using System; using Server; using Server.Items; using Server.Engines.BulkOrders; using System.Collections; namespace Server.Items { public class SmithBoDBag : Bag { [Constructable] public SmithBoDBag() : this( 50 ) { Movable = true; Hue = 0x8AB; Name = "a Smith BoD Kit"; } [Constructable] public SmithBoDBag( int amount ) { int i; int l; for ( i = 0; i < 50; i++ ) { DropItem( new SmallSmithBOD () ); } for ( l = 0; l < 5; l++ ) { DropItem( new LargeSmithBOD () ); } } public SmithBoDBag( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } } public class TailorBoDBag : Bag { [Constructable] public TailorBoDBag() : this( 50 ) { Movable = true; Hue = 0x483; Name = "a Tailoring BoD Kit"; } [Constructable] public TailorBoDBag( int amount ) { int i; int l; for ( i = 0; i < 50; i++ ) { DropItem( new SmallTailorBOD () ); } for ( l = 0; l < 5; l++ ) { DropItem( new LargeTailorBOD () ); } } public TailorBoDBag( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 0 ); // version } public override void Deserialize( GenericReader reader ) { base.Deserialize( reader ); int version = reader.ReadInt(); } } }