using Server; using System; using System.Collections.Generic; using Server.Mobiles; namespace Server.Items { public class BraceletOfProtection : GoldBracelet { public override int LabelNumber { get { return 1152730; } } // Bracelet of Protection public override bool IsArtifact { get { return true; } } [Constructable] public BraceletOfProtection() : this(true) { } [Constructable] public BraceletOfProtection(bool antique) { Hue = 1157; Attributes.BonusHits = 5; Attributes.RegenHits = 10; Attributes.DefendChance = 5; switch (Utility.Random(6)) { case 0: AbsorptionAttributes.EaterKinetic = 15; break; case 1: AbsorptionAttributes.EaterFire = 15; break; case 2: AbsorptionAttributes.EaterCold = 15; break; case 3: AbsorptionAttributes.EaterPoison = 15; break; case 4: AbsorptionAttributes.EaterEnergy = 15; break; case 5: AbsorptionAttributes.EaterDamage = 15; break; } if (antique) { MaxHitPoints = 250; NegativeAttributes.Antique = 1; } else MaxHitPoints = 255; HitPoints = MaxHitPoints; } public BraceletOfProtection(Serial serial) : base(serial) { } public override void Serialize(GenericWriter writer) { base.Serialize(writer); writer.Write(0); } public override void Deserialize(GenericReader reader) { base.Deserialize(reader); int version = reader.ReadInt(); } } }