Check my last reply I edited with the changes it needs to make its not the material type its the type of armor whether it be a PlateHelm to any other type of armor but I'm looking into the other attributes to see what I can figure out. Another part I failed to mention and is just the same as the weapons is this section it adds
Code:
public test() : base( 0x13FF )
All it needs is this to work.
Here is the work in progress. When it makes the armor the script is written like this:
Code:
// Created by Script Creator
// From Aries at Revenge of the Gods
using System;
using Server;
namespace Server.Items
{
public class ItemName : BaseArmor
{
public override int InitMinHits{ get{ return 255;}}
public override int InitMaxHits{ get{ return 255;}}
[Constructable]
public ItemName() : base( 0x1412 )
{
Hue = 1109;
Name = "Item Name";
Attributes.AttackChance = 100;
Attributes.DefendChance = 100;
WeaponAttributes.ResistColdBonus = 100;
WeaponAttributes.ResistEnergyBonus = 100;
WeaponAttributes.ResistPhysicalBonus = 100;
WeaponAttributes.ResistPoisonBonus = 100;
WeaponAttributes.SelfRepair = 100;
Attributes.LowerManaCost = 100;
Attributes.LowerRegCost = 100;
Attributes.Luck = 200;
Attributes.ReflectPhysical = 100;
Attributes.RegenHits = 100;
Attributes.RegenMana = 100;
Attributes.RegenStam = 100;
StrRequirement = 35;
LootType = LootType.Blessed;
}
Manually editing it similar to the weapons scripts it looks like this to get it to work without errors the weaponsattribute part doesnt need to be in place for the resist cold, energy and so on. The other error is the SelfRepair it creates it with
WeaponAttributes.SelfRepair = 100; instead of
ArmorAttributes.SelfRepair = 100; to get it to work.
Code:
// Created by Script Creator
// From Aries at Revenge of the Gods
using System;
using Server;
namespace Server.Items
{
public class ItemName : PlateHelm
{
public override int InitMinHits{ get{ return 255;}}
public override int InitMaxHits{ get{ return 255;}}
[Constructable]
public ItemName()
{
Hue = 1109;
Name = "Item Name";
Attributes.AttackChance = 100;
Attributes.DefendChance = 100;
ArmorAttributes.SelfRepair = 100;
ColdBonus = 100;
EnergyBonus = 100;
PhysicalBonus = 100;
PoisonBonus = 100;
Attributes.LowerManaCost = 100;
Attributes.LowerRegCost = 100;
Attributes.Luck = 200;
Attributes.ReflectPhysical = 100;
Attributes.RegenHits = 100;
Attributes.RegenMana = 100;
Attributes.RegenStam = 100;
StrRequirement = 35;
LootType = LootType.Blessed;
}
Other than that thats all I can come up with for now unless you need me to test other types of armor to confirm they work.