#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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37
Scripts/Items/Jewels/Artifacts/BraceletOfHealth.cs
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37
Scripts/Items/Jewels/Artifacts/BraceletOfHealth.cs
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using System;
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using Server;
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namespace Server.Items
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{
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public class BraceletOfHealth : GoldBracelet
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{
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public override int LabelNumber{ get{ return 1061103; } } // Bracelet of Health
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public override int ArtifactRarity{ get{ return 11; } }
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[Constructable]
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public BraceletOfHealth()
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{
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Hue = 0x21;
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Attributes.BonusHits = 5;
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Attributes.RegenHits = 10;
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}
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public BraceletOfHealth( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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}
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36
Scripts/Items/Jewels/Artifacts/Craftable/EssenceOfBattle.cs
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36
Scripts/Items/Jewels/Artifacts/Craftable/EssenceOfBattle.cs
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using System;
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namespace Server.Items
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{
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public class EssenceOfBattle : GoldRing
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{
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public override int LabelNumber{ get{ return 1072935; } } // Essence of Battle
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[Constructable]
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public EssenceOfBattle()
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{
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Hue = 0x550;
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Attributes.BonusDex = 7;
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Attributes.BonusStr = 7;
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Attributes.WeaponDamage = 30;
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}
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public EssenceOfBattle( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.WriteEncodedInt( 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadEncodedInt();
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}
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}
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}
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38
Scripts/Items/Jewels/Artifacts/Craftable/PendantOfTheMagi.cs
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38
Scripts/Items/Jewels/Artifacts/Craftable/PendantOfTheMagi.cs
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using System;
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namespace Server.Items
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{
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public class PendantOfTheMagi : GoldNecklace
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{
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public override int LabelNumber{ get{ return 1072937; } } // Pendant of the Magi
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[Constructable]
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public PendantOfTheMagi()
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{
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Hue = 0x48D;
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Attributes.BonusInt = 10;
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Attributes.RegenMana = 3;
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Attributes.SpellDamage = 5;
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Attributes.LowerManaCost = 10;
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Attributes.LowerRegCost = 30;
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}
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public PendantOfTheMagi( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.WriteEncodedInt( 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadEncodedInt();
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}
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}
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}
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41
Scripts/Items/Jewels/Artifacts/Craftable/ResillientBracer.cs
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41
Scripts/Items/Jewels/Artifacts/Craftable/ResillientBracer.cs
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using System;
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namespace Server.Items
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{
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public class ResilientBracer : GoldBracelet
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{
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public override int LabelNumber{ get{ return 1072933; } } // Resillient Bracer
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public override int PhysicalResistance{ get { return 20; } }
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[Constructable]
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public ResilientBracer()
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{
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Hue = 0x488;
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SkillBonuses.SetValues( 0, SkillName.MagicResist, 15.0 );
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Attributes.BonusHits = 5;
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Attributes.RegenHits = 2;
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Attributes.DefendChance = 10;
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}
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public ResilientBracer( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.WriteEncodedInt( 0 ); // version
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}
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public override void Deserialize( GenericReader reader )
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{
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base.Deserialize( reader );
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int version = reader.ReadEncodedInt();
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}
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}
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}
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43
Scripts/Items/Jewels/Artifacts/OrnamentOfTheMagician.cs
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43
Scripts/Items/Jewels/Artifacts/OrnamentOfTheMagician.cs
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using System;
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using Server;
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namespace Server.Items
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{
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public class OrnamentOfTheMagician : GoldBracelet
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{
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public override int LabelNumber{ get{ return 1061105; } } // Ornament of the Magician
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public override int ArtifactRarity{ get{ return 11; } }
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[Constructable]
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public OrnamentOfTheMagician()
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{
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Hue = 0x554;
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Attributes.CastRecovery = 3;
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Attributes.CastSpeed = 2;
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Attributes.LowerManaCost = 10;
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Attributes.LowerRegCost = 20;
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Resistances.Energy = 15;
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}
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public OrnamentOfTheMagician( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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if ( Hue == 0x12B )
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Hue = 0x554;
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}
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}
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}
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40
Scripts/Items/Jewels/Artifacts/RingOfTheElements.cs
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40
Scripts/Items/Jewels/Artifacts/RingOfTheElements.cs
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using System;
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using Server;
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namespace Server.Items
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{
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public class RingOfTheElements : GoldRing
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{
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public override int LabelNumber{ get{ return 1061104; } } // Ring of the Elements
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public override int ArtifactRarity{ get{ return 11; } }
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[Constructable]
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public RingOfTheElements()
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{
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Hue = 0x4E9;
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Attributes.Luck = 100;
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Resistances.Fire = 16;
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Resistances.Cold = 16;
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Resistances.Poison = 16;
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Resistances.Energy = 16;
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}
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public RingOfTheElements( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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}
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}
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}
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42
Scripts/Items/Jewels/Artifacts/RingOfTheVile.cs
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42
Scripts/Items/Jewels/Artifacts/RingOfTheVile.cs
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using System;
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using Server;
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namespace Server.Items
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{
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public class RingOfTheVile : GoldRing
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{
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public override int LabelNumber{ get{ return 1061102; } } // Ring of the Vile
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public override int ArtifactRarity{ get{ return 11; } }
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[Constructable]
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public RingOfTheVile()
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{
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Hue = 0x4F7;
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Attributes.BonusDex = 8;
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Attributes.RegenStam = 6;
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Attributes.AttackChance = 15;
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Resistances.Poison = 20;
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}
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public RingOfTheVile( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 0 );
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}
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public override void Deserialize(GenericReader reader)
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{
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base.Deserialize( reader );
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int version = reader.ReadInt();
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if ( Hue == 0x4F4 )
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Hue = 0x4F7;
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}
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}
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}
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