using System; using Server; namespace Server.Items { public class ElectroSword : Katana { public override int ArtifactRarity{ get{ return 25; } } public override int InitMinHits{ get{ return 255; } } public override int InitMaxHits{ get{ return 255; } } [Constructable] public ElectroSword() { Name = "Electro Sword"; Attributes.WeaponDamage = 60; Attributes.WeaponSpeed = 35; Attributes.Luck = 200; Attributes.SpellChanneling = 1; WeaponAttributes.HitLowerAttack = 54; Attributes.BonusStr = 7; Attributes.AttackChance = 20; MaxRange = 3; Hue = 1159; HitSound = 756; MissSound = 476; WeaponAttributes.HitLightning = 65; LootType = LootType.Blessed; } public virtual void OnHit( Mobile attacker, Mobile defender ) { attacker.MovingEffect( defender, 14363, 3, 3, false, false ); base.OnHit( attacker, defender ); } public ElectroSword( 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(); } } }