using System;
using Server.Network;
using Server.Items;

namespace Server.Items
{
	// Based off a Katana
	[FlipableAttribute( 0x90C, 0x4073 )]
	public class GlassSword : BaseSword
	{
		public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.BleedAttack; } }
		public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.MortalStrike; } }

		public override int AosStrengthReq{ get{ return 20; } }
		public override int AosMinDamage{ get{ return 13; } }
		public override int AosMaxDamage{ get{ return 15; } }
		public override int AosSpeed{ get{ return 46; } }
		public override float MlSpeed{ get{ return 2.75f; } }

		public override int OldStrengthReq{ get{ return 10; } }
		public override int OldMinDamage{ get{ return 5; } }
		public override int OldMaxDamage{ get{ return 26; } }
		public override int OldSpeed{ get{ return 58; } }

		public override int DefHitSound{ get{ return 0x23B; } }
		public override int DefMissSound{ get{ return 0x23A; } }

		public override int InitMinHits{ get{ return 31; } }
		public override int InitMaxHits{ get{ return 90; } }

		public override bool CanBeWornByGargoyles{ get{ return true; } }

		[Constructable]
		public GlassSword() : base( 0x90C )
		{
			Weight = 6.0;
		}

		public GlassSword( Serial serial ) : base( serial )
		{
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );
			writer.Write( (int) 0 ); // version
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );
			int version = reader.ReadInt();
		}
	}
}