using System; using Server; namespace Server.Items { public class MorningStar : WarMace { public override int LabelNumber{ get{ return 1061596; } } // Bone Crusher public override int ArtifactRarity{ get{ return 30; } } public override int InitMinHits{ get{ return 255; } } public override int InitMaxHits{ get{ return 255; } } [Constructable] public MorningStar() { Hue = 2560; Name = "The Morning Star"; WeaponAttributes.DurabilityBonus = 60; // 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 = 55; WeaponAttributes.HitLeechHits = 55; //WeaponAttributes.HitLeechMana = nn; WeaponAttributes.HitLeechStam = 55; //WeaponAttributes.HitLightning = nn; WeaponAttributes.HitLowerAttack = 55; //WeaponAttributes.HitLowerDefence = 55; //WeaponAttributes.HitMagicArrow = nn; WeaponAttributes.HitPhysicalArea = 50; //WeaponAttributes.HitPoisonArea = nn; WeaponAttributes.LowerStatReq = 50; //WeaponAttributes.MageWeapon = 1; //WeaponAttributes.ResistColdBonus = nn; //WeaponAttributes.ResistEnergyBonus = 50; //WeaponAttributes.ResistPhysicalBonus = 50; //WeaponAttributes.ResistPoisonBonus = nn; //WeaponAttributes.SelfRepair = 28; //WeaponAttributes.UseBestSkill = 1; Attributes.AttackChance = 50; //Attributes.BonusDex = nn; Attributes.BonusHits = 40; //Attributes.BonusInt = nn; //Attributes.BonusMana = nn; Attributes.BonusStam = 40; Attributes.BonusStr = 45; //Attributes.CastRecovery = nn; Attributes.CastSpeed = 10; //Attributes.DefendChance = 45; //Attributes.EnhancePotions = nn; //Attributes.LowerManaCost = nn; //Attributes.LowerRegCost = nn; Attributes.Luck = 50; //Attributes.Nightsight = 1; //Attributes.ReflectPhysical = 45; Attributes.RegenHits = 45; //Attributes.RegenMana = nn; Attributes.RegenStam = 45; Attributes.SpellChanneling = 1; //Attributes.SpellDamage = nn; Attributes.WeaponDamage = 45; //Attributes.WeaponSpeed = 10; //Consecrated = true; //Cursed = true; DexRequirement = 80; //IntRequirement = nn; //Slayer = SlayerName.nn; StrRequirement = 80; LootType = LootType.Blessed; //Blessed, Newbied or Cursed } public MorningStar( 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(); } } }