protected virtual void FinishEffect(Point3D p, Map map, Mobile from)
        {
            from.RevealingAction();

            int spawncount = GetSpawnCount();
            int z          = p.Z;
            //Ghost ship Z, should be 10 lower than the spawn Z
            int gsZ = z - 30; //Set to -30 so it spawns under the sea and then emerges up
            //Spawn Z, needs to be 10 higher than ghost ship Z so they get on top of the boat
            int spawnZ = z - 20;

            //Create the ghost ship here
            GhostShip gs = new GhostShip();

            //Add treasure
            MetalChest tc = new MetalChest {
                ItemID = 0xE7C, LiftOverride = true
            };

            TreasureMapChest.Fill(tc, 5);

            //Now declare an area the same size as the ship, to look for items that might block
            Point2D     start = new Point2D(p.X - 10, p.Y - 7); //Starting location of the area
            Point2D     end   = new Point2D(p.X + 10, p.Y + 7); //Ending location of the area
            Rectangle2D rect  = new Rectangle2D(start, end);    //Declaring the entire area as a rectangle

            //Create a new list that will contain all items in the rectangle
            List <Item> list = new List <Item>();

            IPooledEnumerable eable = map.GetItemsInBounds(rect); //Get all items in the rectangle

            foreach (Item item in eable)                          //Add all items in the rectangle to the list
            {
                list.Add(item);
            }

            eable.Free();

            //While an item exists in the rectangle, move the spawnlocation of the boat/monsters
            while (list.Count > 0)
            {
                if (Utility.RandomDouble() < 0.5)
                {
                    p.X += 1;
                }
                else
                {
                    p.X -= 1;
                }

                if (Utility.RandomDouble() < 0.5)
                {
                    p.Y += 1;
                }
                else
                {
                    p.Y -= 1;
                }

                start = new Point2D(p.X - 10, p.Y - 7);
                end   = new Point2D(p.X + 10, p.Y + 7);
                rect  = new Rectangle2D(start, end);

                eable = map.GetItemsInBounds(rect);

                //Clear the list as we need to create a new one with the new location of the ship
                list.Clear();

                foreach (Item item in eable)
                {
                    list.Add(item); //Add the items (if any) in the new spawnlocation to the list
                }
                eable.Free();
            }

            //No items blocking, move the ship to the world
            p.Z = gsZ;
            gs.MoveToWorld(p, map);

            //Move the treasure chest to the world
            p.Z  = spawnZ + 2;
            p.X -= 9;
            tc.MoveToWorld(p, map);

            //Add the boat and all items inside the boat here
            gs.Itemlist.Add(gs);
            gs.Itemlist.Add(tc);

            //Add as many spawns as spawncount allows
            for (int i = 0; i < spawncount; ++i)
            {
                BaseCreature spawn;

                switch (Utility.Random(4))
                {
                default:
                    spawn = new LichLord();
                    break;

                case 1:
                    spawn = new AncientLich();
                    break;

                case 2:
                    spawn = new Lich();
                    break;

                case 3:
                    spawn = new SkeletalCaptain();
                    break;
                }

                p.Z = spawnZ;
                Spawn(p, map, spawn);

                spawn.Combatant = from;

                //Add the spawn to the list "spawns", needed for the boat decay timer and emerge timer
                gs.Spawnlist.Add(spawn);
            }

            //Start the emerge timer, so the boat doesn't just appear instantly on top of the water
            new EmergeTimer(gs.Itemlist, gs.Spawnlist).Start();

            Delete();
        }
		protected virtual void FinishEffect( Point3D p, Map map, Mobile from )
		{
			from.RevealingAction();

            int spawncount = GetSpawnCount();
		    int z = p.Z;
            //Ghost ship Z, should be 10 lower than the spawn Z
            int gsZ = z - 30; //Set to -30 so it spawns under the sea and then emerges up
            //Spawn Z, needs to be 10 higher than ghost ship Z so they get on top of the boat
		    int spawnZ = z - 20;

            //Create the ghost ship here
            GhostShip gs = new GhostShip();

            //Add treasure
            MetalChest tc = new MetalChest {ItemID = 0xE7C, LiftOverride = true};
            TreasureMapChest.Fill(tc, 5);

            //Now declare an area the same size as the ship, to look for items that might block
            Point2D start = new Point2D( p.X - 10, p.Y - 7 ); //Starting location of the area
            Point2D end = new Point2D(p.X + 10, p.Y + 7); //Ending location of the area
			Rectangle2D rect = new Rectangle2D( start, end ); //Declaring the entire area as a rectangle
            
            //Create a new list that will contain all items in the rectangle
            List<Item> list = new List<Item>();

		    IPooledEnumerable eable = map.GetItemsInBounds(rect); //Get all items in the rectangle

            foreach (Item item in eable) //Add all items in the rectangle to the list
                list.Add(item);

            eable.Free();

            //While an item exists in the rectangle, move the spawnlocation of the boat/monsters
            while (list.Count > 0 )
            {
                if (Utility.RandomDouble() < 0.5 )
                    p.X += 1;
                else
                    p.X -= 1;

                if (Utility.RandomDouble() < 0.5)
                    p.Y += 1;
                else
                    p.Y -= 1;

                start = new Point2D(p.X - 10, p.Y - 7);
                end = new Point2D(p.X + 10, p.Y + 7);
                rect = new Rectangle2D(start, end);

                eable = map.GetItemsInBounds(rect);

                //Clear the list as we need to create a new one with the new location of the ship
                list.Clear();

                foreach (Item item in eable)
                    list.Add(item); //Add the items (if any) in the new spawnlocation to the list

                eable.Free();
            }

            //No items blocking, move the ship to the world
            p.Z = gsZ;
		    gs.MoveToWorld(p, map);

            //Move the treasure chest to the world
            p.Z = spawnZ + 2;
		    p.X -= 9;
            tc.MoveToWorld(p, map);

            //Add the boat and all items inside the boat here
            gs.Itemlist.Add(gs);
            gs.Itemlist.Add(tc);

            //Add as many spawns as spawncount allows
            for (int i = 0; i < spawncount; ++i)
            {
                
                BaseCreature spawn;

                switch (Utility.Random(4))
                {
                    default:
                        spawn = new LichLord();
                        break;
                    case 1:
                        spawn = new AncientLich();
                        break;
                    case 2:
                        spawn = new Lich();
                        break;
                    case 3:
                        spawn = new SkeletalCaptain();
                        break;
                }

                p.Z = spawnZ;
                Spawn(p, map, spawn);

                spawn.Combatant = from;

                //Add the spawn to the list "spawns", needed for the boat decay timer and emerge timer
                gs.Spawnlist.Add(spawn);
            }

            //Start the emerge timer, so the boat doesn't just appear instantly on top of the water
            new EmergeTimer(gs.Itemlist, gs.Spawnlist).Start();

			Delete();
		}