using System; namespace Server.Items { [FlipableAttribute(0x2B12, 0x2B13)] public class SacrificeSollerets : BaseClothing { public override bool IsArtifact { get { return true; } } [Constructable] public SacrificeSollerets() : base(0x2B13, Layer.Shoes) { this.LootType = LootType.Blessed; this.Weight = 1.0; this.Hue = 0x226; this.SetSelfRepair = 5; this.SetPhysicalBonus = 5; this.SetFireBonus = 5; this.SetColdBonus = 5; this.SetPoisonBonus = 5; this.SetEnergyBonus = 5; } public SacrificeSollerets(Serial serial) : base(serial) { } public override int LabelNumber { get { return 1075194; } }// Sollerets of Sacrifice (Virtue Armor Set) public override SetItem SetID { get { return SetItem.Virtue; } } public override int Pieces { get { return 8; } } public override int InitMinHits { get { return 0; } } public override int InitMaxHits { get { return 0; } } public override int AosStrReq { get { return 10; } } 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(); } } }