using System; using Server.Network; using Server.Items; namespace Server.Items { [FlipableAttribute( 0x26C2, 0x26CC )] public class TheBowOfNorseUller : BaseRangedAmmoless { public override int ArtifactRarity{ get{ return 69; } } public override int EffectID{ get{ return 0x3818; } } public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ArmorIgnore; } } public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.MovingShot; } } public override int InitMinHits{ get{ return 255; } } public override int InitMaxHits{ get{ return 255; } } public override int AosStrengthReq{ get{ return 150; } } public override int AosMinDamage{ get{ return 25; } } public override int AosMaxDamage{ get{ return 30; } } public override int AosSpeed{ get{ return 40; } } public override int OldStrengthReq{ get{ return 20; } } public override int OldMinDamage{ get{ return 11; } } public override int OldMaxDamage{ get{ return 35; } } public override int OldSpeed{ get{ return 30; } } public override int DefMaxRange{ get{ return 10; } } public override WeaponAnimation DefAnimation{ get{ return WeaponAnimation.ShootBow; } } [Constructable] public TheBowOfNorseUller() : base( 0x26C2 ) { Name = "The Bow Of Norse Uller"; Weight = 5.0; Hue = 2944; Attributes.SpellChanneling = 1; Attributes.AttackChance = 40; Attributes.CastRecovery = 5; Attributes.CastSpeed = 5; Attributes.ReflectPhysical = 75; Attributes.SpellDamage = 25; Attributes.WeaponDamage = 50; Layer = Layer.TwoHanded; AccuracyLevel = WeaponAccuracyLevel.Supremely; DurabilityLevel = WeaponDurabilityLevel.Indestructible; Quality = WeaponQuality.Exceptional; WeaponAttributes.HitLeechHits = 35; WeaponAttributes.HitLeechMana = 35; WeaponAttributes.HitLeechStam = 35; WeaponAttributes.HitLowerAttack = 80; LootType = LootType.Blessed; } // public override void GetDamageTypes( out int phys, out int fire, out int cold, out int pois, out int nrgy ) // { // phys = fire = pois = nrgy = cold = 50; // } public TheBowOfNorseUller( Serial serial ) : base( serial ) { } // public override bool OnFired( Mobile attacker, Mobile defender ) //{ //attacker.MovingParticles( defender, 0x379F, 7, 0, false, true, 3043, 4043, 0x211 ); //attacker.PlaySound( 0x0FC ); // return true; //} public override void OnHit( Mobile attacker, Mobile defender ) { base.OnHit( attacker, defender ); defender.FixedParticles( 0x374A, 10, 30, 5013, 2944, 2, EffectLayer.Waist ); defender.PlaySound( 0x0FC ); } 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(); } } }