using System; namespace Server.Items { public class StaffOfResonance : GlassStaff { public override bool IsArtifact { get { return true; } } public override int LabelNumber { get { return 1113527; } } // Staff of Resonance [Constructable] public StaffOfResonance() { switch (Utility.Random(5)) // Random resonance property { case 0 : AbsorptionAttributes.ResonanceFire = 20; break; case 1 : AbsorptionAttributes.ResonanceCold = 20; break; case 2 : AbsorptionAttributes.ResonancePoison = 20; break; case 3 : AbsorptionAttributes.ResonanceEnergy = 20; break; case 4 : AbsorptionAttributes.ResonanceKinetic = 20; break; } Attributes.SpellChanneling = 1; WeaponAttributes.MageWeapon = 10; WeaponAttributes.HitHarm = 50; Attributes.DefendChance = 10; Attributes.WeaponSpeed = 20; Attributes.WeaponDamage = -40; Attributes.LowerManaCost = 5; AosElementDamages.Poison = 100; Hue = 1451; //Hue not exact } public StaffOfResonance(Serial serial) : base(serial) { } public override int ArtifactRarity { get { return 5; } } public override int InitMinHits { get { return 255; } } public override int InitMaxHits { get { return 255; } } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write((int)0); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } }