//Base Armor Template....Made by Gold Draco 13. //Just remove the // before the lines you want to allow on weapon. //Replace the nn with your values. //If you have problems please visit my site at www.81x.com/golddraco13/dragons_of_pern and use email link there. using System; using Server; namespace Server.Items { public class TrojanHelmet : NorseHelm // Your Armor name(no spaces) : Name of base Armor ie: PlateChest (remember to capitalize both names) { //public override int ArtifactRarity{ get{ return nn; } } public override int InitMinHits{ get{ return 255; } } public override int InitMaxHits{ get{ return 255; } } [Constructable] public TrojanHelmet() { Weight = 2.5; Name = "Trojan Helmet ®"; Hue = 2467; //Attributes.AttackChance = nn; //Attributes.BonusDex = nn; //Attributes.BonusHits = nn; //Attributes.BonusInt = nn; Attributes.BonusMana = 15; //Attributes.BonusStam = nn; //Attributes.BonusStr = nn; //Attributes.CastRecovery = nn; //Attributes.CastSpeed = nn; //Attributes.DefendChance = nn; //Attributes.EnhancePotions = nn; Attributes.LowerManaCost = 5; //Attributes.LowerRegCost = nn; //Attributes.Luck = nn; //Attributes.Nightsight = 1; //Attributes.ReflectPhysical = nn; //Attributes.RegenHits = nn; //Attributes.RegenMana = nn; //Attributes.RegenStam = nn; //Attributes.SpellChanneling = 1; Attributes.SpellDamage = 10; //Attributes.WeaponDamage = nn; //Attributes.WeaponSpeed = nn; //ArmorAttributes.DurabilityBonus = nn; //ArmorAttributes.LowerStatReq = nn; ArmorAttributes.MageArmor = 1; //ArmorAttributes.SelfRepair = nn; ColdBonus = 11; //DexBonus = nn; //DexRequirement = nn; EnergyBonus = 8; FireBonus = 9; //IntBonus = nn; //IntRequirement = nn; PhysicalBonus = 6; PoisonBonus = 1; //StrBonus = nn; //StrRequirement = nn; //WeaponAttributes.SelfRepair = 5; //WeaponAttributes.HitLeechMana = 50; //WeaponAttributes.HitLeechHits = 75; //WeaponAttributes.HitLeechStam = 50; //WeaponAttributes.HitHarm = 50; //WeaponAttributes.HitLowerAttack = 50; //WeaponAttributes.HitLowerDefend = 50; //WeaponAttributes.HitDispel = 100; //WeaponAttributes.HitFireball = 50; //WeaponAttributes.HitLightning = 50; //LootType = LootType.nn; //Blessed, Newbied or Cursed } public TrojanHelmet( 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(); } } }