/**********************************************************
RunUO 2.0 AoV C# script file
Official Age of Valor Script :: www.uovalor.com
Last modified by 
Filepath: scripts\_custom\engines\ML Peerless + misc areas\travesty\Rare Drop\MarkOfTheTravesty.cs
Lines of code: 105
***********************************************************/


using System;
using Server;

namespace Server.Items
{
	public class MarkOfTravesty : TribalMask
	{
		//public override int LabelNumber{ get{ return 1063467; } }
		
		public override int BasePhysicalResistance{ get{ return 8; } }
		public override int BaseFireResistance{ get{ return 5; } }
		public override int BaseColdResistance{ get{ return 11; } }
		public override int BasePoisonResistance{ get{ return 20; } }
		public override int BaseEnergyResistance{ get{ return 15; } }


		public override int InitMinHits{ get{ return 255; } }
		public override int InitMaxHits{ get{ return 255; } }

		[Constructable]
		public MarkOfTravesty()
		{
			Hue = 684;
			Name = "Mark of Travesty";
			
			switch ( Utility.Random( 14 ) )
			{
				default:
				case 0: 
				SkillBonuses.SetValues( 0, SkillName.EvalInt, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.Magery, 10.0 );
				break;
				case 1: 
				SkillBonuses.SetValues( 0, SkillName.AnimalLore, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.AnimalTaming, 10.0 );
				break;
				case 2:
				SkillBonuses.SetValues( 0, SkillName.Swords, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.Tactics, 10.0 );
				break;
				case 3: 
				SkillBonuses.SetValues( 0, SkillName.Fencing, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.Tactics, 10.0 );
				break;
				case 4:
				SkillBonuses.SetValues( 0, SkillName.Macing, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.Tactics, 10.0 );
				break;
				case 5: 
				SkillBonuses.SetValues( 0, SkillName.Archery, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.Tactics, 10.0 );
				break;
				case 6: 
				SkillBonuses.SetValues( 0, SkillName.Discordance, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.Musicianship, 10.0 );
				break;
				case 7:
				SkillBonuses.SetValues( 0, SkillName.Peacemaking, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.Musicianship, 10.0 );
				break;
				case 8: 
				SkillBonuses.SetValues( 0, SkillName.Provocation, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.Musicianship, 10.0 );
				break;
				case 9: 
				SkillBonuses.SetValues( 0, SkillName.Anatomy, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.Healing, 10.0 );
				break;
				case 10: 
				SkillBonuses.SetValues( 0, SkillName.Bushido, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.Parry, 10.0 );
				break;
				case 11:
				SkillBonuses.SetValues( 0, SkillName.Ninjitsu, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.Stealth, 10.0 );
				break;
				case 12: 
				SkillBonuses.SetValues( 0, SkillName.Chivalry, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.MagicResist, 10.0 );
				break;
				case 13: 
				SkillBonuses.SetValues( 0, SkillName.Necromancy, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.SpiritSpeak, 10.0 );
				break;
				case 14: 
				SkillBonuses.SetValues( 0, SkillName.Spellweaving, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.Meditation, 10.0 );
				break;
				case 15: 
				SkillBonuses.SetValues( 0, SkillName.Wrestling, 10.0 );
				SkillBonuses.SetValues( 1, SkillName.Focus, 10.0 );
				break;	
		}
		
			Attributes.BonusMana = 8;
			Attributes.RegenHits = 3;
			ClothingAttributes.SelfRepair = 3;
			//ArmorAttributes.SelfRepair = 3;
		}

		public MarkOfTravesty( Serial serial ) : base( serial )
		{
		}
		
		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );

			writer.Write( (int) 3 );
		}
		
		public override void Deserialize(GenericReader reader)
		{
			base.Deserialize( reader );

			int version = reader.ReadInt();
		}
	}
}