#W# Initial Commit: Avatars Conquest
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8eae46895e
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74
Scripts/Items/Treasure/SunkenShip.cs
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74
Scripts/Items/Treasure/SunkenShip.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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[Furniture]
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public class SunkenShip : LootChest
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{
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[Constructable]
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public SunkenShip()
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{
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Weight = -2.0;
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Name = "shipwreck";
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ItemID = Utility.RandomList( 0x48F, 0x490 );
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Level = Utility.RandomMinMax(1,3);
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Category = Utility.RandomMinMax(1,3);
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}
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public override void Open( Mobile from )
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{
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Timer.DelayCall( TimeSpan.FromSeconds( 60.0 ), new TimerCallback( Delete ) );
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Weight = 5;
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base.Open( from );
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}
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public override void OnDelete()
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{
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Effects.PlaySound( Location, Map, 0x026 );
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int x = Location.X;
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int y = Location.Y;
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int z = Location.Z;
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Point3D p0 = new Point3D( x, y-1, z );
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Point3D p1 = new Point3D( x, y, z );
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Point3D p2 = new Point3D( x, y+1, z );
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Point3D p3 = new Point3D( x-1, y-1, z );
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Point3D p4 = new Point3D( x-1, y, z );
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Point3D p5 = new Point3D( x-1, y+1, z );
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Point3D p6 = new Point3D( x+1, y-1, z );
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Point3D p7 = new Point3D( x+1, y, z );
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Point3D p8 = new Point3D( x+1, y+1, z );
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Effects.SendLocationEffect( p0, Map, 0x352D, 16 );
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Effects.SendLocationEffect( p1, Map, 0x352D, 16 );
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Effects.SendLocationEffect( p2, Map, 0x352D, 16 );
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Effects.SendLocationEffect( p3, Map, 0x352D, 16 );
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Effects.SendLocationEffect( p4, Map, 0x352D, 16 );
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Effects.SendLocationEffect( p5, Map, 0x352D, 16 );
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Effects.SendLocationEffect( p6, Map, 0x352D, 16 );
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Effects.SendLocationEffect( p7, Map, 0x352D, 16 );
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Effects.SendLocationEffect( p8, Map, 0x352D, 16 );
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}
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public SunkenShip( 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 ); // 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.ReadInt();
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if ( Weight < 10 )
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Timer.DelayCall( TimeSpan.FromSeconds( 5.0 ), new TimerCallback( Delete ) );
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}
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}
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}
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