using System; namespace Server.Items { public class MarkOfTravesty : SavageMask { public override bool IsArtifact { get { return true; } } [Constructable] public MarkOfTravesty() : base() { Hue = 0x495; Attributes.BonusMana = 8; Attributes.RegenHits = 3; ClothingAttributes.SelfRepair = 3; switch( Utility.Random(15) ) { case 0: SkillBonuses.SetValues(0, SkillName.EvalInt, 10); SkillBonuses.SetValues(1, SkillName.Magery, 10); break; case 1: SkillBonuses.SetValues(0, SkillName.AnimalLore, 10); SkillBonuses.SetValues(1, SkillName.AnimalTaming, 10); break; case 2: SkillBonuses.SetValues(0, SkillName.Swords, 10); SkillBonuses.SetValues(1, SkillName.Tactics, 10); break; case 3: SkillBonuses.SetValues(0, SkillName.Discordance, 10); SkillBonuses.SetValues(1, SkillName.Musicianship, 10); break; case 4: SkillBonuses.SetValues(0, SkillName.Fencing, 10); SkillBonuses.SetValues(1, SkillName.Tactics, 10); break; case 5: SkillBonuses.SetValues(0, SkillName.Chivalry, 10); SkillBonuses.SetValues(1, SkillName.MagicResist, 10); break; case 6: SkillBonuses.SetValues(0, SkillName.Anatomy, 10); SkillBonuses.SetValues(1, SkillName.Healing, 10); break; case 7: SkillBonuses.SetValues(0, SkillName.Ninjitsu, 10); SkillBonuses.SetValues(1, SkillName.Stealth, 10); break; case 8: SkillBonuses.SetValues(0, SkillName.Bushido, 10); SkillBonuses.SetValues(1, SkillName.Parry, 10); break; case 9: SkillBonuses.SetValues(0, SkillName.Archery, 10); SkillBonuses.SetValues(1, SkillName.Tactics, 10); break; case 10: SkillBonuses.SetValues(0, SkillName.Macing, 10); SkillBonuses.SetValues(1, SkillName.Tactics, 10); break; case 11: SkillBonuses.SetValues(0, SkillName.Necromancy, 10); SkillBonuses.SetValues(1, SkillName.SpiritSpeak, 10); break; case 12: SkillBonuses.SetValues(0, SkillName.Stealth, 10); SkillBonuses.SetValues(1, SkillName.Stealing, 10); break; case 13: SkillBonuses.SetValues(0, SkillName.Peacemaking, 10); SkillBonuses.SetValues(1, SkillName.Musicianship, 10); break; case 14: SkillBonuses.SetValues(0, SkillName.Provocation, 10); SkillBonuses.SetValues(1, SkillName.Musicianship, 10); break; } } public MarkOfTravesty(Serial serial) : base(serial) { } public override int LabelNumber { get { return 1074493; } }// Mark of Travesty public override int BasePhysicalResistance { get { return 8; } } public override int BaseFireResistance { get { return 5; } } public override int BaseColdResistance { get { return 11; } } public override int BasePoisonResistance { get { return 20; } } public override int BaseEnergyResistance { get { return 15; } } public override int InitMinHits { get { return 255; } } public override int InitMaxHits { get { return 255; } } 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(); } } }