using System; namespace Server.Items { [FlipableAttribute(0x2B0A, 0x2B0B)] public class CompassionArms : BaseArmor { public override bool IsArtifact { get { return true; } } [Constructable] public CompassionArms() : base(0x2B0A) { this.LootType = LootType.Blessed; this.Weight = 3.0; this.SetHue = 0; this.Hue = 0x226; this.SetSelfRepair = 5; this.SetPhysicalBonus = 5; this.SetFireBonus = 5; this.SetColdBonus = 5; this.SetPoisonBonus = 5; this.SetEnergyBonus = 5; } public CompassionArms(Serial serial) : base(serial) { } public override int LabelNumber { get { return 1075191; } }// Arms of Compassion (Virtue Armor Set) public override SetItem SetID { get { return SetItem.Virtue; } } public override int Pieces { get { return 8; } } public override int BasePhysicalResistance { get { return 8; } } public override int BaseFireResistance { get { return 11; } } public override int BaseColdResistance { get { return 6; } } public override int BasePoisonResistance { get { return 8; } } public override int BaseEnergyResistance { get { return 7; } } public override int InitMinHits { get { return 255; } } public override int InitMaxHits { get { return 255; } } public override int AosStrReq { get { return 60; } } public override ArmorMaterialType MaterialType { get { return ArmorMaterialType.Plate; } } 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(); } } }