#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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Scripts/Items/Weapons/Swords/BoneMachete.cs
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63
Scripts/Items/Weapons/Swords/BoneMachete.cs
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using System;
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using Server.Items;
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using Server.Engines.MLQuests.Items;
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namespace Server.Items
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{
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public class BoneMachete : ElvenMachete, ITicket
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{
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public override WeaponAbility PrimaryAbility { get { return null; } }
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public override WeaponAbility SecondaryAbility { get { return null; } }
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public override int PhysicalResistance { get { return 1; } }
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public override int FireResistance { get { return 1; } }
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public override int ColdResistance { get { return 1; } }
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public override int PoisonResistance { get { return 1; } }
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public override int EnergyResistance { get { return 1; } }
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public override int InitMinHits { get { return 5; } }
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public override int InitMaxHits { get { return 5; } }
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[Constructable]
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public BoneMachete()
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{
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ItemID = 0x20E;
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}
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public BoneMachete( Serial serial )
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: 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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#region ITicket Members
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public void OnTicketUsed( Mobile from )
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{
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if ( Utility.RandomDouble() < 0.25 )
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{
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from.SendLocalizedMessage( 1075007 ); // Your bone handled machete snaps in half as you force your way through the poisonous undergrowth.
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Delete();
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}
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else
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{
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from.SendLocalizedMessage( 1075008 ); // Your bone handled machete has grown dull but you still manage to force your way past the venomous branches.
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}
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}
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#endregion
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}
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}
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