using System;
using Server;
namespace Server.Items
{
public class WolfFang : BaseSword
{
public override int ArtifactRarity{ get{ return 100; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
public bool Used;
[CommandProperty( AccessLevel.Counselor, AccessLevel.GameMaster )]
public bool wolf_created
{
get{return Used;}
set{Used = value;}
}
[Constructable]
public WolfFang() : base( 0x1401 )
{
Name = "Wolf Fang";
ItemID = 0x1400;
Hue = 1153;
WeaponAttributes.HitDispel = 100;
WeaponAttributes.HitLeechHits = 50;
WeaponAttributes.SelfRepair = 1;
Attributes.Luck = 16000;
Attributes.WeaponDamage = 70; }
public void MakeWolf( Mobile from )
{
Wolf newwolf;
newwolf = new Wolf();
newwolf.Map = from.Map;
newwolf.Location = from.Location;
}
public override void OnHit( Mobile attacker, Mobile defender )
{
base.OnHit( attacker, defender );
if ( this.wolf_created == false ) //Create Wolf
{
MakeWolf( from );
this.wolf_created = true;
this.Status = false;
}
else if ( this.wolf_created == true)
{
return;
}
}
public WolfFang( 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();
}
}
}