkillNameValue snv = skills[i];

				if ( snv.Value > 0 && ( snv.Name != SkillName.Stealth || prof == 7 ) && snv.Name != SkillName.RemoveTrap && snv.Name != SkillName.Spellweaving )
				{
					Skill skill = m.Skills[snv.Name];

					if ( skill != null )
					{
						skill.BaseFixedPoint = snv.Value * 10;

						if ( addSkillItems )
							AddSkillItems( snv.Name, m );
					}
				}
			}
		}

		private static void EquipItem( Item item )
		{
			EquipItem( item, false );
		}

		private static void EquipItem( Item item, bool mustEquip )
		{
			if ( !Core.AOS )
				item.LootType = LootType.Newbied;

			if ( m_Mobile != null && m_Mobile.EquipItem( item ) )
				return;

			Container pack = m_Mobile.Backpack;

			if ( !mustEquip && pack != null )
				pack.DropItem( item );
			else
				item.Delete();
		}

		private static void PackItem( Item item )
		{
			if ( !Core.AOS )
				item.LootType = LootType.Newbied;

			Container pack = m_Mobile.Backpack;

			if ( pack != null )
				pack.DropItem( item );
			else
				item.Delete();
		}

		private static void PackInstrument()
		{
			switch ( Utility.Random( 6 ) )
			{
				case 0: PackItem( new Drums() ); break;
				case 1: PackItem( new Harp() ); break;
				case 2: PackItem( new LapHarp() ); break;
				case 3: PackItem( new Lute() ); break;
				case 4: PackItem( new Tambourine() ); break;
				case 5: PackItem( new TambourineTassel() ); break;
			}
		}

		private static void PackScroll( int circle )
		{
			switch ( Utility.Random( 8 ) * ( circle + 1 ) )
			{
				case  0: PackItem( new ClumsyScroll() ); break;
				case  1: PackItem( new CreateFoodScroll() ); break;
				case  2: PackItem( new FeeblemindScroll() ); break;
				case  3: PackItem( new HealScroll() ); break;
				case  4: PackItem( new MagicArrowScroll() ); break;
				case  5: PackItem( new NightSightScroll() ); break;
				case  6: PackItem( new ReactiveArmorScroll() ); break;
				case  7: PackItem( new WeakenScroll() ); break;
				case  8: PackItem( new AgilityScroll() ); break;
				case  9: PackItem( new CunningScroll() ); break;
				case 10: PackItem( new CureScroll() ); break;
				case 11: PackItem( new HarmScroll() ); break;
				case 12: PackItem( new MagicTrapScroll() ); break;
				case 13: PackItem( new MagicUnTrapScroll() ); break;
				case 14: PackItem( new ProtectionScroll() ); break;
				case 15: PackItem( new StrengthScroll() ); break;
				case 16: PackItem( new BlessScroll() ); break;
				case 17: PackItem( new FireballScroll() ); break;
				case 18: PackItem( new MagicLockScroll() ); break;
				case 19: PackItem( new PoisonScroll() ); break;
				case 20: PackItem( new TelekinisisScroll() ); break;
				case 21: PackItem( new TeleportScroll() ); break;
				case 22: PackItem( new UnlockScroll() ); break;
				case 23: PackItem( new WallOfStoneScroll() ); break;
			}
		}

		private static Item NecroHue( Item item )
		{
			item.Hue = 0x2C3;

			return item;
		}

		private static void AddSkillItems( SkillName skill, Mobile m )
		{
			bool elf = (m.Race == Race.Elf);

			switch ( skill )
			{
				case SkillName.Alchemy:
				{
					PackItem( new Bottle( 4 ) );
					PackItem( new MortarPestle() );

					int hue = Utility.RandomPinkHue();

					if ( elf )
					{
						if ( m.Female )
							EquipItem( new FemaleElvenRobe( hue ) );
						else
							EquipItem( new MaleElvenRobe( hue ) );
					}
					else
					{
						EquipItem( new Robe( Utility.RandomPinkHue() ) );
					}
					break;
				}
				case SkillName.Anatomy:
				{
					PackItem( new Bandage( 3 ) );

					int hue = Utility.RandomYellowHue();

					if ( elf )
					{
						if ( m.Female )
							EquipItem( new FemaleElvenRobe( hue ) );
						else
							EquipItem( new MaleElvenRobe( hue ) );
					}
					else
					{
						EquipItem( new Robe( hue ) );
					}
					break;
				}
				case SkillName.AnimalLore:
				{
					int hue = Utility.RandomBlueHue();

					if ( elf )
					{
						EquipItem( new WildStaff() );

						if ( m.Female )
							EquipItem( new FemaleElvenRobe( hue ) );
						else
							EquipItem( new MaleElvenRobe( hue ) );
					}
					else
					{
						EquipItem( new ShepherdsCrook() );
						EquipItem( new Robe( hue ) );
					}
					break;
				}
				case SkillName.Archery:
				{
					PackItem( new Arrow( 25 ) );

					if ( elf )
						EquipItem( new ElvenCompositeLongbow() );
					else
						EquipItem( new Bow() );

					break;
				}
				case SkillName.ArmsLore:
				{
					if ( elf )
					{
						switch ( Utility.Random( 3 ) )
						{
							case 0: EquipItem( new Leafblade() ); break;
							case 1: EquipItem( new RuneBlade() ); break;
							case 2: EquipItem( new DiamondMace() ); break;
						}
					}
					else
					{
						switch ( Utility.Random( 3 ) )
						{
							case 0: EquipItem( new Kryss() ); break;
							case 1: EquipItem( new Katana() ); break;
							case 2: EquipItem( new Club() ); break;
						}
					}

					break;
				}
				case SkillName.Begging:
				{
					if ( elf )
						EquipItem( new WildStaff() );
					else
						EquipItem( new GnarledStaff() );
					break;
				}
				case SkillName.Blacksmith:
				{
					PackItem( new Tongs() );
					PackItem( new Pickaxe() );
					PackItem( new Pickaxe() );
					PackItem( new IronIngot( 50 ) );
					EquipItem( new HalfApron( Utility.RandomYellowHue() ) );
					break;
				}
				case SkillName.Bushido:
				{
					EquipItem( new Hakama() );
					EquipItem( new Kasa() );
					EquipItem( new BookOfBushido() );
					break;
				}
				case SkillName.Fletching:
				{
					PackItem( new Board( 14 ) );
					PackItem( new Feather( 5 ) );
					PackItem( new Shaft( 5 ) );
					break;
				}
				case SkillName.Camping:
				{
					PackItem( new Bedroll() );
					PackItem( new Kindling( 5 ) );
					break;
				}
				case SkillName.Carpentry:
				{
					PackItem( new Board( 10 ) );
					PackItem( new Saw() );
					EquipItem( new HalfApron( Utility.RandomYellowHue() ) );
					break;
				}
				case SkillName.Cartography:
				{
					PackItem( new BlankMap() );
					PackItem( new BlankMap() );
					PackItem( new BlankMap() );
					PackItem( new BlankMap() );
					PackItem( new Sextant() );
					break;
				}
				case SkillName.Cooking:
				{
					PackItem( new Kindling( 2 ) );
					PackItem( new RawLambLeg() );
					PackItem( new RawChickenLeg() );
					PackItem( new RawFishSteak() );
					PackItem( new SackFlour() );
					PackItem( new Pitcher( BeverageType.Water ) );
					break;
				}
				case SkillName.Chivalry:
				{
					if( Core.ML )
						PackItem( new BookOfChivalry( (ulong)0x3FF ) );

					break;
				}
				case SkillName.DetectHidden:
				{
					EquipItem( new Cloak( 0x455 ) );
					break;
				}
				case SkillName.Discordance:
				{
					PackInstrument();
					break;
				}
				case SkillName.Fencing:
				{
					if ( elf )
						EquipItem( new Leafblade() );
					else
						EquipItem( new Kryss() );

					break;
				}
				case SkillName.Fishing:
				{
					EquipItem( new FishingPole() );

					int hue = Utility.RandomYellowHue();

					if ( elf )
					{
						Item i = new Circlet();
						i.Hue = hue;
						EquipItem( i );
					}
					else
					{
						EquipItem( new FloppyHat( hue ) );
					}

					break;
				}
				case SkillName.Healing:
				{
					PackItem( new Bandage( 50 ) );
					PackItem( new Scissors() );
					break;
				}
				case SkillName.Herding:
				{
					if ( elf )
						EquipItem( new WildStaff() );
					else
						EquipItem( new ShepherdsCrook() );

					break;
				}
				case SkillName.Hiding:
				{
					EquipItem( new Cloak( 0x455 ) );
					break;
				}
				case SkillName.Inscribe:
				{
					PackItem( new BlankScroll( 2 ) );
					PackItem( new BlueBook() );
					break;
				}
				case SkillName.ItemID:
				{
					if ( elf )
						EquipItem( new WildStaff() );
					else
						EquipItem( new GnarledStaff() );
					break;
				}
				case SkillName.Lockpicking:
				{
					PackItem( new Lockpick( 20 ) );
					break;
				}
				case SkillName.Lumberjacking:
				{
					EquipItem( new Hatchet() );
					break;
				}
				case SkillName.Macing:
				{
					if ( elf )
						EquipItem( new DiamondMace() );
					else
						EquipItem( new Club() );

					break;
				}
				case SkillName.Magery:
				{
					BagOfReagents regs = new BagOfReagents( 30 );

					if ( !Core.AOS )
					{
						foreach ( Item item in regs.Items )
							item.LootType = LootType.Newbied;
					}

					PackItem( regs );

					regs.LootType = LootType.Regular;

					PackScroll( 0 );
					PackScroll( 1 );
					PackScroll( 2 );

					Spellbook book = new Spellbook( (ulong)0x382A8C38 );

					EquipItem( book );

					book.LootType = LootType.Blessed;

					if ( elf )
					{
						EquipItem( new Circlet() );

						if( m.Female )
							EquipItem( new FemaleElvenRobe( Utility.RandomBlueHue() ) );
						else
							EquipItem( new MaleElvenRobe( Utility.RandomBlueHue() ) );
					}
					else
					{
						EquipItem( new WizardsHat() );
						EquipItem( new Robe( Utility.RandomBlueHue() ) );
					}

					break;
				}
				case SkillName.Mining:
				{
					PackItem( new Pickaxe() );
					break;
				}
				case SkillName.Musicianship:
				{
					PackInstrument();
					break;
				}
				case SkillName.Necromancy:
				{
					if( Core.ML )
					{
						Container regs = new BagOfNecroReagents( 50 );

						PackItem( regs );

						regs.LootType = LootType.Regular;
					}

					break;
				}
				case SkillName.Ninjitsu:
				{
					EquipItem( new Hakama( 0x2C3 ) );	//Only ninjas get the hued one.
					EquipItem( new Kasa() );
					EquipItem( new BookOfNinjitsu() );
					break;
				}
				case SkillName.Parry:
				{
					EquipItem( new WoodenShield() );
					break;
				}
				case SkillName.Peacemaking:
				{
					PackInstrument();
					break;
				}
				case SkillName.Poisoning:
				{
					PackItem( new LesserPoisonPotion() );
					PackItem( new LesserPoisonPotion() );
					break;
				}
				case SkillName.Provocation:
				{
					PackInstrument();
					break;
				}
				case SkillName.Snooping:
				{
					PackItem( new Lockpick( 20 ) );
					break;
				}
				case SkillName.SpiritSpeak:
				{
					EquipItem( new Cloak( 0x455 ) );
					break;
				}
				case SkillName.Stealing:
				{
					PackItem( new Lockpick( 20 ) );
					break;
				}
				case SkillName.Swords:
				{
					if ( elf )
						EquipItem( new RuneBlade() );
					else
						EquipItem( new Katana() );

					break;
				}
				case SkillName.Tactics:
				{
					if ( elf )
						EquipItem( new RuneBlade() );
					else
						EquipItem( new Katana() );

					break;
				}
				case SkillName.Tailoring:
				{
					PackItem( new BoltOfCloth() );
					PackItem( new SewingKit() );
					break;
				}
				case SkillName.Tracking:
				{
					if ( m_Mobile != null )
					{
						Item shoes = m_Mobile.FindItemOnLayer( Layer.Shoes );

						if ( shoes != null )
							shoes.Delete();
					}

					int hue = Utility.RandomYellowHue();

					if ( elf )
						EquipItem( new ElvenBoots( hue ) );
					else
						EquipItem( new Boots( hue ) );

					EquipItem( new SkinningKnife() );
					break;
				}
				case SkillName.Veterinary:
				{
					PackItem( new Bandage( 5 ) );
					PackItem( new Scissors() );
					break;
				}
				case SkillName.Wrestling:
				{
					if ( elf )
						EquipItem( new LeafGloves() );
					else
						EquipItem( new LeatherGloves() );

					break;
				}
			}
		}
	}
}
