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));
        }
    }
}
