context: using Server.Items;
  
  namespace Server.Mobiles
  {
      [CorpseName( "a swamp dragon corpse" )]
  	public class SwampDragon : BaseMount
  	{
  		private bool m_BardingExceptional;
  		private Mobile m_BardingCrafter;
  		private int m_BardingHP;
  		private bool m_HasBarding;
  		private CraftResource m_BardingResource;
  
  		[CommandProperty( AccessLevel.GameMaster )]
  		public Mobile BardingCrafter
  		{
  			get{ return m_BardingCrafter; }
  			set{ m_BardingCrafter = value; InvalidateProperties(); }
  		}
  
  		[CommandProperty( AccessLevel.GameMaster )]
  		public bool BardingExceptional
  		{
  			get{ return m_BardingExceptional; }
  			set{ m_BardingExceptional = value; InvalidateProperties(); }
  		}
  
  		[CommandProperty( AccessLevel.GameMaster )]
  		public int BardingHP
  		{
  			get{ return m_BardingHP; }
  			set{ m_BardingHP = value; InvalidateProperties(); }
  		}
  
  		[CommandProperty( AccessLevel.GameMaster )]
  		public bool HasBarding
  		{
  			get{ return m_HasBarding; }
  			set
  			{
  				m_HasBarding = value;
  
  				if ( m_HasBarding )
  				{
  					Hue = CraftResources.GetHue( m_BardingResource );
  					BodyValue = 0x31F;
  					ItemID = 0x3EBE;
  				}
  				else
  				{
  					Hue = 0x851;
  					BodyValue = 0x31A;
  					ItemID = 0x3EBD;
  				}
  
  				InvalidateProperties();
  			}
  		}
  
  		[CommandProperty( AccessLevel.GameMaster )]
  		public CraftResource BardingResource
  		{
  			get{ return m_BardingResource; }
  			set
  			{
  				m_BardingResource = value;
  
  				if ( m_HasBarding )
  					Hue = CraftResources.GetHue( value );
  
  				InvalidateProperties();
  			}
  		}
  
  		[CommandProperty( AccessLevel.GameMaster )]
  		public int BardingMaxHP
  		{
  			get{ return m_BardingExceptional ? 2500 : 1000; }
  		}
  
  		[Constructable]
  		public SwampDragon() : this( "a swamp dragon" )
  		{
  		}
  
  		[Constructable]
  		public SwampDragon( string name ) : base( name, 0x31A, 0x3EBD, AIType.AI_Melee, FightMode.Aggressor, 10, 1, 0.2, 0.4 )
  		{
  			BaseSoundID = 0x16A;
  
  			SetStr( 201, 300 );
  			SetDex( 66, 85 );
  			SetInt( 61, 100 );
  
  			SetHits( 121, 180 );
  
  			SetDamage( 3, 4 );
  
  			SetDamageType( ResistanceType.Physical, 75 );
  			SetDamageType( ResistanceType.Poison, 25 );
  
  			SetResistance( ResistanceType.Physical, 35, 40 );
  			SetResistance( ResistanceType.Fire, 20, 30 );
  			SetResistance( ResistanceType.Cold, 20, 40 );
  			SetResistance( ResistanceType.Poison, 20, 30 );
  			SetResistance( ResistanceType.Energy, 30, 40 );
  
  			SetSkill( SkillName.Anatomy, 45.1, 55.0 );
  			SetSkill( SkillName.MagicResist, 45.1, 55.0 );
  			SetSkill( SkillName.Tactics, 45.1, 55.0 );
  			SetSkill( SkillName.Wrestling, 45.1, 55.0 );
  
  			Fame = 2000;
  			Karma = -2000;
  
  			Hue = 0x851;
  
  			Tamable = true;
  			ControlSlots = 1;
  			MinTameSkill = 93.9;
  		}
  
  		public override bool OverrideBondingReqs()
  		{
  			return true;
  		}
  
  		public override int GetIdleSound()
  		{
  			return 0x2CE;
  		}
  
  		public override int GetDeathSound()
  		{
  			return 0x2CC;
  		}
  
  		public override int GetHurtSound()
  		{
  			return 0x2D1;
  		}
  
  		public override int GetAttackSound()
  		{
  			return 0x2C8;
  		}
  
  		public override double GetControlChance( Mobile m, bool useBaseSkill )
  		{
  			return 1.0;
  		}
  
  		public override bool ReacquireOnMovement{ get{ return true; } }
  		public override bool AutoDispel{ get{ return !Controlled; } }
  		public override FoodType FavoriteFood{ get{ return FoodType.Meat; } }
  		public override int Meat{ get{ return 19; } }
  		public override int Hides{ get{ return 20; } }
  		public override int Scales{ get{ return 5; } }
  		public override ScaleType ScaleType{ get{ return ScaleType.Green; } }
  		public override bool CanAngerOnTame { get { return true; } }
  
  		public SwampDragon( Serial serial ) : base( serial )
  		{
  		}
  
  		public override void GetProperties( ObjectPropertyList list )
  		{
  			base.GetProperties( list );
  
  			if ( m_HasBarding && m_BardingExceptional && m_BardingCrafter != null )
  				list.Add( 1060853, m_BardingCrafter.Name ); // armor exceptionally crafted by ~1_val~
  		}
  
  		public override void Serialize( GenericWriter writer )
  		{
  			base.Serialize( writer );
  
  			writer.Write( (int) 1 ); // version
  
  			writer.Write( (bool) m_BardingExceptional );
  			writer.Write( (Mobile) m_BardingCrafter );
  			writer.Write( (bool) m_HasBarding );
  			writer.Write( (int) m_BardingHP );
  			writer.Write( (int) m_BardingResource );
  		}
  
  		public override void Deserialize( GenericReader reader )
  		{
  			base.Deserialize( reader );
  
  			int version = reader.ReadInt();
  
  			switch ( version )
  			{
  				case 1:
  				{
  					m_BardingExceptional = reader.ReadBool();
  					m_BardingCrafter = reader.ReadMobile();
  					m_HasBarding = reader.ReadBool();
  					m_BardingHP = reader.ReadInt();
  
gt: 					m_BardingResource = (CraftResource) reader.ReadInt();