using System; namespace Server.Items { public class DreadPirateHat : TricorneHat { public override bool IsArtifact { get { return true; } } [Constructable] public DreadPirateHat() { Hue = 0x497; SkillBonuses.SetValues(0, Utility.RandomCombatSkill(), 10.0); Attributes.BonusDex = 8; Attributes.AttackChance = 10; Attributes.NightSight = 1; } public DreadPirateHat(Serial serial) : base(serial) { } public override int LabelNumber { get { return 1063467; } } public override int BaseColdResistance { get { return 14; } } public override int BasePoisonResistance { get { return 10; } } 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)3); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); if (version < 3) { this.Resistances.Cold = 0; this.Resistances.Poison = 0; } if (version < 1) { this.Attributes.Luck = 0; this.Attributes.AttackChance = 10; this.Attributes.NightSight = 1; this.SkillBonuses.SetValues(0, Utility.RandomCombatSkill(), 10.0); this.SkillBonuses.SetBonus(1, 0); } } } }