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