using System; using Server; namespace Server.Items { public class TheDryadBow : Bow { public override int LabelNumber{ get{ return 1061090; } } // The Dryad Bow public override int ArtifactRarity{ get{ return 11; } } public override int InitMinHits{ get{ return 255; } } public override int InitMaxHits{ get{ return 255; } } [Constructable] public TheDryadBow() { ItemID = 0x13B1; Hue = 0x48F; SkillBonuses.SetValues( 0, m_PossibleBonusSkills[Utility.Random(m_PossibleBonusSkills.Length)], (Utility.Random( 4 ) == 0 ? 10.0 : 5.0) ); WeaponAttributes.SelfRepair = 5; Attributes.WeaponSpeed = 50; Attributes.WeaponDamage = 35; WeaponAttributes.ResistPoisonBonus = 15; } private static SkillName[] m_PossibleBonusSkills = new SkillName[] { SkillName.Archery, SkillName.Healing, SkillName.MagicResist, SkillName.Peacemaking, SkillName.Chivalry, SkillName.Ninjitsu }; public TheDryadBow( Serial serial ) : base( serial ) { } public override void Serialize( GenericWriter writer ) { base.Serialize( writer ); writer.Write( (int) 1 ); } public override void Deserialize(GenericReader reader) { base.Deserialize( reader ); int version = reader.ReadInt(); if ( version < 1 ) SkillBonuses.SetValues( 0, m_PossibleBonusSkills[Utility.Random(m_PossibleBonusSkills.Length)], (Utility.Random( 4 ) == 0 ? 10.0 : 5.0) ); } } }