treasure chests
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124
Scripts/Items/TreasureChests/TreasureChestLevel1.cs
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124
Scripts/Items/TreasureChests/TreasureChestLevel1.cs
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using System;
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using System.Collections;
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using Server;
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using Server.Gumps;
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using Server.Multis;
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using Server.Network;
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using Server.ContextMenus;
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using Server.Engines.PartySystem;
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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 override bool Decays{ get{ return true; } }
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public override bool IsDecoContainer{ get{ return false; } }
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public override TimeSpan DecayTime{ get{ return TimeSpan.FromMinutes( Utility.Random( 15, 60 ) ); } }
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private void SetChestAppearance()
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{
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bool 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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this.ItemID = ( UseFirstItemId ? 0xe3c : 0xe3d );
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this.GumpID = 0x44;
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break;
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case 1:// Medium Crate
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this.ItemID = ( UseFirstItemId ? 0xe3e : 0xe3f );
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this.GumpID = 0x44;
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break;
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case 2:// Small Crate
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this.ItemID = ( UseFirstItemId ? 0x9a9 : 0xe7e );
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this.GumpID = 0x44;
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break;
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}
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}
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public override int DefaultGumpID{ get{ return 0x42; } }
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public override int DefaultDropSound{ get{ return 0x42; } }
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public override Rectangle2D Bounds
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{
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get{ return new Rectangle2D( 18, 105, 144, 73 ); }
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}
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[Constructable]
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public TreasureChestLevel1() : base( 0xE41 )
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{
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this.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 = this.RequiredSkill - Utility.Random( 1, 10 );
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MaxLockLevel = this.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() == 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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// Weapon
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if( Utility.RandomBool() == true )
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DropItem( Loot.RandomWeapon() );
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// Armour
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if( Utility.RandomBool() == true )
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DropItem( Loot.RandomArmorOrShield() );
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// Clothing
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if( Utility.RandomBool() == true )
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DropItem( Loot.RandomClothing() );
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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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public TreasureChestLevel1( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 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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156
Scripts/Items/TreasureChests/TreasureChestLevel2.cs
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156
Scripts/Items/TreasureChests/TreasureChestLevel2.cs
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@ -0,0 +1,156 @@
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using System;
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using System.Collections;
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using Server;
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using Server.Gumps;
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using Server.Multis;
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using Server.Network;
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using Server.ContextMenus;
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using Server.Engines.PartySystem;
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namespace Server.Items
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{
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public class TreasureChestLevel2 : LockableContainer
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{
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private const int m_Level = 2;
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public override bool Decays{ get{ return true; } }
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public override bool IsDecoContainer{ get{ return false; } }
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public override TimeSpan DecayTime{ get{ return TimeSpan.FromMinutes( Utility.Random( 15, 60 ) ); } }
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private void SetChestAppearance()
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{
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bool 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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this.ItemID = ( UseFirstItemId ? 0xe3c : 0xe3d );
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this.GumpID = 0x44;
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break;
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case 1:// Medium Crate
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this.ItemID = ( UseFirstItemId ? 0xe3e : 0xe3f );
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this.GumpID = 0x44;
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break;
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case 2:// Small Crate
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this.ItemID = ( UseFirstItemId ? 0x9a9 : 0xe7e );
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this.GumpID = 0x44;
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break;
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case 3:// Wooden Chest
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this.ItemID = ( UseFirstItemId ? 0xe42 : 0xe43 );
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this.GumpID = 0x49;
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break;
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case 4:// Metal Chest
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this.ItemID = ( UseFirstItemId ? 0x9ab : 0xe7c );
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this.GumpID = 0x4A;
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break;
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case 5:// Metal Golden Chest
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this.ItemID = ( UseFirstItemId ? 0xe40 : 0xe41 );
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this.GumpID = 0x42;
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break;
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case 6:// Keg
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this.ItemID = ( UseFirstItemId ? 0xe7f : 0xe7f );
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this.GumpID = 0x3e;
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break;
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case 7:// Barrel
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this.ItemID = ( UseFirstItemId ? 0xe77 : 0xe77 );
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this.GumpID = 0x3e;
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break;
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}
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}
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public override int DefaultGumpID{ get{ return 0x42; } }
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public override int DefaultDropSound{ get{ return 0x42; } }
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public override Rectangle2D Bounds
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{
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get{ return new Rectangle2D( 18, 105, 144, 73 ); }
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}
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[Constructable]
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public TreasureChestLevel2() : base( 0xE41 )
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{
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this.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 = this.RequiredSkill - Utility.Random( 1, 10 );
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MaxLockLevel = this.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( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
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{
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Item 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( int 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 ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
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{
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Item PotionLoot = Loot.RandomPotion();
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DropItem( PotionLoot );
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}
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// Gems
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for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
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{
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Item 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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}
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public TreasureChestLevel2( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 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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170
Scripts/Items/TreasureChests/TreasureChestLevel3.cs
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170
Scripts/Items/TreasureChests/TreasureChestLevel3.cs
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@ -0,0 +1,170 @@
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using System;
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using System.Collections;
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using Server;
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using Server.Gumps;
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using Server.Multis;
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using Server.Network;
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using Server.ContextMenus;
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using Server.Engines.PartySystem;
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namespace Server.Items
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{
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public class TreasureChestLevel3 : LockableContainer
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{
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private const int m_Level = 3;
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public override bool Decays{ get{ return true; } }
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public override bool IsDecoContainer{ get{ return false; } }
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public override TimeSpan DecayTime{ get{ return TimeSpan.FromMinutes( Utility.Random( 15, 60 ) ); } }
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private void SetChestAppearance()
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{
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bool UseFirstItemId = Utility.RandomBool();
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switch( Utility.RandomList( 0, 1, 2 ) )
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{
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case 0:// Wooden Chest
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this.ItemID = ( UseFirstItemId ? 0xe42 : 0xe43 );
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this.GumpID = 0x49;
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break;
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case 1:// Metal Chest
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this.ItemID = ( UseFirstItemId ? 0x9ab : 0xe7c );
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this.GumpID = 0x4A;
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break;
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case 2:// Metal Golden Chest
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this.ItemID = ( UseFirstItemId ? 0xe40 : 0xe41 );
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this.GumpID = 0x42;
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break;
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}
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}
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public override int DefaultGumpID{ get{ return 0x42; } }
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public override int DefaultDropSound{ get{ return 0x42; } }
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public override Rectangle2D Bounds
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{
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get{ return new Rectangle2D( 18, 105, 144, 73 ); }
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}
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[Constructable]
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public TreasureChestLevel3() : base( 0xE41 )
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{
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this.SetChestAppearance();
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Movable = false;
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TrapType = TrapType.PoisonTrap;
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TrapPower = m_Level * Utility.Random( 1, 25 );
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Locked = true;
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RequiredSkill = 84;
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LockLevel = this.RequiredSkill - Utility.Random( 1, 10 );
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MaxLockLevel = this.RequiredSkill + Utility.Random( 1, 10 );;
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// According to OSI, loot in level 3 chest is:
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// Gold 250 - 350
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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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// Magic Wand
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// Magic weapon
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// Magic armour
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// Magic clothing (not implemented)
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// Magic jewelry (not implemented)
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// Gold
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DropItem( new Gold( Utility.Random( 180, 240 ) ) );
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// Drop bolts
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//DropItem( new Arrow( 10 ) );
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// Reagents
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for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
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{
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Item ReagentLoot = Loot.RandomReagent();
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ReagentLoot.Amount = Utility.Random( 1, 9 );
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DropItem( ReagentLoot );
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}
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// Scrolls
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for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
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{
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Item ScrollLoot = Loot.RandomScroll( 0, 47, SpellbookType.Regular );
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ScrollLoot.Amount = Utility.Random( 1, 12 );
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DropItem( ScrollLoot );
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}
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// Potions
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for ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
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{
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Item PotionLoot = Loot.RandomPotion();
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DropItem( PotionLoot );
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}
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// Gems
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for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
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{
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Item GemLoot = Loot.RandomGem();
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GemLoot.Amount = Utility.Random( 1, 9 );
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DropItem( GemLoot );
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}
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// Magic Wand
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for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
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DropItem( Loot.RandomWand() );
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// Equipment
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for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
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{
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Item item = Loot.RandomArmorOrShieldOrWeapon();
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if( item is BaseWeapon )
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{
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BaseWeapon weapon = (BaseWeapon)item;
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weapon.DamageLevel = (WeaponDamageLevel)Utility.Random( m_Level );
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weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random( m_Level );
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weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random( m_Level );
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weapon.Quality = WeaponQuality.Regular;
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}
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else if( item is BaseArmor )
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{
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BaseArmor armor = (BaseArmor)item;
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armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random( m_Level );
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armor.Durability = (ArmorDurabilityLevel)Utility.Random( m_Level );
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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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// Clothing
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for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
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DropItem( Loot.RandomClothing() );
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// Jewelry
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for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
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DropItem( Loot.RandomJewelry() );
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}
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public TreasureChestLevel3( Serial serial ) : base( serial )
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{
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}
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public override void Serialize( GenericWriter writer )
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{
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base.Serialize( writer );
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writer.Write( (int) 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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174
Scripts/Items/TreasureChests/TreasureChestLevel4.cs
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174
Scripts/Items/TreasureChests/TreasureChestLevel4.cs
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@ -0,0 +1,174 @@
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using System;
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using System.Collections;
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using Server;
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using Server.Gumps;
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using Server.Multis;
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using Server.Network;
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using Server.ContextMenus;
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using Server.Engines.PartySystem;
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namespace Server.Items
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{
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public class TreasureChestLevel4 : LockableContainer
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{
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private const int m_Level = 4;
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public override bool Decays{ get{ return true; } }
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public override bool IsDecoContainer{ get{ return false; } }
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public override TimeSpan DecayTime{ get{ return TimeSpan.FromMinutes( Utility.Random( 15, 60 ) ); } }
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private void SetChestAppearance()
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{
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bool UseFirstItemId = Utility.RandomBool();
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switch( Utility.RandomList( 0, 1, 2 ) )
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{
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case 0:// Wooden Chest
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this.ItemID = ( UseFirstItemId ? 0xe42 : 0xe43 );
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this.GumpID = 0x49;
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break;
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case 1:// Metal Chest
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this.ItemID = ( UseFirstItemId ? 0x9ab : 0xe7c );
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this.GumpID = 0x4A;
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break;
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case 2:// Metal Golden Chest
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this.ItemID = ( UseFirstItemId ? 0xe40 : 0xe41 );
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this.GumpID = 0x42;
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break;
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}
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}
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public override int DefaultGumpID{ get{ return 0x42; } }
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public override int DefaultDropSound{ get{ return 0x42; } }
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public override Rectangle2D Bounds
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{
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get{ return new Rectangle2D( 18, 105, 144, 73 ); }
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}
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[Constructable]
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public TreasureChestLevel4() : base( 0xE41 )
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{
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this.SetChestAppearance();
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Movable = false;
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TrapType = TrapType.ExplosionTrap;
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TrapPower = m_Level * Utility.Random( 10, 25 );
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Locked = true;
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RequiredSkill = 92;
|
||||
LockLevel = this.RequiredSkill - Utility.Random( 1, 10 );
|
||||
MaxLockLevel = this.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( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
|
||||
{
|
||||
Item ReagentLoot = Loot.RandomReagent();
|
||||
ReagentLoot.Amount = 12;
|
||||
DropItem( ReagentLoot );
|
||||
}
|
||||
|
||||
// Scrolls
|
||||
for( int 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 ( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
|
||||
{
|
||||
Item PotionLoot = Loot.RandomPotion();
|
||||
DropItem( PotionLoot );
|
||||
}
|
||||
|
||||
// Gems
|
||||
for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
|
||||
{
|
||||
Item GemLoot = Loot.RandomGem();
|
||||
GemLoot.Amount = 12;
|
||||
DropItem( GemLoot );
|
||||
}
|
||||
|
||||
// Magic Wand
|
||||
for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
|
||||
DropItem( Loot.RandomWand() );
|
||||
|
||||
// Equipment
|
||||
for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
|
||||
{
|
||||
Item item = Loot.RandomArmorOrShieldOrWeapon();
|
||||
|
||||
if( item is BaseWeapon )
|
||||
{
|
||||
BaseWeapon weapon = (BaseWeapon)item;
|
||||
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 )
|
||||
{
|
||||
BaseArmor armor = (BaseArmor)item;
|
||||
armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random( m_Level );
|
||||
armor.Durability = (ArmorDurabilityLevel)Utility.Random( m_Level );
|
||||
armor.Quality = ArmorQuality.Regular;
|
||||
}
|
||||
|
||||
DropItem( item );
|
||||
}
|
||||
|
||||
// Clothing
|
||||
for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
|
||||
DropItem( Loot.RandomClothing() );
|
||||
|
||||
// Jewelry
|
||||
for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
|
||||
DropItem( Loot.RandomJewelry() );
|
||||
|
||||
// Crystal ball (not implemented)
|
||||
}
|
||||
|
||||
public TreasureChestLevel4( Serial serial ) : base( serial )
|
||||
{
|
||||
}
|
||||
|
||||
public override void Serialize( GenericWriter writer )
|
||||
{
|
||||
base.Serialize( writer );
|
||||
writer.Write( (int) 1 ); // version
|
||||
}
|
||||
|
||||
public override void Deserialize( GenericReader reader )
|
||||
{
|
||||
base.Deserialize( reader );
|
||||
int version = reader.ReadInt();
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue