using System; namespace Server.Items { [FlipableAttribute(0x236C, 0x236D)] public class SamuraiHelm : BaseArmor { public override bool IsArtifact { get { return true; } } [Constructable] public SamuraiHelm() : base(0x236C) { Weight = 5.0; LootType = LootType.Blessed; Attributes.DefendChance = 15; ArmorAttributes.SelfRepair = 10; ArmorAttributes.LowerStatReq = 100; ArmorAttributes.MageArmor = 1; } public SamuraiHelm(Serial serial) : base(serial) { } public override int LabelNumber { get { return 1062923; } }// Ancient Samurai Helm public override int BasePhysicalResistance { get { return 15; } } public override int BaseFireResistance { get { return 10; } } public override int BaseColdResistance { get { return 10; } } public override int BasePoisonResistance { get { return 15; } } public override int BaseEnergyResistance { get { return 10; } } public override int InitMinHits { get { return 255; } } public override int InitMaxHits { get { return 255; } } public override ArmorMaterialType MaterialType { get { return ArmorMaterialType.Plate; } } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.WriteEncodedInt((int)0); // version } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadEncodedInt(); } } }