public override void OnResponse( NetState sender, RelayInfo info ) { if ( m_Deed.Deleted ) return; BaseWeapon weapon = null; switch ( info.ButtonID ) { case 0: return; case 1: weapon = new EntrappedSoulAxe() ; break; case 2: weapon = new EntrappedSoulBattleAxe() ; break; case 3: weapon = new EntrappedSoulDoubleAxe() ; break; case 4: weapon = new EntrappedSoulExecutionersAxe() ; break; case 5: weapon = new EntrappedSoulHatchet() ; break; case 6: weapon = new EntrappedSoulLargeBattleAxe() ; break; case 7: weapon = new EntrappedSoulPickaxe() ; break; case 8: weapon = new EntrappedSoulTwoHandedAxe() ; break; case 9: weapon = new EntrappedSoulWarAxe() ; break; case 10: weapon = new EntrappedSoulBow() ; break; case 11: weapon = new EntrappedSoulCompositeBow() ; break; case 12: weapon = new EntrappedSoulCrossbow() ; break; case 13: weapon = new EntrappedSoulHeavyCrossbow() ; break; case 14: weapon = new EntrappedSoulRepeatingCrossbow() ; break; case 15: weapon = new EntrappedSoulButcherKnife() ; break; case 16: weapon = new EntrappedSoulCleaver() ; break; case 17: weapon = new EntrappedSoulDagger() ; break; case 18: weapon = new EntrappedSoulSkinningKnife() ; break; case 19: weapon = new EntrappedSoulClub() ; break; case 20: weapon = new EntrappedSoulHammerPick() ; break; case 21: weapon = new EntrappedSoulMace() ; break; case 22: weapon = new EntrappedSoulMaul() ; break; case 23: weapon = new EntrappedSoulScepter() ; break; case 24: weapon = new EntrappedSoulWarHammer() ; break; case 25: weapon = new EntrappedSoulWarMace() ; break; case 26: weapon = new EntrappedSoulBardiche() ; break; case 27: weapon = new EntrappedSoulHalberd() ; break; case 28: weapon = new EntrappedSoulScythe() ; break; case 29: weapon = new EntrappedSoulBladedStaff() ; break; case 30: weapon = new EntrappedSoulDoubleBladedStaff() ; break; case 31: weapon = new EntrappedSoulPike() ; break; case 32: weapon = new EntrappedSoulPitchfork() ; break; case 33: weapon = new EntrappedSoulShortSpear() ; break; case 34: weapon = new EntrappedSoulSpear() ; break; case 35: weapon = new EntrappedSoulWarFork() ; break; case 36: weapon = new EntrappedSoulBlackStaff() ; break; case 37: weapon = new EntrappedSoulGnarledStaff() ; break; case 38: weapon = new EntrappedSoulQuarterStaff() ; break; case 39: weapon = new EntrappedSoulShepherdsCrook() ; break; case 40: weapon = new EntrappedSoulBoneHarvester() ; break; case 41: weapon = new EntrappedSoulBroadSword() ; break; case 42: weapon = new EntrappedSoulCrescentBlade() ; break; case 43: weapon = new EntrappedSoulCutlass() ; break; case 44: weapon = new EntrappedSoulKatana() ; break; case 45: weapon = new EntrappedSoulKryss() ; break; case 46: weapon = new EntrappedSoulLance() ; break; case 47: weapon = new EntrappedSoulLongSword() ; break; case 48: weapon = new EntrappedSoulScimitar() ; break; case 49: weapon = new EntrappedSoulVikingSword() ; break; } if ( weapon != null ) { weapon.Quality = m_Deed.Quality; weapon.Resource = m_Deed.Resource; if ( m_Deed.Crafter != null ) weapon.Crafter = m_Deed.Crafter; m_From.Backpack.DropItem( weapon ); m_From.SendMessage( "You summon the Entrapped Soul Weapon!" ); m_Deed.Delete(); } }
public EntrappedSoulTarget( EntrappedSoulMaul std ) : base( -1, false, TargetFlags.None ) { i_Std = std; }