Inheritance: BaseCreature
        public override void OnDoubleClick(Mobile from)
        {
            if (IsChildOf(from.Backpack))
            {
                int hours, minutes;
                Clock.GetTime(Map, Location.X, Location.Y, out hours, out minutes);

                if (hours <= 19)
                {
                    #region Spawn Random Ambush

                    switch (Utility.Random(3))
                    {
                        case 0:
                            {
                                from.SendMessage("*As your gaze scans the horizon, you notice a group of brigands closing in*");

                                #region Define Mobiles To Spawn
                                // I've reserved spawn01-spawn09; however, you can add as many variables as you like as long as they are unique

                                Mobile spawn01 = new Brigand();
                                Mobile spawn02 = new Brigand();
                                Mobile spawn03 = new Brigand();
                                Mobile spawn04 = new Brigand();
                                Mobile spawn05 = new Brigand();
                                Mobile spawn06 = new Brigand();

                                #endregion

                                switch (Utility.Random(2))
                                {
                                    case 1:
                                        {
                                            /// <summary>
                                            /// Don't forget to plug in the spawn variables you add above below:
                                            /// </summary>
                                            spawn01.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map);
                                            spawn02.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map);
                                            spawn03.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map);
                                            spawn04.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map);
                                            spawn05.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map);
                                            spawn06.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map);
                                            break;
                                        }
                                    case 0:
                                        {
                                            switch (Utility.Random(4))
                                            {
                                                case 0: from.SendMessage("*As your gaze scans the horizon, all seems too quiet*"); break;
                                                case 1: from.SendMessage("*As your gaze scans the horizon, you hear breaking branches in the distance*"); break;

                                                // Sometimes a subspawn is the perfect ambiance/ detail to role-playing on a server
                                                case 2: from.SendMessage("*You notice the ground moving beneath your feet*");
                                                    Mobile subspawn01 = new Rat();
                                                    subspawn01.MoveToWorld(new Point3D(from.X, from.Y, from.Z), from.Map); break;

                                                case 3: from.SendMessage("*As your gaze scans the horizon, you feel confident all is well*"); break;
                                            }
                                            break;
                                        }
                                }
                                break;
                            }
                        case 1:
                            {
                                from.SendMessage("*As your gaze scans the horizon, you notice an Ettin patrol nearby*");

                                #region Define Mobiles To Spawn
                                // I've reserved spawn11-spawn19; however, you can add as many variables as you like as long as they are unique

                                Mobile spawn11 = new Ettin();
                                Mobile spawn12 = new Ettin();
                                Mobile spawn13 = new Ettin();
                                Mobile spawn14 = new Ettin();
                                Mobile spawn15 = new Ettin();
                                Mobile spawn16 = new Ettin();

                                #endregion

                                switch (Utility.Random(2))
                                {
                                    case 1:
                                        {
                                            /// <summary>
                                            /// Don't forget to plug in the spawn variables you add above below:
                                            /// </summary>
                                            spawn11.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map);
                                            spawn12.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map);
                                            spawn13.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map);
                                            spawn14.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map);
                                            spawn15.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map);
                                            spawn16.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map);
                                            break;
                                        }
                                    case 0:
                                        {
                                            switch (Utility.Random(2, 4))
                                            {
                                                case 0: from.SendMessage("*As your gaze scans the horizon, all seems too quiet*"); break;
                                                case 1: from.SendMessage("*As your gaze scans the horizon, you hear breaking branches in the distance*"); break;

                                                // Sometimes a subspawn is the perfect ambiance/ detail to role-playing on a server
                                                case 2: from.SendMessage("*You notice the ground moving beneath your feet*");
                                                    Mobile subspawn11 = new Rat();
                                                    subspawn11.MoveToWorld(new Point3D(from.X, from.Y, from.Z), from.Map); break;

                                                case 3: from.SendMessage("*As your gaze scans the horizon, you feel confident all is well*"); break;
                                            }
                                            break;
                                        }
                                }
                                break;
                            }
                        case 2: // This case makes the Scout Spyglass act like a normal Spyglass
                            {
                                if (hours < 5 || hours > 17)
                                {
                                    from.SendLocalizedMessage(1055040); // You gaze up into the glittering night sky.  With great care, you compose a chart of the most prominent star patterns.
                                }
                                else
                                {
                                    from.SendLocalizedMessage(1055039); // You gaze up into the sky, but it is not dark enough to see any stars.
                                }
                                break;
                            }
                    }

                    #endregion
                }
                else
                {
                    #region Spawn Random Ambush

                    switch (Utility.Random(3))
                    {
                        case 0:
                            {
                                from.SendMessage("*As your gaze scans the horizon, you notice a group of black bears closing in*");

                                #region Define Mobiles To Spawn
                                // I've reserved spawn21-spawn29; however, you can add as many variables as you like as long as they are unique

                                Mobile spawn21 = new BlackBear();
                                Mobile spawn22 = new BlackBear();
                                Mobile spawn23 = new BlackBear();
                                Mobile spawn24 = new BlackBear();
                                Mobile spawn25 = new BlackBear();
                                Mobile spawn26 = new BlackBear();

                                #endregion

                                switch (Utility.Random(2))
                                {
                                    case 1:
                                        {
                                            /// <summary>
                                            /// Don't forget to plug in the spawn variables you add above below:
                                            /// </summary>
                                            spawn21.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map);
                                            spawn22.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map);
                                            spawn23.MoveToWorld(new Point3D(from.X + 20, from.Y, from.Z), from.Map);
                                            spawn24.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map);
                                            spawn25.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map);
                                            spawn26.MoveToWorld(new Point3D(from.X, from.Y + 20, from.Z), from.Map);
                                            break;
                                        }
                                    case 0:
                                        {
                                            switch (Utility.Random(4))
                                            {
                                                case 0: from.SendMessage("*As your gaze scans the horizon, all seems too quiet*"); break;
                                                case 1: from.SendMessage("*As your gaze scans the horizon, you hear breaking branches in the distance*"); break;

                                                // Sometimes a subspawn is the perfect ambiance/ detail to role-playing on a server
                                                case 2: from.SendMessage("*You notice the ground moving beneath your feet*");
                                                    Mobile subspawn21 = new Rat();
                                                    subspawn21.MoveToWorld(new Point3D(from.X, from.Y, from.Z), from.Map); break;

                                                case 3: from.SendMessage("*As your gaze scans the horizon, you feel confident all is well*"); break;
                                            }
                                            break;
                                        }
                                }
                                break;
                            }
                        case 1:
                            {
                                from.SendMessage("*As your gaze scans the horizon, you notice an Fire Gargoyle patrol nearby*");

                                #region Define Mobiles To Spawn
                                // I've reserved spawn31-spawn39; however, you can add as many variables as you like as long as they are unique

                                Mobile spawn31 = new FireGargoyle();
                                Mobile spawn32 = new FireSteed();
                                Mobile spawn33 = new FireGargoyle();
                                Mobile spawn34 = new FireSteed();
                                Mobile spawn35 = new FireGargoyle();
                                Mobile spawn36 = new FireBeetle();

                                #endregion

                                switch (Utility.Random(2))
                                {
                                    case 1:
                                        {
                                            /// <summary>
                                            /// Don't forget to plug in the spawn variables you add above below:
                                            /// </summary>
                                            spawn31.MoveToWorld(new Point3D(from.X + 10, from.Y, from.Z), from.Map);
                                            spawn32.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map);
                                            spawn33.MoveToWorld(new Point3D(from.X + 15, from.Y, from.Z), from.Map);
                                            spawn34.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map);
                                            spawn35.MoveToWorld(new Point3D(from.X, from.Y + 10, from.Z), from.Map);
                                            spawn36.MoveToWorld(new Point3D(from.X, from.Y + 15, from.Z), from.Map);
                                            break;
                                        }
                                    case 0:
                                        {
                                            switch (Utility.Random(4))
                                            {
                                                case 0: from.SendMessage("*As your gaze scans the horizon, all seems too quiet*"); break;
                                                case 1: from.SendMessage("*As your gaze scans the horizon, you hear breaking branches in the distance*"); break;

                                                // Sometimes a subspawn is the perfect ambiance/ detail to role-playing on a server
                                                case 2: from.SendMessage("*You notice the ground moving beneath your feet*");
                                                    Mobile subspawn31 = new Rat();
                                                    subspawn31.MoveToWorld(new Point3D(from.X, from.Y, from.Z), from.Map); break;

                                                case 3: from.SendMessage("*As your gaze scans the horizon, you feel confident all is well*"); break;
                                            }
                                            break;
                                        }
                                }
                                break;
                            }
                        case 2: // This case makes the Scout Spyglass act like a normal Spyglass
                            {
                                if (hours < 5 || hours > 17)
                                {
                                    from.SendLocalizedMessage(1055040); // You gaze up into the glittering night sky.  With great care, you compose a chart of the most prominent star patterns.
                                }
                                else
                                {
                                    from.SendLocalizedMessage(1055039); // You gaze up into the sky, but it is not dark enough to see any stars.
                                }
                                break;
                            }
                    }

                    #endregion
                }

                --this.UsesRemaining;

                if (this.UsesRemaining == 0)
                {
                    this.Delete();
                }
            }
            else
            {
                from.SendLocalizedMessage(1042001); // That must be in your pack for you to use it.
            }
        }
		public virtual void SpawnEnemies( RVS Handeling, String RegionName, int amount)
		{
			int numberOfEnemies = amount;
			int kindOfEnemy = 0;
			int randomEnemy = 0;
			Mobile Enemy = null;
			//Mobile Enemy = new Sheep();
			
			int randomValueX = 0;
			int randomValueY = 0;
			int negative = 0;
			
			Point3D spawn;
			Map spawnmap;
			
			if ( RegionName == "Sheep" )
			{
				spawn = SheepSpawnPoint;
				spawnmap = SheepSpawnMap;
				kindOfEnemy = 0;
			}
			else if ( RegionName == "Rabbit" )
			{
				spawn = RabbitSpawnPoint;
				spawnmap = RabbitSpawnMap;
				kindOfEnemy = 1;
			}
			else
			{
				spawn = SheepSpawnPoint;
				spawnmap = SheepSpawnMap;
				kindOfEnemy = 0;
			}
			
			for ( int i = 0; i < numberOfEnemies; i++ )
			{
				//kindOfEnemy = Utility.Random( 5 );
				
				randomValueX = Utility.Random( 11 );
				negative = Utility.Random( 2 );
				if ( negative > 0 )
					randomValueX *= -1;
					
				negative = Utility.Random( 2 );
				randomValueY = Utility.Random( 11 );
				if ( negative > 0 )
					randomValueY *= -1;
				
				if ( Handeling.RvS )
				{ 
					switch ( kindOfEnemy )
					{
						case 0:
							{
								Enemy = new Sheep();
								break;
							}
						case 1:
							{
								Enemy = new Rabbit();
								break;
							}
					}
				}
				else if ( Handeling.Orcs )
				{ 
					kindOfEnemy = 0;
					randomEnemy = Utility.Random( 100 );
					if ( randomEnemy <= 20 )
						kindOfEnemy++;
					if ( randomEnemy <= 10 )
						kindOfEnemy++;
					if ( randomEnemy <= 5 )
						kindOfEnemy++;
					
					switch ( kindOfEnemy )
					{
						case 0:
							{
								Enemy = new Orc();
								break;
							}
						case 1:
							{
								Enemy = new OrcishLord();
								break;
							}
						case 2:
							{
								Enemy = new Ettin();
								break;
							}
						case 3:
							{
								Enemy = new OrcishMage();
								break;
							}
					}
				}
				else if ( Handeling.Lizardmen )
				{ 
					kindOfEnemy = 0;
					randomEnemy = Utility.Random( 100 );
					if ( randomEnemy <= 20 )
						kindOfEnemy++;
					if ( randomEnemy <= 10 )
						kindOfEnemy++;
					if ( randomEnemy <= 5 )
						kindOfEnemy++;
					switch ( kindOfEnemy )
					{
						case 0:
							{
								Enemy = new Snake();
								break;
							}
						case 1:
							{
								Enemy = new GiantSerpent();
								break;
							}
						case 2:
							{
								Enemy = new Lizardman();
								break;
							}
						case 3:
							{
								Enemy = new Drake();
								break;
							}
					}
				}
				else if ( Handeling.Ratmen )
				{ 
					kindOfEnemy = 0;
					randomEnemy = Utility.Random( 100 );
					if ( randomEnemy <= 20 )
						kindOfEnemy++;
					if ( randomEnemy <= 15 )
						kindOfEnemy++;
					if ( randomEnemy <= 10 )
						kindOfEnemy++;
					if ( randomEnemy <= 5 )
						kindOfEnemy++;
					switch ( kindOfEnemy )
					{
						case 0:
							{
								Enemy = new Sewerrat();
								break;
							}
						case 1:
							{
								Enemy = new GiantRat();
								break;
							}
						case 2:
							{
								Enemy = new Ratman();
								break;
							}
						case 3:
							{
								Enemy = new RatmanMage();
								break;
							}	
						case 4:
							{
								Enemy = new RatmanArcher();
								break;
							}
					}
				}
				else if ( Handeling.Undead )
				{ 
					kindOfEnemy = 0;
					randomEnemy = Utility.Random( 100 );
					if ( randomEnemy <= 50 )
						kindOfEnemy++;
					if ( randomEnemy <= 40 )
						kindOfEnemy++;
					if ( randomEnemy <= 30 )
						kindOfEnemy++;
					if ( randomEnemy <= 20 )
						kindOfEnemy++;
					if ( randomEnemy <= 10 )
						kindOfEnemy++;
					if ( randomEnemy <= 5 )
						kindOfEnemy++;
						
					switch ( kindOfEnemy )
					{
						case 0:
							{
								Enemy = new Skeleton();
								break;
							}
						case 1:
							{
								Enemy = new Zombie();
								break;
							}
						case 2:
							{
								Enemy = new RestlessSoul();
								break;
							}
						case 3:
							{
								Enemy = new SkeletalMage();
								break;
							}
						case 4:
							{
								Enemy = new SkeletalKnight();
								break;
							}
						case 5:
							{
								Enemy = new Mummy();
								break;
							}
						case 6:
							{
								Enemy = new Lich();
								break;
							}
					}
				}
				
				Enemy.Map = spawnmap;
				Enemy.Location = new Point3D((spawn.X + randomValueX), (spawn.Y + randomValueY), (spawn.Z));
				
				Enemies.Add(Enemy);
			}
		}