//Base Weapon Template....Made by Gold Draco 13. //Just remove the // before the lines you want to allow on weapon. //Replace the nn with your values. //If you have problems please visit my site at www.81x.com/golddraco13/dragons_of_pern and use email link there. using System; using Server; namespace Server.Items { public class TheLochaberAxe : Halberd // your name of weapon(no spaces) : name of the base weapon you want to use. ie:Katana (make sure you capitalize both names) { public override int ArtifactRarity{ get{ return 65; } } // Set the artifact rarity here. //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 TheLochaberAxe() // your name of weapon(no spaces) { Weight = 12.0; // Weight in stones for your weapon Name = "The Lochaber Axe"; // Name of your weapon with spaces. Hue = 1169; // The color of your weapon. WeaponAttributes.DurabilityBonus = 50; // Pick and choose the attributes for your weapon (remember to remove the // before the ones you entend to use) //WeaponAttributes.HitColdArea = nn; WeaponAttributes.HitDispel = 45; //WeaponAttributes.HitEnergyArea = nn; //WeaponAttributes.HitFireArea = nn; //WeaponAttributes.HitFireBall = nn; //WeaponAttributes.HitHarm = nn; WeaponAttributes.HitLeechHits = 25; WeaponAttributes.HitLeechMana = 15; WeaponAttributes.HitLeechStam = 20; //WeaponAttributes.HitLightning = nn; //WeaponAttributes.HitLowerAttack = nn; //WeaponAttributes.HitLowerDefence = 50; //WeaponAttributes.HitMagicArrow = nn; WeaponAttributes.HitPhysicalArea = 50; //WeaponAttributes.HitPoisonArea = 0; //WeaponAttributes.LowerStatReq = nn; //WeaponAttributes.MageWeapon = 1; //WeaponAttributes.ResistColdBonus = nn; //WeaponAttributes.ResistEnergyBonus = nn; WeaponAttributes.ResistPhysicalBonus = 55; //WeaponAttributes.ResistPoisonBonus = 85; //WeaponAttributes.SelfRepair = nn; //WeaponAttributes.UseBestSkill = 1; Attributes.AttackChance = 30; //Attributes.BonusDex = 10; Attributes.BonusHits = 15; //Attributes.BonusInt = nn; //Attributes.BonusMana = nn; //Attributes.BonusStam = nn; Attributes.BonusStr = 10; //Attributes.CastRecovery = nn; //Attributes.CastSpeed = nn; //Attributes.DefendChance = 80; //Attributes.EnhancePotions = nn; //Attributes.LowerManaCost = nn; //Attributes.LowerRegCost = nn; //Attributes.Luck = nn; //Attributes.Nightsight = 1; //Attributes.ReflectPhysical = 30; Attributes.RegenHits = 15; //Attributes.RegenMana = nn; Attributes.RegenStam = 10; Attributes.SpellChanneling = 1; //Attributes.SpellDamage = nn; Attributes.WeaponDamage = 40; //Attributes.WeaponSpeed = 5; //Consecrated = true; //Cursed = true; //DexRequirement = nn; //IntRequirement = nn; //Slayer = SlayerName.nn; StrRequirement = 110; LootType = LootType.Blessed; //Blessed, Newbied or Cursed } public TheLochaberAxe( Serial serial ) : base( serial ) // your name of weapon(no spaces) { } 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(); } } }