using System; using Server; namespace Server.Items { public class CrazySword : Katana { public override int ArtifactRarity{ get{ return 66; } } public override int InitMinHits{ get{ return 255; } } public override int InitMaxHits{ get{ return 255; } } [Constructable] public CrazySword() { Hue = 1161; Name = "Crazy Sword"; WeaponAttributes.SelfRepair = 5; WeaponAttributes.HitLeechMana = 75; WeaponAttributes.HitLeechHits = 75; WeaponAttributes.HitLeechStam = 75; WeaponAttributes.HitHarm = 20; WeaponAttributes.HitLowerAttack = 20; WeaponAttributes.HitLowerDefend = 20; WeaponAttributes.HitFireball = 100; Attributes.AttackChance = 100; Attributes.BonusDex = 20; Attributes.BonusHits = 20; Attributes.BonusInt = 20; Attributes.BonusMana = 20; Attributes.BonusStam = 20; Attributes.BonusStr = 20; Attributes.CastRecovery = 5; Attributes.CastSpeed = 5; Attributes.DefendChance = 30; Attributes.EnhancePotions = 30; Attributes.LowerManaCost = 30; Attributes.LowerRegCost = 30; Attributes.Luck = 50; Attributes.ReflectPhysical = 15; Attributes.RegenHits = 15; Attributes.RegenMana = 15; Attributes.RegenStam = 20; Attributes.SpellChanneling = 1; Attributes.SpellDamage = 60; Attributes.WeaponSpeed = 90; Attributes.WeaponDamage = 120; LootType = LootType.Blessed; } public override void GetDamageTypes( Mobile weilder, out int phys, out int fire, out int cold, out int pois, out int nrgy ) { phys = 100; nrgy = 90; pois = 90; fire = 90; cold = 90; } public CrazySword(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(); } } }