#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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using System;
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using Server.Items;
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namespace Server.Items
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{
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public class BlightGrippedLongbow : ElvenCompositeLongbow
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{
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public override int LabelNumber{ get{ return 1072907; } } // Blight Gripped Longbow
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[Constructable]
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public BlightGrippedLongbow()
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{
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Hue = 0x8A4;
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WeaponAttributes.HitPoisonArea = 20;
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Attributes.RegenStam = 3;
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Attributes.NightSight = 1;
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Attributes.WeaponSpeed = 20;
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Attributes.WeaponDamage = 35;
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}
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public BlightGrippedLongbow( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.WriteEncodedInt( 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadEncodedInt();
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}
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}
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}
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class ColdForgedBlade : ElvenSpellblade
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{
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public override int LabelNumber{ get{ return 1072916; } } // Cold Forged Blade
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[Constructable]
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public ColdForgedBlade()
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{
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WeaponAttributes.HitHarm = 40;
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Attributes.SpellChanneling = 1;
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Attributes.NightSight = 1;
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Attributes.WeaponSpeed = 25;
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Attributes.WeaponDamage = 50;
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Hue = this.GetElementalDamageHue();
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}
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
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{
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phys = fire = pois = nrgy = chaos = direct = 0;
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cold = 100;
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}
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public ColdForgedBlade( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.WriteEncodedInt( 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadEncodedInt();
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}
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}
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}
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class LuminousRuneBlade : RuneBlade
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{
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public override int LabelNumber{ get{ return 1072922; } } // Luminous Rune Blade
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[Constructable]
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public LuminousRuneBlade()
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{
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WeaponAttributes.HitLightning = 40;
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WeaponAttributes.SelfRepair = 5;
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Attributes.NightSight = 1;
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Attributes.WeaponSpeed = 25;
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Attributes.WeaponDamage = 55;
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Hue = this.GetElementalDamageHue();
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}
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
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{
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phys = fire = cold = pois = chaos = direct = 0;
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nrgy = 100;
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}
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public LuminousRuneBlade( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.WriteEncodedInt( 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadEncodedInt();
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}
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}
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}
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class OverseerSunderedBlade : RadiantScimitar
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{
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public override int LabelNumber{ get{ return 1072920; } } // Overseer Sundered Blade
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[Constructable]
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public OverseerSunderedBlade()
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{
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ItemID = 0x2D27;
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Hue = 0x485;
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Attributes.RegenStam = 2;
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Attributes.AttackChance = 10;
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Attributes.WeaponSpeed = 35;
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Attributes.WeaponDamage = 45;
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Hue = this.GetElementalDamageHue();
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}
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
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{
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phys = cold = pois = nrgy = chaos = direct = 0;
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fire = 100;
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}
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public OverseerSunderedBlade( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.WriteEncodedInt( 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadEncodedInt();
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}
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}
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}
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45
Scripts/Items/Weapons/ML Weapons/Artifacts/PhantomStaff.cs
Normal file
45
Scripts/Items/Weapons/ML Weapons/Artifacts/PhantomStaff.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class PhantomStaff : WildStaff
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{
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public override int LabelNumber{ get{ return 1072919; } } // Phantom Staff
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[Constructable]
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public PhantomStaff()
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{
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Hue = 0x1;
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Attributes.RegenHits = 2;
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Attributes.NightSight = 1;
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Attributes.WeaponSpeed = 20;
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Attributes.WeaponDamage = 60;
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}
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
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{
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phys = fire = nrgy = chaos = direct = 0;
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cold = pois = 50;
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}
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public PhantomStaff( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.WriteEncodedInt( 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadEncodedInt();
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}
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}
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}
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class RuneCarvingKnife : AssassinSpike
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{
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public override int LabelNumber{ get{ return 1072915; } } // Rune Carving Knife
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[Constructable]
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public RuneCarvingKnife()
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{
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Hue = 0x48D;
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WeaponAttributes.HitLeechMana = 40;
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Attributes.RegenStam = 2;
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Attributes.LowerManaCost = 10;
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Attributes.WeaponSpeed = 35;
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Attributes.WeaponDamage = 30;
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}
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public RuneCarvingKnife( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.WriteEncodedInt( 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadEncodedInt();
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}
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}
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}
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41
Scripts/Items/Weapons/ML Weapons/Artifacts/ShardTrasher.cs
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41
Scripts/Items/Weapons/ML Weapons/Artifacts/ShardTrasher.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class ShardThrasher : DiamondMace
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{
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public override int LabelNumber{ get{ return 1072918; } } // Shard Thrasher
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[Constructable]
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public ShardThrasher()
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{
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Hue = 0x4F2;
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WeaponAttributes.HitPhysicalArea = 30;
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Attributes.BonusStam = 8;
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Attributes.AttackChance = 10;
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Attributes.WeaponSpeed = 35;
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Attributes.WeaponDamage = 40;
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}
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public ShardThrasher( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.WriteEncodedInt( 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadEncodedInt();
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}
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}
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}
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class SilvanisFeywoodBow : ElvenCompositeLongbow
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{
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public override int LabelNumber{ get{ return 1072955; } } // Silvani's Feywood Bow
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[Constructable]
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public SilvanisFeywoodBow()
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{
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Hue = 0x1A;
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Attributes.SpellChanneling = 1;
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Attributes.AttackChance = 12;
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Attributes.WeaponSpeed = 30;
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Attributes.WeaponDamage = 35;
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}
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public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy, out int chaos, out int direct )
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{
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phys = fire = cold = pois = chaos = direct = 0;
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nrgy = 100;
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}
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public SilvanisFeywoodBow( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.WriteEncodedInt( 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadEncodedInt();
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}
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}
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}
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41
Scripts/Items/Weapons/ML Weapons/Artifacts/TheNightReaper.cs
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41
Scripts/Items/Weapons/ML Weapons/Artifacts/TheNightReaper.cs
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using System;
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using Server.Network;
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using Server.Items;
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namespace Server.Items
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{
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public class TheNightReaper : RepeatingCrossbow
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{
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public override int LabelNumber{ get{ return 1072912; } } // The Night Reaper
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[Constructable]
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public TheNightReaper()
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{
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ItemID = 0x26CD;
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Hue = 0x41C;
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Slayer = SlayerName.Exorcism;
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Attributes.NightSight = 1;
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Attributes.WeaponSpeed = 25;
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Attributes.WeaponDamage = 55;
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}
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public TheNightReaper( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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}
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