You've got to create your own constructable sandals in the shoes.cs file
Post automatically merged:

Should look something like this
C#:
    [FlipableAttribute( 0x170d, 0x170e )]
    public class MinaxSandals : BaseShoes
    {
        public override CraftResource DefaultResource{ get{ return CraftResource.RegularLeather; } }

        [Constructable]
        public MinaxSandals() : this( 0 )
        {
        }

        [Constructable]
        public MinaxSandals( int hue ) : base( 0x170D, hue )
        {
            base.Weight = 0;
            base.LootType = LootType.Blessed;
            base.Hue = 1645;
            base.Name = "Minax sandals";
        }
        
        public MinaxSandals( Serial serial ) : base( serial )
        {
        }

        public override bool Dye( Mobile from, DyeTub sender )
        {
            return false;
        }

        public override void Serialize( GenericWriter writer )
        {
            base.Serialize( writer );

            writer.Write( (int) 0 ); // version
        }

        public override void Deserialize( GenericReader reader )
        {
            base.Deserialize( reader );

            int version = reader.ReadInt();
        }
    }
 
Ah I see. Well I've never actually added skill attributes to the sandals, I've only created new ones. I'm sure someone will be able to help with that
Post automatically merged:

I think all u would have to do is add the magic resist skill bonus into the base of Minax sandals.

dunno exactly how to phrase that tho

base.SkillBonuses = ?
 
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