using Server; using System; namespace Server.Items { public class MerchantsTrinket : GoldEarrings { private bool _Greater; [CommandProperty(AccessLevel.GameMaster)] public int Bonus { get { return Greater ? 10 : 5; } } [CommandProperty(AccessLevel.GameMaster)] public bool Greater { get { return _Greater; } set { _Greater = value; InvalidateProperties(); } } public override int LabelNumber { get { return _Greater ? 1156828 : 1156827; } } // Merchant's Trinket - 5% / 10% [Constructable] public MerchantsTrinket() : this(false) { } [Constructable] public MerchantsTrinket(bool greater) { Greater = greater; LootType = LootType.Blessed; } public MerchantsTrinket(Serial serial) : base(serial) { } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); writer.Write(_Greater); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); _Greater = reader.ReadBool(); } } }