Files
abysmal-isle/Scripts/Scripts-master/Items/Armors/Armor of the Light/SwordoftheLight.cs
Unstable Kitsune b918192e4e Overwrite
Complete Overwrite of the Folder with the free shard. ServUO 57.3 has been added.
2023-11-28 23:20:26 -05:00

128 lines
5.4 KiB
C#

// 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();
}
}
}