using System; namespace Server.Items { public class TheDryadBow : Bow { public override bool IsArtifact { get { return true; } } private static readonly SkillName[] m_PossibleBonusSkills = new SkillName[] { SkillName.Archery, SkillName.Healing, SkillName.MagicResist, SkillName.Peacemaking, SkillName.Chivalry, SkillName.Ninjitsu }; [Constructable] public TheDryadBow() { Hue = 0x48F; SkillBonuses.SetValues(0, m_PossibleBonusSkills[Utility.Random(m_PossibleBonusSkills.Length)], (Utility.Random(4) == 0 ? 10.0 : 5.0)); WeaponAttributes.SelfRepair = 5; Attributes.WeaponSpeed = 50; Attributes.WeaponDamage = 35; WeaponAttributes.ResistPoisonBonus = 15; } public TheDryadBow(Serial serial) : base(serial) { } public override int LabelNumber { get { return 1061090; } }// The Dryad Bow public override int ArtifactRarity { get { return 11; } } 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)1); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); if (version < 1) this.SkillBonuses.SetValues(0, m_PossibleBonusSkills[Utility.Random(m_PossibleBonusSkills.Length)], (Utility.Random(4) == 0 ? 10.0 : 5.0)); } } }