using System; using Server; using Server.Mobiles; namespace Server.Items { public class TinctureOfSilver : Item { public override int LabelNumber { get { return 1155619; } } // Tincture of Silver [Constructable] public TinctureOfSilver() : base(0x183B) { Hue = 1900; LootType = LootType.Blessed; } public override void OnDoubleClick(Mobile m) { if (IsChildOf(m.Backpack)) { m.SendLocalizedMessage(1155613); // Target the weapon, spellbook, or instrument you wish to apply this to... m.BeginTarget(-1, false, Server.Targeting.TargetFlags.None, (from, targeted) => { if (targeted is Item && targeted is ISlayer) { var item = (Item)targeted; var slayer = (ISlayer)targeted; var socket = item.GetSocket(); if (socket == null || socket.Slayer != SlayerName.Silver) { if (slayer.Slayer != SlayerName.None && slayer.Slayer2 != SlayerName.None) { from.SendLocalizedMessage(1155680); // You cannot apply Tincture of Silver to items that are already slayers! } else { item.AttachSocket(new SlayerSocket(SlayerName.Silver, TimeSpan.FromHours(1))); Delete(); from.SendLocalizedMessage(1155616); // You carefully apply Tincture of Silver to the item. The effects will fade in one hour. } } else { from.SendLocalizedMessage(1155614); // This item is already treated with Tincture of Silver! } } else { from.SendLocalizedMessage(1155615); // You cannot apply Tincture of Silver to this item. } }); } } public override void GetProperties(ObjectPropertyList list) { base.GetProperties(list); list.Add(1155620); // When Applied: list.Add(1155621, "#1155622"); // 200% Damage Increase towards Monsters of ~1_NAME~ : Undead Vulnerability } public TinctureOfSilver(Serial serial) : base(serial) { } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); reader.ReadInt(); // version } } }