using System; namespace Server.Items { public class GreymistArms : LeatherArms { public override bool IsArtifact { get { return true; } } [Constructable] public GreymistArms() : base() { this.SetHue = 0xCB; this.Attributes.BonusMana = 2; this.Attributes.SpellDamage = 2; this.SetAttributes.Luck = 100; this.SetAttributes.NightSight = 1; this.SetSelfRepair = 3; this.SetPhysicalBonus = 3; this.SetFireBonus = 3; this.SetColdBonus = 3; this.SetPoisonBonus = 3; this.SetEnergyBonus = 3; } public GreymistArms(Serial serial) : base(serial) { } public override int LabelNumber { get { return 1074307; } }// Greymist Armor public override SetItem SetID { get { return SetItem.Acolyte; } } public override int Pieces { get { return 4; } } public override int BasePhysicalResistance { get { return 7; } } public override int BaseFireResistance { get { return 7; } } public override int BaseColdResistance { get { return 3; } } public override int BasePoisonResistance { get { return 4; } } public override int BaseEnergyResistance { get { return 4; } } 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(); // version } } }