#W# Loot: Messing around with a random loot generating bag.
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96
Projects/UOContent/Items/TreasureChests/RandomLootBag.cs
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96
Projects/UOContent/Items/TreasureChests/RandomLootBag.cs
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using System;
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using ModernUO.Serialization;
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namespace Server.Items;
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// ==============================================================
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// LEVEL 4: 99% Trapped / 99% Locked (1% Lottery Ticket!)
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// ==============================================================
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[SerializationGenerator(0, false)]
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public partial class RandomLootBag : Bag
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{
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private static void GetRandomAOSStats(out int attributeCount, out int min, out int max)
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{
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var rnd = Utility.Random(15);
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if (rnd < 1)
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{
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attributeCount = Utility.RandomMinMax(2, 5);
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min = 20;
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max = 70;
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}
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else if (rnd < 3)
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{
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attributeCount = Utility.RandomMinMax(2, 4);
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min = 20;
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max = 50;
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}
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else if (rnd < 6)
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{
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attributeCount = Utility.RandomMinMax(2, 3);
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min = 20;
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max = 40;
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}
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else if (rnd < 10)
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{
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attributeCount = Utility.RandomMinMax(1, 2);
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min = 10;
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max = 30;
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}
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else
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{
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attributeCount = 1;
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min = 10;
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max = 20;
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}
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}
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private static void GetRandomResists(out int phy, out int fire, out int cold, out int poison, out int energy)
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{
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var phyR = Utility.Random(1, 15);
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phy = phyR;
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var fireR = Utility.Random(1, 15);
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fire = fireR;
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var coldR = Utility.Random(1, 15);
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cold = coldR;
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var poisonR = Utility.Random(1, 15);
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poison = poisonR;
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var energyR = Utility.Random(1, 15);
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energy = energyR;
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}
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[Constructible]
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public RandomLootBag()
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{
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for (var i = Utility.Random(10) + 1; i > 0; i--)
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{
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var weapon = Loot.RandomWeapon();
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GetRandomAOSStats(out var attributeCount, out var min, out var max);
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BaseRunicTool.ApplyAttributesTo(weapon, attributeCount, min, max);
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DropItem(weapon);
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}
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for ( var i = Utility.Random(10) + 1; i > 0; i--)
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{
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var armor = Loot.RandomArmorOrShield();
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GetRandomAOSStats(out var attributeCount, out var min, out var max);
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BaseRunicTool.ApplyAttributesTo(armor, attributeCount, min, max);
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GetRandomResists(out var phy, out var fire, out var cold, out var poison, out var energy);
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armor.PhysicalBonus = phy;
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armor.FireBonus = fire;
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armor.ColdBonus = cold;
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armor.PoisonBonus = poison;
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armor.EnergyBonus = energy;
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DropItem(armor);
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}
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for (var i = Utility.Random(10) + 1; i > 0; i--)
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{
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var jewelry = Loot.RandomJewelry();
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GetRandomAOSStats(out var attributeCount, out var min, out var max);
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BaseRunicTool.ApplyAttributesTo(jewelry, attributeCount, min, max);
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DropItem(jewelry);
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}
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}
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}
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