using System; using Server; using Server.Items; using System.Collections; using Server.Network; using Server.Mobiles; using Server.Targeting; using System.Net; using System.Net.Sockets; namespace Server.Items { public class OneHandedWeaponDeed : Item { [Constructable] public OneHandedWeaponDeed() : this( 1 ) { } [Constructable] public OneHandedWeaponDeed( int amount ) : base( 8792 ) { Weight = 1.0; Name = "One Handed Weapon Deed"; } public override void OnDoubleClick( Mobile from ) { if ( IsChildOf( from.Backpack ) ) { from.BeginTarget( -1, false, TargetFlags.None, new TargetCallback( OnTarget ) ); from.SendMessage("What weapon will you make one handed?"); } else { from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it. } } public void OnTarget( Mobile from, object obj ) { if ( !IsChildOf( from.Backpack ) ) { from.SendLocalizedMessage( 1042001 ); // That must be in your pack for you to use it. } else if ( obj is BaseWeapon ) { Item weapon = (Item)obj; if ( weapon.RootParent != from ) { from.SendMessage("The weapon must be in your back."); } else if(weapon.Layer == Layer.TwoHanded) { weapon.Layer = Layer.FirstValid; weapon.LootType = LootType.Blessed; from.SendMessage("Your weapon is now one handed!" ); this.Delete(); } else if(weapon.Layer == Layer.FirstValid) { from.SendMessage("That is already one handed"); } else { from.SendMessage("That is not a weapon!"); } } else { from.SendMessage("The dyes will not work on that."); } } public OneHandedWeaponDeed( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } } }