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; }