Fixes code according to modern code style. Fixes a few expression bugs.

This commit is contained in:
Kamron Batman 2018-09-15 09:58:51 -07:00
parent 89eea25e5f
commit 970fd563b2
3324 changed files with 441118 additions and 433755 deletions

View file

@ -2,115 +2,115 @@ using System;
namespace Server.Items
{
public class TreasureChestLevel1 : LockableContainer
{
private const int m_Level = 1;
public class TreasureChestLevel1 : LockableContainer
{
private const int m_Level = 1;
public override bool Decays => true;
[Constructible]
public TreasureChestLevel1()
: base(0xE41)
{
SetChestAppearance();
Movable = false;
public override bool IsDecoContainer => false;
TrapType = TrapType.DartTrap;
TrapPower = m_Level * Utility.Random(1, 25);
Locked = true;
public override TimeSpan DecayTime => TimeSpan.FromMinutes( Utility.Random( 15, 60 ) );
RequiredSkill = 57;
LockLevel = RequiredSkill - Utility.Random(1, 10);
MaxLockLevel = RequiredSkill + Utility.Random(1, 10);
private void SetChestAppearance()
{
bool UseFirstItemId = Utility.RandomBool();
// According to OSI, loot in level 1 chest is:
// Gold 25 - 50
// Bolts 10
// Gems
// Normal weapon
// Normal armour
// Normal clothing
// Normal jewelry
switch( Utility.RandomList( 0, 1, 2 ) )
{
case 0:// Large Crate
ItemID = ( UseFirstItemId ? 0xe3c : 0xe3d );
GumpID = 0x44;
break;
// Gold
DropItem(new Gold(Utility.Random(30, 100)));
case 1:// Medium Crate
ItemID = ( UseFirstItemId ? 0xe3e : 0xe3f );
GumpID = 0x44;
break;
// Drop bolts
//DropItem( new Bolt( 10 ) );
case 2:// Small Crate
ItemID = ( UseFirstItemId ? 0x9a9 : 0xe7e );
GumpID = 0x44;
break;
}
}
// Gems
if (Utility.RandomBool())
{
Item GemLoot = Loot.RandomGem();
GemLoot.Amount = Utility.Random(1, 3);
DropItem(GemLoot);
}
public override int DefaultGumpID => 0x42;
// Weapon
if (Utility.RandomBool())
DropItem(Loot.RandomWeapon());
public override int DefaultDropSound => 0x42;
// Armour
if (Utility.RandomBool())
DropItem(Loot.RandomArmorOrShield());
public override Rectangle2D Bounds => new Rectangle2D( 18, 105, 144, 73 );
// Clothing
if (Utility.RandomBool())
DropItem(Loot.RandomClothing());
[Constructible]
public TreasureChestLevel1()
: base( 0xE41 )
{
SetChestAppearance();
Movable = false;
// Jewelry
if (Utility.RandomBool())
DropItem(Loot.RandomJewelry());
}
TrapType = TrapType.DartTrap;
TrapPower = m_Level * Utility.Random( 1, 25 );
Locked = true;
public TreasureChestLevel1(Serial serial)
: base(serial)
{
}
RequiredSkill = 57;
LockLevel = RequiredSkill - Utility.Random( 1, 10 );
MaxLockLevel = RequiredSkill + Utility.Random( 1, 10 );
public override bool Decays => true;
// According to OSI, loot in level 1 chest is:
// Gold 25 - 50
// Bolts 10
// Gems
// Normal weapon
// Normal armour
// Normal clothing
// Normal jewelry
public override bool IsDecoContainer => false;
// Gold
DropItem( new Gold( Utility.Random( 30, 100 ) ) );
public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
// Drop bolts
//DropItem( new Bolt( 10 ) );
public override int DefaultGumpID => 0x42;
// Gems
if ( Utility.RandomBool() == true )
{
Item GemLoot = Loot.RandomGem();
GemLoot.Amount = Utility.Random( 1, 3 );
DropItem( GemLoot );
}
public override int DefaultDropSound => 0x42;
// Weapon
if ( Utility.RandomBool() == true )
DropItem( Loot.RandomWeapon() );
public override Rectangle2D Bounds => new Rectangle2D(18, 105, 144, 73);
// Armour
if ( Utility.RandomBool() == true )
DropItem( Loot.RandomArmorOrShield() );
private void SetChestAppearance()
{
bool UseFirstItemId = Utility.RandomBool();
// Clothing
if ( Utility.RandomBool() == true )
DropItem( Loot.RandomClothing() );
switch (Utility.RandomList(0, 1, 2))
{
case 0: // Large Crate
ItemID = UseFirstItemId ? 0xe3c : 0xe3d;
GumpID = 0x44;
break;
// Jewelry
if ( Utility.RandomBool() == true )
DropItem( Loot.RandomJewelry() );
}
case 1: // Medium Crate
ItemID = UseFirstItemId ? 0xe3e : 0xe3f;
GumpID = 0x44;
break;
public TreasureChestLevel1( Serial serial )
: base( serial )
{
}
case 2: // Small Crate
ItemID = UseFirstItemId ? 0x9a9 : 0xe7e;
GumpID = 0x44;
break;
}
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( ( int )1 ); // version
}
public override void Serialize(GenericWriter writer)
{
base.Serialize(writer);
writer.Write(1); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize(reader);
int version = reader.ReadInt();
}
}
}