Fixes code according to modern code style. Fixes a few expression bugs.
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3324 changed files with 441118 additions and 433755 deletions
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@ -2,115 +2,115 @@ using System;
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namespace Server.Items
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{
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public class TreasureChestLevel1 : LockableContainer
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{
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private const int m_Level = 1;
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public class TreasureChestLevel1 : LockableContainer
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{
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private const int m_Level = 1;
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public override bool Decays => true;
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[Constructible]
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public TreasureChestLevel1()
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: base(0xE41)
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{
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SetChestAppearance();
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Movable = false;
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public override bool IsDecoContainer => 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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public override TimeSpan DecayTime => TimeSpan.FromMinutes( Utility.Random( 15, 60 ) );
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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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private void SetChestAppearance()
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{
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bool UseFirstItemId = Utility.RandomBool();
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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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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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// Gold
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DropItem(new Gold(Utility.Random(30, 100)));
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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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// Drop bolts
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//DropItem( new Bolt( 10 ) );
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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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}
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// Gems
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if (Utility.RandomBool())
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{
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Item 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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public override int DefaultGumpID => 0x42;
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// Weapon
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if (Utility.RandomBool())
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DropItem(Loot.RandomWeapon());
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public override int DefaultDropSound => 0x42;
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// Armour
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if (Utility.RandomBool())
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DropItem(Loot.RandomArmorOrShield());
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public override Rectangle2D Bounds => new Rectangle2D( 18, 105, 144, 73 );
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// Clothing
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if (Utility.RandomBool())
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DropItem(Loot.RandomClothing());
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[Constructible]
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public TreasureChestLevel1()
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: base( 0xE41 )
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{
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SetChestAppearance();
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Movable = false;
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// Jewelry
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if (Utility.RandomBool())
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DropItem(Loot.RandomJewelry());
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}
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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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public TreasureChestLevel1(Serial serial)
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: base(serial)
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{
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}
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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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public override bool Decays => true;
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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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public override bool IsDecoContainer => false;
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// Gold
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DropItem( new Gold( Utility.Random( 30, 100 ) ) );
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public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
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// Drop bolts
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//DropItem( new Bolt( 10 ) );
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public override int DefaultGumpID => 0x42;
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// Gems
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if ( Utility.RandomBool() == true )
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{
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Item 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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public override int DefaultDropSound => 0x42;
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// Weapon
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if ( Utility.RandomBool() == true )
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DropItem( Loot.RandomWeapon() );
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public override Rectangle2D Bounds => new Rectangle2D(18, 105, 144, 73);
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// Armour
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if ( Utility.RandomBool() == true )
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DropItem( Loot.RandomArmorOrShield() );
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private void SetChestAppearance()
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{
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bool UseFirstItemId = Utility.RandomBool();
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// Clothing
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if ( Utility.RandomBool() == true )
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DropItem( Loot.RandomClothing() );
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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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// Jewelry
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if ( Utility.RandomBool() == true )
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DropItem( Loot.RandomJewelry() );
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}
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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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public TreasureChestLevel1( Serial serial )
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: base( serial )
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{
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}
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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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}
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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 )1 ); // version
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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(1); // 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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}
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}
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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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}
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}
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}
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