using System;
using Server.Network;
using Server.Prompts;
using Server.Items;
using Server.Targeting;
namespace Server.Items
{
public class BlessTarget : Target // Create our targeting class (which we derive from the base target class)
{
private ItemBlessDeed m_Deed;
public BlessTarget( ItemBlessDeed deed ) : base( 1, false, TargetFlags.None )
{
m_Deed = deed;
}
protected override void OnTarget( Mobile from, object target ) // Override the protected OnTarget() for our feature
{
if ( target is BaseWeapon )
{
BaseWeapon item = (BaseWeapon)target;
if ( item.LootType == LootType.Blessed || item.BlessedFor == from || (Mobile.InsuranceEnabled && item.Insured) ) // Check if its already newbied (blessed)
{
from.SendLocalizedMessage( 1045113 ); // That item is already blessed
}
else if ( item.LootType != LootType.Regular )
{
from.SendLocalizedMessage( 1045114 ); // You can not bless that item
}
else
{
if( item.RootParent != from ) // Make sure its in their pack or they are wearing it
{
from.SendLocalizedMessage( 500509 ); // You cannot bless that object
}
else
{
item.LootType = LootType.Blessed;
from.SendLocalizedMessage( 1010026 ); // You bless the item....
m_Deed.Delete(); // Delete the bless deed
}
}
}
else if (target is BaseArmor)
{
BaseArmor item = (BaseArmor)target;
if ( item.LootType == LootType.Blessed || item.BlessedFor == from || (Mobile.InsuranceEnabled && item.Insured) ) // Check if its already newbied (blessed)
{
from.SendLocalizedMessage( 1045113 ); // That item is already blessed
}
else if ( item.LootType != LootType.Regular )
{
from.SendLocalizedMessage( 1045114 ); // You can not bless that item
}
else
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