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( EntrappedSoulScimitar std ) : base( -1, false, TargetFlags.None ) { i_Std = std; }
			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(EntrappedSoulScimitar std) : base(-1, false, TargetFlags.None)
 {
     i_Std = std;
 }