Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
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// Scripted by SPanky
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using System;
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using Server;
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namespace Server.Items
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{
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public class swordofthelight : Katana
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{
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public override int ArtifactRarity{ get{ return 60; } }
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//public override int EffectID{ get{ return nn; } } // 0x1BFE (bolt) or 0xF42 (arrow)
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//public override Type AmmoType{ get{ return typeof( nn ); } } // Bolt or Arrow
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//public override Item Ammo{ get{ return new nn(); } } // Bolt or Arrow
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//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ShadowStrike; } } //Only select one primary
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//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ArmorIgnore; } }
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//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.CrushingBlow; } }
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//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.WhirlwindAttack; } }
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//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ConcussionBlow; } }
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//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.InfectiousStrike; } }
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//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.BleedAttack; } }
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//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ParalyzingBlow; } }
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//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.MovingShot; } }
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public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.DoubleStrike; } }
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//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.Dismount; } }
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//public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.Disarm; } }
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//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ShadowStrike; } } //Only select one Secondary
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//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ArmorIgnore; } }
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//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.CrushingBlow; } }
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//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.WhirlwindAttack; } }
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//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ConcussionBlow; } }
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//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.InfectiousStrike; } }
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public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.BleedAttack; } }
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//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ParalyzingBlow; } }
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//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.MovingShot; } }
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//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.DoubleStrike; } }
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//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.Dismount; } }
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//public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.Disarm; } }
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public override int InitMinHits{ get{ return 255; } } // Set the minium amount of hit points for the weapon.
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public override int InitMaxHits{ get{ return 255; } } // Set the Maxium amount of hit points for the weapon.
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[Constructable]
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public swordofthelight()
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{
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Weight = 3.0;
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Name = "Sword of the Light";
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Hue = 1153;
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//WeaponAttributes.DurabilityBonus = nn; // Pick and choose the attributes for your weapon (remember to remove the // before the ones you entend to use)
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//WeaponAttributes.HitColdArea = nn;
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//WeaponAttributes.HitDispel = nn;
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//WeaponAttributes.HitEnergyArea = nn;
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//WeaponAttributes.HitFireArea = nn;
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//WeaponAttributes.HitFireBall = nn;
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//WeaponAttributes.HitHarm = nn;
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//WeaponAttributes.HitLeechHits = nn;
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//WeaponAttributes.HitLeechMana = nn;
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//WeaponAttributes.HitLeechStam = nn;
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//WeaponAttributes.HitLightning = nn;
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//WeaponAttributes.HitLowerAttack = nn;
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//WeaponAttributes.HitLowerDefence = nn;
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//WeaponAttributes.HitMagicArrow = nn;
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//WeaponAttributes.HitPhysicalArea = nn;
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//WeaponAttributes.HitPoisonArea = nn;
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//WeaponAttributes.LowerStatReq = nn;
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WeaponAttributes.MageWeapon = 1;
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//WeaponAttributes.ResistColdBonus = nn;
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//WeaponAttributes.ResistEnergyBonus = nn;
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//WeaponAttributes.ResistPhysicalBonus = nn;
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//WeaponAttributes.ResistPoisonBonus = nn;
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WeaponAttributes.SelfRepair = 20;
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//WeaponAttributes.UseBestSkill = 1;
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Attributes.AttackChance = 30;
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//Attributes.BonusDex = nn;
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//Attributes.BonusHits = nn;
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//Attributes.BonusInt = nn;
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//Attributes.BonusMana = nn;
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//Attributes.BonusStam = nn;
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//Attributes.BonusStr = nn;
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Attributes.CastRecovery = 16;
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Attributes.CastSpeed = 12;
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//Attributes.DefendChance = nn;
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//Attributes.EnhancePotions = nn;
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//Attributes.LowerManaCost = nn;
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//Attributes.LowerRegCost = nn;
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//Attributes.Luck = nn;
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//Attributes.Nightsight = 1;
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//Attributes.ReflectPhysical = nn;
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//Attributes.RegenHits = nn;
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//Attributes.RegenMana = nn;
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//Attributes.RegenStam = nn;
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Attributes.SpellChanneling = 1;
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//Attributes.SpellDamage = nn;
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//Attributes.WeaponDamage = nn;
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//Attributes.WeaponSpeed = nn;
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//Consecrated = true;
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//Cursed = true;
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DexRequirement = 50;
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IntRequirement = 45;
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//Slayer = SlayerName.nn;
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StrRequirement = 60;
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LootType = LootType.Blessed;
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}
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public swordofthelight( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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}
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