fix: Codegens treasure chests (#949)
This commit is contained in:
parent
17f8d3563a
commit
54b268c02f
12 changed files with 470 additions and 604 deletions
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@ -1,83 +1,31 @@
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namespace Server.Items
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namespace Server.Items;
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[Flippable(0xe43, 0xe42)]
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[Serializable(0, false)]
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public partial class WoodenTreasureChest : BaseTreasureChest
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{
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[Flippable(0xe43, 0xe42)]
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public class WoodenTreasureChest : BaseTreasureChest
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[Constructible]
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public WoodenTreasureChest() : base(0xE43)
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{
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}
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}
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[Flippable(0xe41, 0xe40)]
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[Serializable(0, false)]
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public partial class MetalGoldenTreasureChest : BaseTreasureChest
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{
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[Constructible]
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public MetalGoldenTreasureChest() : base(0xE41)
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{
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}
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}
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[Flippable(0x9ab, 0xe7c)]
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[Serializable(0, false)]
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public partial class MetalTreasureChest : BaseTreasureChest
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{
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[Constructible]
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public MetalTreasureChest() : base(0x9AB)
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{
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[Constructible]
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public WoodenTreasureChest() : base(0xE43)
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{
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}
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public WoodenTreasureChest(Serial serial) : base(serial)
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{
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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}
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}
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[Flippable(0xe41, 0xe40)]
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public class MetalGoldenTreasureChest : BaseTreasureChest
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{
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[Constructible]
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public MetalGoldenTreasureChest() : base(0xE41)
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{
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}
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public MetalGoldenTreasureChest(Serial serial) : base(serial)
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{
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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}
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}
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[Flippable(0x9ab, 0xe7c)]
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public class MetalTreasureChest : BaseTreasureChest
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{
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[Constructible]
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public MetalTreasureChest() : base(0x9AB)
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{
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}
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public MetalTreasureChest(Serial serial) : base(serial)
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{
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}
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public override void Serialize(IGenericWriter writer)
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{
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base.Serialize(writer);
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writer.Write(0); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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}
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}
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}
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@ -1,124 +1,94 @@
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using System;
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namespace Server.Items
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namespace Server.Items;
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[Serializable(0, false)]
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public partial class TreasureChestLevel1 : LockableContainer
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{
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public class TreasureChestLevel1 : LockableContainer
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[Constructible]
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public TreasureChestLevel1() : base(0xE41)
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{
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private const int m_Level = 1;
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SetChestAppearance();
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Movable = false;
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[Constructible]
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public TreasureChestLevel1()
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: base(0xE41)
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TrapType = TrapType.DartTrap;
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TrapPower = Utility.Random(1, 25);
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Locked = true;
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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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// According to OSI, loot in level 1 chest is:
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// Gold 25 - 50
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// Bolts 10
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// Gems
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// Normal weapon
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// Normal armour
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// Normal clothing
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// Normal jewelry
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// Gold
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DropItem(new Gold(Utility.Random(30, 100)));
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// Drop bolts
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// DropItem( new Bolt( 10 ) );
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// Gems
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if (Utility.RandomBool())
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{
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SetChestAppearance();
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Movable = false;
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TrapType = TrapType.DartTrap;
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TrapPower = m_Level * Utility.Random(1, 25);
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Locked = true;
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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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// According to OSI, loot in level 1 chest is:
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// Gold 25 - 50
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// Bolts 10
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// Gems
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// Normal weapon
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// Normal armour
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// Normal clothing
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// Normal jewelry
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// Gold
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DropItem(new Gold(Utility.Random(30, 100)));
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// Drop bolts
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// DropItem( new Bolt( 10 ) );
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// Gems
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if (Utility.RandomBool())
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{
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var GemLoot = Loot.RandomGem();
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GemLoot.Amount = Utility.Random(1, 3);
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DropItem(GemLoot);
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}
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// Weapon
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if (Utility.RandomBool())
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{
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DropItem(Loot.RandomWeapon());
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}
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// Armour
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if (Utility.RandomBool())
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{
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DropItem(Loot.RandomArmorOrShield());
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}
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// Clothing
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if (Utility.RandomBool())
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{
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DropItem(Loot.RandomClothing());
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}
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// Jewelry
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if (Utility.RandomBool())
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{
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DropItem(Loot.RandomJewelry());
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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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public TreasureChestLevel1(Serial serial)
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: base(serial)
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// Weapon
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if (Utility.RandomBool())
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{
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DropItem(Loot.RandomWeapon());
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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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public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
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public override int DefaultGumpID => 0x42;
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public override int DefaultDropSound => 0x42;
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public override Rectangle2D Bounds => new(18, 105, 144, 73);
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private void SetChestAppearance()
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// Armour
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if (Utility.RandomBool())
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{
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var UseFirstItemId = Utility.RandomBool();
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switch (Utility.RandomList(0, 1, 2))
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{
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case 0: // Large Crate
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ItemID = UseFirstItemId ? 0xe3c : 0xe3d;
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GumpID = 0x44;
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break;
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case 1: // Medium Crate
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ItemID = UseFirstItemId ? 0xe3e : 0xe3f;
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GumpID = 0x44;
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break;
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case 2: // Small Crate
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ItemID = UseFirstItemId ? 0x9a9 : 0xe7e;
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GumpID = 0x44;
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break;
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}
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DropItem(Loot.RandomArmorOrShield());
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}
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public override void Serialize(IGenericWriter writer)
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// Clothing
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if (Utility.RandomBool())
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{
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base.Serialize(writer);
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writer.Write(1); // version
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DropItem(Loot.RandomClothing());
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}
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public override void Deserialize(IGenericReader reader)
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// Jewelry
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if (Utility.RandomBool())
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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DropItem(Loot.RandomJewelry());
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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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public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
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public override int DefaultGumpID => 0x44;
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public override int DefaultDropSound => 0x42;
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public override Rectangle2D Bounds => new(18, 105, 144, 73);
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private void SetChestAppearance()
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{
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ItemID = Utility.Random(6) switch
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{
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0 => 0xe3c, // Large Crate
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1 => 0xe3d, // Large Crate
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2 => 0xe3e, // Medium Crate
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3 => 0xe3f, // Medium Crate
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4 => 0x9a9, // Small Crate
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_ => 0xe7e // Small Crate
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};
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}
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}
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@ -1,147 +1,116 @@
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using System;
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namespace Server.Items
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namespace Server.Items;
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[Serializable(0, false)]
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public partial class TreasureChestLevel2 : LockableContainer
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{
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public class TreasureChestLevel2 : LockableContainer
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[Constructible]
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public TreasureChestLevel2() : base(0xE41)
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{
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private const int m_Level = 2;
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SetChestAppearance();
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Movable = false;
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[Constructible]
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public TreasureChestLevel2()
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: base(0xE41)
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TrapType = TrapType.ExplosionTrap;
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TrapPower = 2 * Utility.Random(1, 25);
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Locked = true;
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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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// According to OSI, loot in level 2 chest is:
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// Gold 80 - 150
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// Arrows 10
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// Reagents
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// Scrolls
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// Potions
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// Gems
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// Gold
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DropItem(new Gold(Utility.Random(70, 100)));
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// Drop bolts
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// DropItem( new Arrow( 10 ) );
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// Reagents
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for (var i = Utility.Random(3); i > 0; i--)
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{
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SetChestAppearance();
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Movable = false;
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TrapType = TrapType.ExplosionTrap;
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TrapPower = m_Level * Utility.Random(1, 25);
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Locked = true;
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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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// According to OSI, loot in level 2 chest is:
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// Gold 80 - 150
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// Arrows 10
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// Reagents
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// Scrolls
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// Potions
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// Gems
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// Gold
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DropItem(new Gold(Utility.Random(70, 100)));
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// Drop bolts
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// DropItem( new Arrow( 10 ) );
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// Reagents
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for (var i = Utility.Random(1, m_Level); i > 1; i--)
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{
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var ReagentLoot = Loot.RandomReagent();
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ReagentLoot.Amount = Utility.Random(1, m_Level);
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DropItem(ReagentLoot);
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}
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// Scrolls
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for (var i = Utility.Random(1, m_Level); i > 1; i--)
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{
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Item ScrollLoot = Loot.RandomScroll(0, 39, SpellbookType.Regular);
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ScrollLoot.Amount = Utility.Random(1, 8);
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DropItem(ScrollLoot);
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}
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// Potions
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for (var i = Utility.Random(1, m_Level); i > 1; i--)
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{
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var PotionLoot = Loot.RandomPotion();
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DropItem(PotionLoot);
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}
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// Gems
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for (var i = Utility.Random(1, m_Level); i > 1; i--)
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{
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var GemLoot = Loot.RandomGem();
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GemLoot.Amount = Utility.Random(1, 6);
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DropItem(GemLoot);
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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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public TreasureChestLevel2(Serial serial)
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: base(serial)
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// Scrolls
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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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public override bool Decays => true;
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public override bool IsDecoContainer => false;
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public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
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public override int DefaultGumpID => 0x42;
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public override int DefaultDropSound => 0x42;
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public override Rectangle2D Bounds => new(18, 105, 144, 73);
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private void SetChestAppearance()
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// Potions
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if (Utility.RandomBool())
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{
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var UseFirstItemId = Utility.RandomBool();
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switch (Utility.RandomList(0, 1, 2, 3, 4, 5, 6, 7))
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{
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case 0: // Large Crate
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ItemID = UseFirstItemId ? 0xe3c : 0xe3d;
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GumpID = 0x44;
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break;
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case 1: // Medium Crate
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ItemID = UseFirstItemId ? 0xe3e : 0xe3f;
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GumpID = 0x44;
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break;
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case 2: // Small Crate
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ItemID = UseFirstItemId ? 0x9a9 : 0xe7e;
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GumpID = 0x44;
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break;
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case 3: // Wooden Chest
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ItemID = UseFirstItemId ? 0xe42 : 0xe43;
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GumpID = 0x49;
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break;
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case 4: // Metal Chest
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ItemID = UseFirstItemId ? 0x9ab : 0xe7c;
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GumpID = 0x4A;
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break;
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case 5: // Metal Golden Chest
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ItemID = UseFirstItemId ? 0xe40 : 0xe41;
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GumpID = 0x42;
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break;
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case 6: // Keg
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ItemID = 0xe7f;
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GumpID = 0x3e;
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break;
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case 7: // Barrel
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ItemID = 0xe77;
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GumpID = 0x3e;
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break;
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}
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DropItem(Loot.RandomPotion());
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}
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public override void Serialize(IGenericWriter writer)
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// Gems
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if (Utility.RandomBool())
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{
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base.Serialize(writer);
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writer.Write(1); // version
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}
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public override void Deserialize(IGenericReader reader)
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{
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base.Deserialize(reader);
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var version = reader.ReadInt();
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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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}
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public override bool Decays => true;
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public override bool IsDecoContainer => false;
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public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
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public override int DefaultGumpID => 0x42;
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public override int DefaultDropSound => 0x42;
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public override Rectangle2D Bounds => new(18, 105, 144, 73);
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private static readonly ValueTuple<int, int>[] _chestAppearances =
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{
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// Large Crate
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ValueTuple.Create(0xe3c, 0x44),
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ValueTuple.Create(0xe3d, 0x44),
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// Medium Crate
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ValueTuple.Create(0xe3e, 0x44),
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ValueTuple.Create(0xe3f, 0x44),
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// Small Crate
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ValueTuple.Create(0x9a9, 0x44),
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ValueTuple.Create(0xe7e, 0x44),
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// Wooden Chest
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ValueTuple.Create(0xe42, 0x49),
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ValueTuple.Create(0xe43, 0x49),
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// Metal Chest
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ValueTuple.Create(0x9ab, 0x4A),
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ValueTuple.Create(0xe7c, 0x4A),
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// Metal Golden Chest
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ValueTuple.Create(0xe40, 0x42),
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ValueTuple.Create(0xe41, 0x42),
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// Keg
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ValueTuple.Create(0xe7f, 0x3e),
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// Barrel
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ValueTuple.Create(0xe77, 0x3e),
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};
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private void SetChestAppearance()
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{
|
||||
(ItemID, GumpID) = _chestAppearances.RandomElement();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,166 +1,143 @@
|
|||
using System;
|
||||
|
||||
namespace Server.Items
|
||||
namespace Server.Items;
|
||||
|
||||
[Serializable(0, false)]
|
||||
public partial class TreasureChestLevel3 : LockableContainer
|
||||
{
|
||||
public class TreasureChestLevel3 : LockableContainer
|
||||
[Constructible]
|
||||
public TreasureChestLevel3() : base(0xE41)
|
||||
{
|
||||
private const int m_Level = 3;
|
||||
SetChestAppearance();
|
||||
Movable = false;
|
||||
|
||||
[Constructible]
|
||||
public TreasureChestLevel3()
|
||||
: base(0xE41)
|
||||
TrapType = TrapType.PoisonTrap;
|
||||
TrapPower = 3 * Utility.Random(1, 25);
|
||||
Locked = true;
|
||||
|
||||
RequiredSkill = 84;
|
||||
LockLevel = RequiredSkill - Utility.Random(1, 10);
|
||||
MaxLockLevel = RequiredSkill + Utility.Random(1, 10);
|
||||
|
||||
// According to OSI, loot in level 3 chest is:
|
||||
// Gold 250 - 350
|
||||
// Arrows 10
|
||||
// Reagents
|
||||
// Scrolls
|
||||
// Potions
|
||||
// Gems
|
||||
// Magic Wand
|
||||
// Magic weapon
|
||||
// Magic armour
|
||||
// Magic clothing (not implemented)
|
||||
// Magic jewelry (not implemented)
|
||||
|
||||
// Gold
|
||||
DropItem(new Gold(Utility.Random(180, 240)));
|
||||
|
||||
// Drop bolts
|
||||
// DropItem( new Arrow( 10 ) );
|
||||
|
||||
// Reagents
|
||||
for (var i = Utility.Random(2); i >= 0; i--)
|
||||
{
|
||||
SetChestAppearance();
|
||||
Movable = false;
|
||||
|
||||
TrapType = TrapType.PoisonTrap;
|
||||
TrapPower = m_Level * Utility.Random(1, 25);
|
||||
Locked = true;
|
||||
|
||||
RequiredSkill = 84;
|
||||
LockLevel = RequiredSkill - Utility.Random(1, 10);
|
||||
MaxLockLevel = RequiredSkill + Utility.Random(1, 10);
|
||||
|
||||
// According to OSI, loot in level 3 chest is:
|
||||
// Gold 250 - 350
|
||||
// Arrows 10
|
||||
// Reagents
|
||||
// Scrolls
|
||||
// Potions
|
||||
// Gems
|
||||
// Magic Wand
|
||||
// Magic weapon
|
||||
// Magic armour
|
||||
// Magic clothing (not implemented)
|
||||
// Magic jewelry (not implemented)
|
||||
|
||||
// Gold
|
||||
DropItem(new Gold(Utility.Random(180, 240)));
|
||||
|
||||
// Drop bolts
|
||||
// DropItem( new Arrow( 10 ) );
|
||||
|
||||
// Reagents
|
||||
for (var i = Utility.Random(1, m_Level); i > 1; i--)
|
||||
{
|
||||
var ReagentLoot = Loot.RandomReagent();
|
||||
ReagentLoot.Amount = Utility.Random(1, 9);
|
||||
DropItem(ReagentLoot);
|
||||
}
|
||||
|
||||
// Scrolls
|
||||
for (var i = Utility.Random(1, m_Level); i > 1; i--)
|
||||
{
|
||||
Item ScrollLoot = Loot.RandomScroll(0, 47, SpellbookType.Regular);
|
||||
ScrollLoot.Amount = Utility.Random(1, 12);
|
||||
DropItem(ScrollLoot);
|
||||
}
|
||||
|
||||
// Potions
|
||||
for (var i = Utility.Random(1, m_Level); i > 1; i--)
|
||||
{
|
||||
var PotionLoot = Loot.RandomPotion();
|
||||
DropItem(PotionLoot);
|
||||
}
|
||||
|
||||
// Gems
|
||||
for (var i = Utility.Random(1, m_Level); i > 1; i--)
|
||||
{
|
||||
var GemLoot = Loot.RandomGem();
|
||||
GemLoot.Amount = Utility.Random(1, 9);
|
||||
DropItem(GemLoot);
|
||||
}
|
||||
|
||||
// Magic Wand
|
||||
for (var i = Utility.Random(1, m_Level); i > 1; i--)
|
||||
{
|
||||
DropItem(Loot.RandomWand());
|
||||
}
|
||||
|
||||
// Equipment
|
||||
for (var i = Utility.Random(1, m_Level); i > 1; i--)
|
||||
{
|
||||
var item = Loot.RandomArmorOrShieldOrWeapon();
|
||||
|
||||
if (item is BaseWeapon weapon)
|
||||
{
|
||||
weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(m_Level);
|
||||
weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(m_Level);
|
||||
weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(m_Level);
|
||||
weapon.Quality = WeaponQuality.Regular;
|
||||
}
|
||||
else if (item is BaseArmor armor)
|
||||
{
|
||||
armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(m_Level);
|
||||
armor.Durability = (ArmorDurabilityLevel)Utility.Random(m_Level);
|
||||
armor.Quality = ArmorQuality.Regular;
|
||||
}
|
||||
|
||||
DropItem(item);
|
||||
}
|
||||
|
||||
// Clothing
|
||||
for (var i = Utility.Random(1, 2); i > 1; i--)
|
||||
{
|
||||
DropItem(Loot.RandomClothing());
|
||||
}
|
||||
|
||||
// Jewelry
|
||||
for (var i = Utility.Random(1, 2); i > 1; i--)
|
||||
{
|
||||
DropItem(Loot.RandomJewelry());
|
||||
}
|
||||
var reagents = Loot.RandomReagent();
|
||||
reagents.Amount = Utility.Random(1, 9);
|
||||
DropItem(reagents);
|
||||
}
|
||||
|
||||
public TreasureChestLevel3(Serial serial)
|
||||
: base(serial)
|
||||
// Scrolls
|
||||
for (var i = Utility.Random(3); i > 0; i--)
|
||||
{
|
||||
var scrolls = Loot.RandomScroll(0, 47, SpellbookType.Regular);
|
||||
scrolls.Amount = Utility.Random(1, 12);
|
||||
DropItem(scrolls);
|
||||
}
|
||||
|
||||
public override bool Decays => true;
|
||||
|
||||
public override bool IsDecoContainer => false;
|
||||
|
||||
public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
|
||||
|
||||
public override int DefaultGumpID => 0x42;
|
||||
|
||||
public override int DefaultDropSound => 0x42;
|
||||
|
||||
public override Rectangle2D Bounds => new(18, 105, 144, 73);
|
||||
|
||||
private void SetChestAppearance()
|
||||
// Potions
|
||||
for (var i = Utility.Random(3); i > 0; i--)
|
||||
{
|
||||
var UseFirstItemId = Utility.RandomBool();
|
||||
switch (Utility.RandomList(0, 1, 2))
|
||||
DropItem(Loot.RandomPotion());
|
||||
}
|
||||
|
||||
// Gems
|
||||
for (var i = Utility.Random(3); i > 0; i--)
|
||||
{
|
||||
var gems = Loot.RandomGem();
|
||||
gems.Amount = Utility.Random(1, 9);
|
||||
DropItem(gems);
|
||||
}
|
||||
|
||||
// Magic Wand
|
||||
for (var i = Utility.Random(3); i > 0; i--)
|
||||
{
|
||||
DropItem(Loot.RandomWand());
|
||||
}
|
||||
|
||||
// Equipment
|
||||
for (var i = Utility.Random(3); i > 0; i--)
|
||||
{
|
||||
var item = Loot.RandomArmorOrShieldOrWeapon();
|
||||
|
||||
if (item is BaseWeapon weapon)
|
||||
{
|
||||
case 0: // Wooden Chest
|
||||
ItemID = UseFirstItemId ? 0xe42 : 0xe43;
|
||||
GumpID = 0x49;
|
||||
break;
|
||||
|
||||
case 1: // Metal Chest
|
||||
ItemID = UseFirstItemId ? 0x9ab : 0xe7c;
|
||||
GumpID = 0x4A;
|
||||
break;
|
||||
|
||||
case 2: // Metal Golden Chest
|
||||
ItemID = UseFirstItemId ? 0xe40 : 0xe41;
|
||||
GumpID = 0x42;
|
||||
break;
|
||||
weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(3);
|
||||
weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(3);
|
||||
weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(3);
|
||||
weapon.Quality = WeaponQuality.Regular;
|
||||
}
|
||||
else if (item is BaseArmor armor)
|
||||
{
|
||||
armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(3);
|
||||
armor.Durability = (ArmorDurabilityLevel)Utility.Random(3);
|
||||
armor.Quality = ArmorQuality.Regular;
|
||||
}
|
||||
|
||||
DropItem(item);
|
||||
}
|
||||
|
||||
public override void Serialize(IGenericWriter writer)
|
||||
// Clothing
|
||||
for (var i = Utility.Random(3); i > 0; i--)
|
||||
{
|
||||
base.Serialize(writer);
|
||||
writer.Write(1); // version
|
||||
DropItem(Loot.RandomClothing());
|
||||
}
|
||||
|
||||
public override void Deserialize(IGenericReader reader)
|
||||
// Jewelry
|
||||
for (var i = Utility.Random(3); i > 0; i--)
|
||||
{
|
||||
base.Deserialize(reader);
|
||||
var version = reader.ReadInt();
|
||||
DropItem(Loot.RandomJewelry());
|
||||
}
|
||||
}
|
||||
|
||||
public override bool Decays => true;
|
||||
|
||||
public override bool IsDecoContainer => false;
|
||||
|
||||
public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
|
||||
|
||||
public override int DefaultGumpID => 0x42;
|
||||
|
||||
public override int DefaultDropSound => 0x42;
|
||||
|
||||
public override Rectangle2D Bounds => new(18, 105, 144, 73);
|
||||
|
||||
private static readonly ValueTuple<int, int>[] _chestAppearances =
|
||||
{
|
||||
// Wooden Chest
|
||||
ValueTuple.Create(0xe42, 0x49),
|
||||
ValueTuple.Create(0xe43, 0x49),
|
||||
|
||||
// Metal Chest
|
||||
ValueTuple.Create(0x9ab, 0x4A),
|
||||
ValueTuple.Create(0xe7c, 0x4A),
|
||||
|
||||
// Metal Golden Chest
|
||||
ValueTuple.Create(0xe40, 0x42),
|
||||
ValueTuple.Create(0xe41, 0x42),
|
||||
};
|
||||
|
||||
private void SetChestAppearance()
|
||||
{
|
||||
(ItemID, GumpID) = _chestAppearances.RandomElement();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,175 +1,149 @@
|
|||
using System;
|
||||
|
||||
namespace Server.Items
|
||||
namespace Server.Items;
|
||||
|
||||
[Serializable(0, false)]
|
||||
public partial class TreasureChestLevel4 : LockableContainer
|
||||
{
|
||||
public class TreasureChestLevel4 : LockableContainer
|
||||
[Constructible]
|
||||
public TreasureChestLevel4() : base(0xE41)
|
||||
{
|
||||
private const int m_Level = 4;
|
||||
SetChestAppearance();
|
||||
Movable = false;
|
||||
|
||||
[Constructible]
|
||||
public TreasureChestLevel4()
|
||||
: base(0xE41)
|
||||
TrapType = TrapType.ExplosionTrap;
|
||||
TrapPower = 4 * Utility.Random(10, 25);
|
||||
Locked = true;
|
||||
|
||||
RequiredSkill = 92;
|
||||
LockLevel = RequiredSkill - Utility.Random(1, 10);
|
||||
MaxLockLevel = RequiredSkill + Utility.Random(1, 10);
|
||||
|
||||
// According to OSI, loot in level 4 chest is:
|
||||
// Gold 500 - 900
|
||||
// Reagents
|
||||
// Scrolls
|
||||
// Blank scrolls
|
||||
// Potions
|
||||
// Gems
|
||||
// Magic Wand
|
||||
// Magic weapon
|
||||
// Magic armour
|
||||
// Magic clothing (not implemented)
|
||||
// Magic jewelry (not implemented)
|
||||
// Crystal ball (not implemented)
|
||||
|
||||
// Gold
|
||||
DropItem(new Gold(Utility.Random(200, 400)));
|
||||
|
||||
// Reagents
|
||||
for (var i = Utility.Random(4); i > 0; i--)
|
||||
{
|
||||
SetChestAppearance();
|
||||
Movable = false;
|
||||
|
||||
TrapType = TrapType.ExplosionTrap;
|
||||
TrapPower = m_Level * Utility.Random(10, 25);
|
||||
Locked = true;
|
||||
|
||||
RequiredSkill = 92;
|
||||
LockLevel = RequiredSkill - Utility.Random(1, 10);
|
||||
MaxLockLevel = RequiredSkill + Utility.Random(1, 10);
|
||||
|
||||
// According to OSI, loot in level 4 chest is:
|
||||
// Gold 500 - 900
|
||||
// Reagents
|
||||
// Scrolls
|
||||
// Blank scrolls
|
||||
// Potions
|
||||
// Gems
|
||||
// Magic Wand
|
||||
// Magic weapon
|
||||
// Magic armour
|
||||
// Magic clothing (not implemented)
|
||||
// Magic jewelry (not implemented)
|
||||
// Crystal ball (not implemented)
|
||||
|
||||
// Gold
|
||||
DropItem(new Gold(Utility.Random(200, 400)));
|
||||
|
||||
// Reagents
|
||||
for (var i = Utility.Random(1, m_Level); i > 1; i--)
|
||||
{
|
||||
var ReagentLoot = Loot.RandomReagent();
|
||||
ReagentLoot.Amount = 12;
|
||||
DropItem(ReagentLoot);
|
||||
}
|
||||
|
||||
// Scrolls
|
||||
for (var i = Utility.Random(1, m_Level); i > 1; i--)
|
||||
{
|
||||
Item ScrollLoot = Loot.RandomScroll(0, 47, SpellbookType.Regular);
|
||||
ScrollLoot.Amount = 16;
|
||||
DropItem(ScrollLoot);
|
||||
}
|
||||
|
||||
// Drop blank scrolls
|
||||
DropItem(new BlankScroll(Utility.Random(1, m_Level)));
|
||||
|
||||
// Potions
|
||||
for (var i = Utility.Random(1, m_Level); i > 1; i--)
|
||||
{
|
||||
var PotionLoot = Loot.RandomPotion();
|
||||
DropItem(PotionLoot);
|
||||
}
|
||||
|
||||
// Gems
|
||||
for (var i = Utility.Random(1, m_Level); i > 1; i--)
|
||||
{
|
||||
var GemLoot = Loot.RandomGem();
|
||||
GemLoot.Amount = 12;
|
||||
DropItem(GemLoot);
|
||||
}
|
||||
|
||||
// Magic Wand
|
||||
for (var i = Utility.Random(1, m_Level); i > 1; i--)
|
||||
{
|
||||
DropItem(Loot.RandomWand());
|
||||
}
|
||||
|
||||
// Equipment
|
||||
for (var i = Utility.Random(1, m_Level); i > 1; i--)
|
||||
{
|
||||
var item = Loot.RandomArmorOrShieldOrWeapon();
|
||||
|
||||
if (item is BaseWeapon weapon)
|
||||
{
|
||||
weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(m_Level);
|
||||
weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(m_Level);
|
||||
weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(m_Level);
|
||||
weapon.Quality = WeaponQuality.Regular;
|
||||
}
|
||||
else if (item is BaseArmor armor)
|
||||
{
|
||||
armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(m_Level);
|
||||
armor.Durability = (ArmorDurabilityLevel)Utility.Random(m_Level);
|
||||
armor.Quality = ArmorQuality.Regular;
|
||||
}
|
||||
|
||||
DropItem(item);
|
||||
}
|
||||
|
||||
// Clothing
|
||||
for (var i = Utility.Random(1, 2); i > 1; i--)
|
||||
{
|
||||
DropItem(Loot.RandomClothing());
|
||||
}
|
||||
|
||||
// Jewelry
|
||||
for (var i = Utility.Random(1, 2); i > 1; i--)
|
||||
{
|
||||
DropItem(Loot.RandomJewelry());
|
||||
}
|
||||
|
||||
// Crystal ball (not implemented)
|
||||
var reagents = Loot.RandomReagent();
|
||||
reagents.Amount = 12;
|
||||
DropItem(reagents);
|
||||
}
|
||||
|
||||
public TreasureChestLevel4(Serial serial)
|
||||
: base(serial)
|
||||
// Scrolls
|
||||
for (var i = Utility.Random(4); i > 0; i--)
|
||||
{
|
||||
var scroll = Loot.RandomScroll(0, 47, SpellbookType.Regular);
|
||||
scroll.Amount = 16;
|
||||
DropItem(scroll);
|
||||
}
|
||||
|
||||
public override bool Decays => true;
|
||||
// Drop blank scrolls
|
||||
DropItem(new BlankScroll(Utility.Random(1, 4)));
|
||||
|
||||
public override bool IsDecoContainer => false;
|
||||
|
||||
public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
|
||||
|
||||
public override int DefaultGumpID => 0x42;
|
||||
|
||||
public override int DefaultDropSound => 0x42;
|
||||
|
||||
public override Rectangle2D Bounds => new(18, 105, 144, 73);
|
||||
|
||||
private void SetChestAppearance()
|
||||
// Potions
|
||||
for (var i = Utility.Random(4); i > 0; i--)
|
||||
{
|
||||
var UseFirstItemId = Utility.RandomBool();
|
||||
DropItem(Loot.RandomPotion());
|
||||
}
|
||||
|
||||
switch (Utility.Random(4))
|
||||
// Gems
|
||||
for (var i = Utility.Random(4); i > 0; i--)
|
||||
{
|
||||
var gems = Loot.RandomGem();
|
||||
gems.Amount = 12;
|
||||
DropItem(gems);
|
||||
}
|
||||
|
||||
// Magic Wand
|
||||
for (var i = Utility.Random(4); i > 0; i--)
|
||||
{
|
||||
DropItem(Loot.RandomWand());
|
||||
}
|
||||
|
||||
// Equipment
|
||||
for (var i = Utility.Random(4); i > 0; i--)
|
||||
{
|
||||
var item = Loot.RandomArmorOrShieldOrWeapon();
|
||||
|
||||
if (item is BaseWeapon weapon)
|
||||
{
|
||||
case 0: // Wooden Chest
|
||||
ItemID = UseFirstItemId ? 0xe42 : 0xe43;
|
||||
GumpID = 0x49;
|
||||
break;
|
||||
|
||||
case 1: // Metal Chest
|
||||
ItemID = UseFirstItemId ? 0x9ab : 0xe7c;
|
||||
GumpID = 0x4A;
|
||||
break;
|
||||
|
||||
case 2: // Metal Golden Chest
|
||||
ItemID = UseFirstItemId ? 0xe40 : 0xe41;
|
||||
GumpID = 0x42;
|
||||
break;
|
||||
|
||||
case 3: // Keg
|
||||
ItemID = 0xe7f;
|
||||
GumpID = 0x3e;
|
||||
break;
|
||||
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);
|
||||
}
|
||||
|
||||
public override void Serialize(IGenericWriter writer)
|
||||
// Clothing
|
||||
for (var i = Utility.Random(3); i > 0; i--)
|
||||
{
|
||||
base.Serialize(writer);
|
||||
writer.Write(1); // version
|
||||
DropItem(Loot.RandomClothing());
|
||||
}
|
||||
|
||||
public override void Deserialize(IGenericReader reader)
|
||||
// Jewelry
|
||||
for (var i = Utility.Random(3); i > 0; i--)
|
||||
{
|
||||
base.Deserialize(reader);
|
||||
var version = reader.ReadInt();
|
||||
DropItem(Loot.RandomJewelry());
|
||||
}
|
||||
|
||||
// Crystal ball (not implemented)
|
||||
}
|
||||
|
||||
public override bool Decays => true;
|
||||
|
||||
public override bool IsDecoContainer => false;
|
||||
|
||||
public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
|
||||
|
||||
public override int DefaultGumpID => 0x42;
|
||||
|
||||
public override int DefaultDropSound => 0x42;
|
||||
|
||||
public override Rectangle2D Bounds => new(18, 105, 144, 73);
|
||||
|
||||
private static readonly ValueTuple<int, int>[] _chestAppearances =
|
||||
{
|
||||
// Wooden Chest
|
||||
ValueTuple.Create(0xe42, 0x49),
|
||||
ValueTuple.Create(0xe43, 0x49),
|
||||
|
||||
// Metal Chest
|
||||
ValueTuple.Create(0x9ab, 0x4A),
|
||||
ValueTuple.Create(0xe7c, 0x4A),
|
||||
|
||||
// Metal Golden Chest
|
||||
ValueTuple.Create(0xe40, 0x42),
|
||||
ValueTuple.Create(0xe41, 0x42),
|
||||
|
||||
// Keg
|
||||
ValueTuple.Create(0xe7f, 0x3e),
|
||||
};
|
||||
|
||||
private void SetChestAppearance()
|
||||
{
|
||||
(ItemID, GumpID) = _chestAppearances.RandomElement();
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -0,0 +1,4 @@
|
|||
{
|
||||
"version": 0,
|
||||
"type": "Server.Items.MetalGoldenTreasureChest"
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
{
|
||||
"version": 0,
|
||||
"type": "Server.Items.MetalTreasureChest"
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
{
|
||||
"version": 0,
|
||||
"type": "Server.Items.TreasureChestLevel1"
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
{
|
||||
"version": 0,
|
||||
"type": "Server.Items.TreasureChestLevel2"
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
{
|
||||
"version": 0,
|
||||
"type": "Server.Items.TreasureChestLevel3"
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
{
|
||||
"version": 0,
|
||||
"type": "Server.Items.TreasureChestLevel4"
|
||||
}
|
||||
|
|
@ -0,0 +1,4 @@
|
|||
{
|
||||
"version": 0,
|
||||
"type": "Server.Items.WoodenTreasureChest"
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue