#W# Added: Treasure bags are like treasure chests but theres a chance they may not be locked or trapped for less loot.
This commit is contained in:
parent
e15fde2e97
commit
128bececce
8 changed files with 608 additions and 3 deletions
49
Projects/UOContent/Items/TreasureChests/BaseTreasureBag.cs
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49
Projects/UOContent/Items/TreasureChests/BaseTreasureBag.cs
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using System;
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using ModernUO.Serialization;
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using Server.Items;
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namespace Server.Items;
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public abstract class BaseTreasureBag : LockableContainer
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{
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public BaseTreasureBag() : base(0xE76)
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{
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SetBagAppearance();
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Movable = false;
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// Pick a random hue between 1 and 1000
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Hue = Utility.Random(1, 1000);
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}
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public BaseTreasureBag(Serial serial) : base(serial)
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{
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}
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public override bool Decays => true;
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public override bool IsDecoContainer => false;
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private readonly TimeSpan _decayTime = TimeSpan.FromMinutes(Utility.Random(15, 60));
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public override TimeSpan DecayTime => _decayTime;
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private static readonly (int, int)[] _bagAppearances =
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{
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(0xE76, 0x3D), // Bag
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(0xE75, 0x3C), // Backpack
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(0xE79, 0x41) // Pouch
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};
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private void SetBagAppearance()
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{
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(ItemID, GumpID) = _bagAppearances.RandomElement();
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}
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public override Rectangle2D Bounds
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{
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get
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{
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if (GumpID == 0x3D) return new Rectangle2D(29, 34, 108, 94); // Bag
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if (GumpID == 0x3C) return new Rectangle2D(44, 65, 142, 94); // Backpack
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return new Rectangle2D(18, 20, 125, 62); // Pouch
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}
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}
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}
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76
Projects/UOContent/Items/TreasureChests/TreasureBagLevel1.cs
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76
Projects/UOContent/Items/TreasureChests/TreasureBagLevel1.cs
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@ -0,0 +1,76 @@
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using System;
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using ModernUO.Serialization;
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namespace Server.Items;
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// ==============================================================
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// LEVEL 1: 50% Trapped / 50% Locked
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// ==============================================================
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[SerializationGenerator(0, false)]
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public partial class TreasureBagLevel1 : BaseTreasureBag
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{
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[Constructible]
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public TreasureBagLevel1()
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{
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var isTrapped = false;
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Locked = Utility.RandomDouble() < 0.50; // 50% Locked
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RequiredSkill = 57;
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LockLevel = RequiredSkill - Utility.Random(1, 10);
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MaxLockLevel = RequiredSkill + Utility.Random(1, 10);
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if (Utility.RandomDouble() < 0.50) // 50% Trapped
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{
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TrapType = TrapType.DartTrap;
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TrapPower = Utility.Random(1, 25);
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isTrapped = true;
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}
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if (isTrapped && Locked)
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{
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DropItem(new Gold(Utility.Random(30, 100)));
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if (Utility.RandomBool())
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{
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var gems = Loot.RandomGem();
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gems.Amount = Utility.Random(1, 3);
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DropItem(gems);
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}
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if (Utility.RandomBool()) DropItem(Loot.RandomWeapon());
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if (Utility.RandomBool()) DropItem(Loot.RandomArmorOrShield());
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if (Utility.RandomBool()) DropItem(Loot.RandomClothing());
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if (Utility.RandomBool()) DropItem(Loot.RandomJewelry());
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}
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else if (isTrapped && !Locked)
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{
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DropItem(new Gold(Utility.Random(30, 80)));
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if (Utility.RandomBool())
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{
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var gems = Loot.RandomGem();
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gems.Amount = Utility.Random(1, 3);
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DropItem(gems);
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}
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if (Utility.RandomBool()) DropItem(Loot.RandomWeapon());
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if (Utility.RandomBool()) DropItem(Loot.RandomClothing());
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}
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else if (!isTrapped && Locked)
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{
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DropItem(new Gold(Utility.Random(30, 80)));
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if (Utility.RandomBool())
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{
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var gems = Loot.RandomGem();
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gems.Amount = Utility.Random(1, 3);
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DropItem(gems);
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}
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if (Utility.RandomBool()) DropItem(Loot.RandomArmor());
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}
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else
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{
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DropItem(new Gold(Utility.Random(30, 50)));
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if (Utility.RandomBool())
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{
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var gems = Loot.RandomGem();
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gems.Amount = 1;
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DropItem(gems);
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}
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}
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}
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}
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104
Projects/UOContent/Items/TreasureChests/TreasureBagLevel2.cs
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104
Projects/UOContent/Items/TreasureChests/TreasureBagLevel2.cs
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using System;
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using ModernUO.Serialization;
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namespace Server.Items;
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// ==============================================================
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// LEVEL 2: 75% Trapped / 75% Locked
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// ==============================================================
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[SerializationGenerator(0, false)]
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public partial class TreasureBagLevel2 : BaseTreasureBag
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{
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[Constructible]
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public TreasureBagLevel2()
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{
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Locked = Utility.RandomDouble() < 0.75; // 75% Locked (25% Unlocked)
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RequiredSkill = 72;
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LockLevel = RequiredSkill - Utility.Random(1, 10);
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MaxLockLevel = RequiredSkill + Utility.Random(1, 10);
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var isTrapped = false;
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if (Utility.RandomDouble() < 0.75) // 75% Trapped
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{
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TrapType = TrapType.ExplosionTrap;
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TrapPower = 2 * Utility.Random(1, 25);
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isTrapped = true;
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}
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if (Locked && isTrapped)
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{
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DropItem(new Gold(Utility.Random(80, 150)));
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var reagents = Loot.RandomReagent();
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reagents.Amount = Utility.Random(1, 2);
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DropItem(reagents);
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}
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if (Utility.RandomBool())
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{
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var scrolls = Loot.RandomScroll(0, 39, SpellbookType.Regular);
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scrolls.Amount = Utility.Random(1, 8);
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DropItem(scrolls);
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}
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if (Utility.RandomBool())
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{
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var gems = Loot.RandomGem();
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gems.Amount = Utility.Random(1, 6);
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DropItem(gems);
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}
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if (Utility.RandomBool()) DropItem(Loot.RandomPotion());
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}
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else if (isTrapped && !Locked)
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{
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DropItem(new Gold(Utility.Random(80, 120)));
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var reagents = Loot.RandomReagent();
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reagents.Amount = Utility.Random(1, 2);
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DropItem(reagents);
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}
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if (Utility.RandomBool())
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{
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var scrolls = Loot.RandomScroll(0, 39, SpellbookType.Regular);
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scrolls.Amount = Utility.Random(1, 4);
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DropItem(scrolls);
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}
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if (Utility.RandomBool())
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{
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var gems = Loot.RandomGem();
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gems.Amount = Utility.Random(1, 3);
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DropItem(gems);
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}
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if (Utility.RandomBool()) DropItem(Loot.RandomPotion());
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}
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else if (!isTrapped && Locked)
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{
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DropItem(new Gold(Utility.Random(80, 120)));
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var reagents = Loot.RandomReagent();
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reagents.Amount = Utility.Random(1, 2);
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DropItem(reagents);
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}
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if (Utility.RandomBool())
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{
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var scrolls = Loot.RandomScroll(0, 39, SpellbookType.Regular);
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scrolls.Amount = Utility.Random(1, 4);
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DropItem(scrolls);
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}
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if (Utility.RandomBool())
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{
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var gems = Loot.RandomGem();
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gems.Amount = Utility.Random(1, 3);
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DropItem(gems);
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}
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if (Utility.RandomBool()) DropItem(Loot.RandomPotion());
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}
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else
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{
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DropItem(new Gold(Utility.Random(80, 100)));
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var gems = Loot.RandomGem();
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gems.Amount = Utility.Random(1, 3);
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DropItem(gems);
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}
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}
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}
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281
Projects/UOContent/Items/TreasureChests/TreasureBagLevel3.cs
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281
Projects/UOContent/Items/TreasureChests/TreasureBagLevel3.cs
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@ -0,0 +1,281 @@
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using System;
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using ModernUO.Serialization;
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namespace Server.Items;
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// ==============================================================
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// LEVEL 3: 90% Trapped / 90% Locked
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// ==============================================================
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[SerializationGenerator(0, false)]
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public partial class TreasureBagLevel3 : BaseTreasureBag
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{
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[Constructible]
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public TreasureBagLevel3()
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{
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Locked = Utility.RandomDouble() < 0.90; // 90% Locked (10% Unlocked)
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RequiredSkill = 84;
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LockLevel = RequiredSkill - Utility.Random(1, 10);
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MaxLockLevel = RequiredSkill + Utility.Random(1, 10);
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var isTrapped = false;
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if (Utility.RandomDouble() < 0.90) // 90% Trapped
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{
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TrapType = TrapType.PoisonTrap;
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TrapPower = 3 * Utility.Random(1, 25);
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isTrapped = true;
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}
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if (isTrapped && Locked)
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{
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DropItem(new Gold(Utility.Random(250, 350)));
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for (var i = Utility.Random(2); i >= 0; i--)
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{
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var reagents = Loot.RandomReagent();
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reagents.Amount = Utility.Random(1, 9);
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DropItem(reagents);
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var scrolls = Loot.RandomScroll(0, 47, SpellbookType.Regular);
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scrolls.Amount = Utility.Random(1, 12);
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DropItem(scrolls);
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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DropItem(Loot.RandomPotion());
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var gems = Loot.RandomGem();
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gems.Amount = Utility.Random(1, 9);
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DropItem(gems);
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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DropItem(Loot.RandomWand());
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var item = Loot.RandomArmorOrShieldOrWeapon();
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if (item is BaseWeapon weapon)
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{
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weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(3);
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weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(3);
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weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(3);
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weapon.Quality = WeaponQuality.Regular;
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}
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else if (item is BaseArmor armor)
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{
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armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(3);
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armor.Durability = (ArmorDurabilityLevel)Utility.Random(3);
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armor.Quality = ArmorQuality.Regular;
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}
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DropItem(item);
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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DropItem(Loot.RandomClothing());
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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DropItem(Loot.RandomJewelry());
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}
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}
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else if (!isTrapped && Locked)
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{
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DropItem(new Gold(Utility.Random(250, 300)));
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for (var i = Utility.Random(2); i >= 0; i--)
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{
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var reagents = Loot.RandomReagent();
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reagents.Amount = Utility.Random(1, 9);
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DropItem(reagents);
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var scrolls = Loot.RandomScroll(0, 47, SpellbookType.Regular);
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scrolls.Amount = Utility.Random(1, 12);
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DropItem(scrolls);
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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DropItem(Loot.RandomPotion());
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var gems = Loot.RandomGem();
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gems.Amount = Utility.Random(1, 9);
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DropItem(gems);
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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DropItem(Loot.RandomWand());
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}
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if (Utility.RandomBool())
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{
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var weapon = Loot.RandomWeapon();
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weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(3);
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weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(3);
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weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(3);
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weapon.Quality = WeaponQuality.Regular;
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DropItem(weapon);
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}
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}
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if (Utility.RandomBool())
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{
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var armor = Loot.RandomArmorOrShield();
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armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(3);
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armor.Durability = (ArmorDurabilityLevel)Utility.Random(3);
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armor.Quality = ArmorQuality.Regular;
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DropItem(armor);
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}
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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DropItem(Loot.RandomClothing());
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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DropItem(Loot.RandomJewelry());
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}
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}
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else if (isTrapped && !Locked)
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{
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DropItem(new Gold(Utility.Random(250, 300)));
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for (var i = Utility.Random(2); i >= 0; i--)
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{
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var reagents = Loot.RandomReagent();
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reagents.Amount = Utility.Random(1, 4);
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DropItem(reagents);
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var scrolls = Loot.RandomScroll(0, 47, SpellbookType.Regular);
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scrolls.Amount = Utility.Random(1, 6);
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DropItem(scrolls);
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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DropItem(Loot.RandomPotion());
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var gems = Loot.RandomGem();
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gems.Amount = Utility.Random(1, 4);
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DropItem(gems);
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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DropItem(Loot.RandomWand());
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}
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if (Utility.RandomBool())
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{
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if (Utility.RandomBool())
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{
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var weapon = Loot.RandomWeapon();
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weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(3);
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weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(3);
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weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(3);
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weapon.Quality = WeaponQuality.Regular;
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DropItem(weapon);
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}
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}
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if (Utility.RandomBool())
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{
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var armor = Loot.RandomArmorOrShield();
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armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(3);
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armor.Durability = (ArmorDurabilityLevel)Utility.Random(3);
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armor.Quality = ArmorQuality.Regular;
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DropItem(armor);
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}
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}
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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DropItem(Loot.RandomClothing());
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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DropItem(Loot.RandomJewelry());
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}
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}
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else
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{
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DropItem(new Gold(Utility.Random(175, 225)));
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for (var i = Utility.Random(2); i >= 0; i--)
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{
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var reagents = Loot.RandomReagent();
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reagents.Amount = Utility.Random(1, 4);
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DropItem(reagents);
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}
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for (var i = Utility.Random(3); i > 0; i--)
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{
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var scrolls = Loot.RandomScroll(0, 47, SpellbookType.Regular);
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scrolls.Amount = Utility.Random(1, 6);
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DropItem(scrolls);
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}
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|
||||
for (var i = Utility.Random(3); i > 0; i--)
|
||||
{
|
||||
DropItem(Loot.RandomPotion());
|
||||
}
|
||||
|
||||
for (var i = Utility.Random(3); i > 0; i--)
|
||||
{
|
||||
var gems = Loot.RandomGem();
|
||||
gems.Amount = Utility.Random(1, 4);
|
||||
DropItem(gems);
|
||||
}
|
||||
|
||||
for (var i = Utility.Random(3); i > 0; i--)
|
||||
{
|
||||
DropItem(Loot.RandomWand());
|
||||
}
|
||||
if (Utility.RandomBool())
|
||||
{
|
||||
for (var i = Utility.Random(3); i > 0; i--)
|
||||
{
|
||||
var armor = Loot.RandomArmorOrShield();
|
||||
armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(3);
|
||||
armor.Durability = (ArmorDurabilityLevel)Utility.Random(3);
|
||||
armor.Quality = ArmorQuality.Regular;
|
||||
DropItem(armor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
95
Projects/UOContent/Items/TreasureChests/TreasureBagLevel4.cs
Normal file
95
Projects/UOContent/Items/TreasureChests/TreasureBagLevel4.cs
Normal file
|
|
@ -0,0 +1,95 @@
|
|||
using System;
|
||||
using ModernUO.Serialization;
|
||||
|
||||
namespace Server.Items;
|
||||
|
||||
// ==============================================================
|
||||
// LEVEL 4: 99% Trapped / 99% Locked (1% Lottery Ticket!)
|
||||
// ==============================================================
|
||||
[SerializationGenerator(0, false)]
|
||||
public partial class TreasureBagLevel4 : BaseTreasureBag
|
||||
{
|
||||
[Constructible]
|
||||
public TreasureBagLevel4()
|
||||
{
|
||||
Locked = Utility.RandomDouble() < 0.95; // 99% Locked (5% Unlocked)
|
||||
RequiredSkill = 92;
|
||||
LockLevel = RequiredSkill - Utility.Random(1, 10);
|
||||
MaxLockLevel = RequiredSkill + Utility.Random(1, 10);
|
||||
|
||||
if (Utility.RandomDouble() < 0.99) // 99% Trapped
|
||||
{
|
||||
TrapType = TrapType.ExplosionTrap;
|
||||
TrapPower = 4 * Utility.Random(10, 25);
|
||||
}
|
||||
|
||||
// --- UNIFIED LOOT GENERATION ---
|
||||
// Everyone gets this massive loot pool. The 1% just get to open it for free!
|
||||
|
||||
DropItem(new Gold(Utility.Random(500, 900)));
|
||||
|
||||
for (var i = Utility.Random(4) + 1; i > 0; i--)
|
||||
{
|
||||
var reagents = Loot.RandomReagent();
|
||||
reagents.Amount = 12;
|
||||
DropItem(reagents);
|
||||
}
|
||||
|
||||
for (var i = Utility.Random(4) + 1; i > 0; i--)
|
||||
{
|
||||
var scroll = Loot.RandomScroll(0, 47, SpellbookType.Regular);
|
||||
scroll.Amount = 16;
|
||||
DropItem(scroll);
|
||||
}
|
||||
|
||||
DropItem(new BlankScroll(Utility.Random(1, 4)));
|
||||
|
||||
for (var i = Utility.Random(4) + 1; i > 0; i--)
|
||||
{
|
||||
DropItem(Loot.RandomPotion());
|
||||
}
|
||||
|
||||
for (var i = Utility.Random(4) + 1; i > 0; i--)
|
||||
{
|
||||
var gems = Loot.RandomGem();
|
||||
gems.Amount = 12;
|
||||
DropItem(gems);
|
||||
}
|
||||
|
||||
for (var i = Utility.Random(4) + 1; i > 0; i--)
|
||||
{
|
||||
DropItem(Loot.RandomWand());
|
||||
}
|
||||
|
||||
for (var i = Utility.Random(4) + 1; i > 0; i--)
|
||||
{
|
||||
var item = Loot.RandomArmorOrShieldOrWeapon();
|
||||
|
||||
if (item is BaseWeapon weapon)
|
||||
{
|
||||
weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(4);
|
||||
weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(4);
|
||||
weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(4);
|
||||
weapon.Quality = WeaponQuality.Regular;
|
||||
}
|
||||
else if (item is BaseArmor armor)
|
||||
{
|
||||
armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(4);
|
||||
armor.Durability = (ArmorDurabilityLevel)Utility.Random(4);
|
||||
armor.Quality = ArmorQuality.Regular;
|
||||
}
|
||||
|
||||
DropItem(item);
|
||||
}
|
||||
|
||||
for (var i = Utility.Random(3) + 1; i > 0; i--)
|
||||
{
|
||||
DropItem(Loot.RandomClothing());
|
||||
}
|
||||
|
||||
for (var i = Utility.Random(3) + 1; i > 0; i--)
|
||||
{
|
||||
DropItem(Loot.RandomJewelry());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -29,7 +29,7 @@ public partial class TreasureChestLevel2 : LockableContainer
|
|||
// Gems
|
||||
|
||||
// Gold
|
||||
DropItem(new Gold(Utility.Random(70, 100)));
|
||||
DropItem(new Gold(Utility.Random(80, 150)));
|
||||
|
||||
// Drop bolts
|
||||
// DropItem( new Arrow( 10 ) );
|
||||
|
|
|
|||
|
|
@ -34,7 +34,7 @@ public partial class TreasureChestLevel3 : LockableContainer
|
|||
// Magic jewelry (not implemented)
|
||||
|
||||
// Gold
|
||||
DropItem(new Gold(Utility.Random(180, 240)));
|
||||
DropItem(new Gold(Utility.Random(250, 350)));
|
||||
|
||||
// Drop bolts
|
||||
// DropItem( new Arrow( 10 ) );
|
||||
|
|
|
|||
|
|
@ -35,7 +35,7 @@ public partial class TreasureChestLevel4 : LockableContainer
|
|||
// Crystal ball (not implemented)
|
||||
|
||||
// Gold
|
||||
DropItem(new Gold(Utility.Random(200, 400)));
|
||||
DropItem(new Gold(Utility.Random(500, 900)));
|
||||
|
||||
// Reagents
|
||||
for (var i = Utility.Random(4); i > 0; i--)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue