using System; using Server; namespace Server.Items { public class ResonantShieldOfVengeance : GargishWoodenShield { public override bool IsArtifact { get { return true; } } public override int LabelNumber { get { return 1150357; } } // Resonant Shield of Vengeance public override int InitMinHits { get { return 255; } } public override int InitMaxHits { get { return 255; } } [Constructable] public ResonantShieldOfVengeance() { Hue = 2076; switch (Utility.Random(5)) { case 0: AbsorptionAttributes.ResonanceKinetic = 10; break; case 1: AbsorptionAttributes.ResonanceFire = 10; break; case 2: AbsorptionAttributes.ResonanceCold = 10; break; case 3: AbsorptionAttributes.ResonancePoison = 10; break; case 4: AbsorptionAttributes.ResonanceEnergy = 10; break; } Attributes.SpellChanneling = 1; Attributes.ReflectPhysical = 20; Attributes.DefendChance = 8; switch (Utility.Random(5)) { case 0: PhysicalBonus = 10; break; case 1: FireBonus = 10; break; case 2: ColdBonus = 10; break; case 3: PoisonBonus = 10; break; case 4: EnergyBonus = 10; break; } } public ResonantShieldOfVengeance(Serial serial) : base(serial) { } 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(); } } public class ResonantShieldOfVengeanceHuman : BronzeShield { public override int LabelNumber { get { return 1150357; } } // Resonant Shield of Vengeance public override int InitMinHits { get { return 255; } } public override int InitMaxHits { get { return 255; } } [Constructable] public ResonantShieldOfVengeanceHuman() { Hue = 2076; switch (Utility.Random(5)) { case 0: AbsorptionAttributes.ResonanceKinetic = 10; break; case 1: AbsorptionAttributes.ResonanceFire = 10; break; case 2: AbsorptionAttributes.ResonanceCold = 10; break; case 3: AbsorptionAttributes.ResonancePoison = 10; break; case 4: AbsorptionAttributes.ResonanceEnergy = 10; break; } Attributes.SpellChanneling = 1; Attributes.ReflectPhysical = 20; Attributes.DefendChance = 8; switch (Utility.Random(5)) { case 0: PhysicalBonus = 10; break; case 1: FireBonus = 10; break; case 2: ColdBonus = 10; break; case 3: PoisonBonus = 10; break; case 4: EnergyBonus = 10; break; } } public ResonantShieldOfVengeanceHuman(Serial serial) : base(serial) { } 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(); } } }