using System; using Server; namespace Server.Items { public class WoodBardiche : Bardiche { public override int ArtifactRarity{ get{ return 100; } } public override int InitMinHits{ get{ return 255; } } public override int InitMaxHits{ get{ return 255; } } [Constructable] public WoodBardiche() { Name = "Bardiche of the woods"; Attributes.WeaponDamage = 75; WeaponAttributes.HitFireball = 50; WeaponAttributes.HitDispel = 52; Attributes.AttackChance = 20; Attributes.DefendChance = 20; Attributes.Luck = 250; WeaponAttributes.UseBestSkill = 1; Attributes.SpellChanneling = 1; MaxRange = 2; Hue = 1872; HitSound = 553; MissSound = 554; } public virtual void OnHit( Mobile attacker, Mobile defender ) { attacker.MovingEffect( defender, 3329, 3, 3, false, false ); defender.FixedParticles( 3381, 10, 30, 5052, EffectLayer.LeftFoot ); base.OnHit( attacker, defender ); } public WoodBardiche( 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(); } } }