Running ServUO. Just curious, how difficult is it to add % bonuses to a worn item?
I am a total newb trying to figure out how to connect the dots.
Tried a couple different things however just get errors.
using System;
using Server;
namespace Server.Items
{
public class SnowBoots : BaseArmor
{
public override int ArtifactRarity{ get{ return 50; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public FrostySnowBoots() : base (5899)
{
Name = "Snow Boots";
Hue = 1153;
Weight = 3;
SkillBonuses.SetValues( 0, SkillName.Stealth, 10 );
SkillBonuses.SetValues( 1, SkillName.DetectHidden, 10 );
SkillBonuses.SetValues( 2, SkillName.Stealing, 10 );
LootType = LootType.Regular;
Attributes.BonusStr = 6;
Attributes.BonusDex = 12;
Attributes.BonusStam = 12;
Attributes.DefendChance = 10;
Attributes.AttackChance = 10;
Attributes.ReflectPhysical = 20;
PhysicalBonus = 10;
ColdBonus = 30;
EnergyBonus = 20;
}
public SnowBoots( Serial serial ) : base( serial )
{
}
public override ArmorMaterialType MaterialType
{
get
{
return ArmorMaterialType.Cloth;
}
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
I am a total newb trying to figure out how to connect the dots.
Tried a couple different things however just get errors.
using System;
using Server;
namespace Server.Items
{
public class SnowBoots : BaseArmor
{
public override int ArtifactRarity{ get{ return 50; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public FrostySnowBoots() : base (5899)
{
Name = "Snow Boots";
Hue = 1153;
Weight = 3;
SkillBonuses.SetValues( 0, SkillName.Stealth, 10 );
SkillBonuses.SetValues( 1, SkillName.DetectHidden, 10 );
SkillBonuses.SetValues( 2, SkillName.Stealing, 10 );
LootType = LootType.Regular;
Attributes.BonusStr = 6;
Attributes.BonusDex = 12;
Attributes.BonusStam = 12;
Attributes.DefendChance = 10;
Attributes.AttackChance = 10;
Attributes.ReflectPhysical = 20;
PhysicalBonus = 10;
ColdBonus = 30;
EnergyBonus = 20;
}
public SnowBoots( Serial serial ) : base( serial )
{
}
public override ArmorMaterialType MaterialType
{
get
{
return ArmorMaterialType.Cloth;
}
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}