Wis Weed
Sorceror
Hello.
I have found the old graphics to the Virtue Armor Set and I have modified the set to reflect it's original OSI attributes (found here: http://www.uoguide.com/Virtue_Armor_Set). I am planning on releasing the set to the public, but I am struggling to figure out how to add the final +5 armor resistances when the set is put together as a whole. As you can see I have figured out how to add self repair 5 and I have figured out how to remove the tarnish and return the armor to it's original color once the set is complete, but I am now trying to add +5 to every resistance once the set is complete.
This set is a very nostalgic and fun set of armor. It makes you look like RoboCop and is easily tweakable!!! I'd like it to be perfect, though. Does anyone have the time to point me in the right direction of adding +5 to all resistances once the set is complete?
Here is the Helm of Spirituality as an example: is this txt getting smaller is it just me?
This is where I need to add the +5 to all resistances, but I am baffled on what term I should type here:
I have found the old graphics to the Virtue Armor Set and I have modified the set to reflect it's original OSI attributes (found here: http://www.uoguide.com/Virtue_Armor_Set). I am planning on releasing the set to the public, but I am struggling to figure out how to add the final +5 armor resistances when the set is put together as a whole. As you can see I have figured out how to add self repair 5 and I have figured out how to remove the tarnish and return the armor to it's original color once the set is complete, but I am now trying to add +5 to every resistance once the set is complete.
This set is a very nostalgic and fun set of armor. It makes you look like RoboCop and is easily tweakable!!! I'd like it to be perfect, though. Does anyone have the time to point me in the right direction of adding +5 to all resistances once the set is complete?
Here is the Helm of Spirituality as an example: is this txt getting smaller is it just me?
Code:
using System;
using Server;
using Server.Mobiles;
namespace Server.Items
{
[FlipableAttribute(0x2B10, 0x2B11)]
public class HelmOfSpirituality : BaseArmor
{
public override int BasePhysicalResistance { get { return 8; } }
public override int BaseFireResistance { get { return 8; } }
public override int BaseColdResistance { get { return 7; } }
public override int BasePoisonResistance { get { return 9; } }
public override int BaseEnergyResistance { get { return 8; } }
public override int InitMinHits { get { return 255; } }
public override int InitMaxHits { get { return 255; } }
public override int AosStrReq { get { return 25; } }
public override int OldStrReq { get { return 25; } }
public override int ArmorBase { get { return 30; } }
public override ArmorMaterialType MaterialType { get { return ArmorMaterialType.Plate; } }
[Constructable]
public HelmOfSpirituality()
: base(0x2B10)
{
Name = "Helm of Spirituality";
Weight = 3.0;
Hue = 0x45B;
}
public override bool OnEquip( Mobile from )
{
if( from.FindItemOnLayer( Layer.Gloves) != null && from.FindItemOnLayer( Layer.Gloves) is GauntletsOfValor
&& from.FindItemOnLayer( Layer.Arms) != null && from.FindItemOnLayer( Layer.Arms) is ArmsOfCompassion
&& from.FindItemOnLayer( Layer.Shoes) != null && from.FindItemOnLayer( Layer.Shoes) is SolaretesOfSacrifice
&& from.FindItemOnLayer( Layer.Cloak) != null && from.FindItemOnLayer( Layer.Cloak) is CloakOfHumility
&& from.FindItemOnLayer( Layer.Neck) != null && from.FindItemOnLayer( Layer.Neck) is GorgetOfTruth
&& from.FindItemOnLayer( Layer.Pants) != null && from.FindItemOnLayer( Layer.Pants) is LegsOfHonor
&& from.FindItemOnLayer( Layer.InnerTorso) != null && from.FindItemOnLayer( Layer.InnerTorso) is BreastplateOfJustice
)
{
Hue = 0;
ArmorAttributes.SelfRepair = 5;
}
return base.OnEquip( from );
}
public override void OnRemoved( object parent )
{
if (parent is PlayerMobile)
{
Hue = 0x45B;
}
return;
}
public HelmOfSpirituality(Serial serial)
: base(serial)
{
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write((int)0);
if (Weight == 1.0)
Weight = 3.0;
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
}
This is where I need to add the +5 to all resistances, but I am baffled on what term I should type here:
Code:
{
Hue = 0;
ArmorAttributes.SelfRepair = 5;
}