- [X] Deletes serialization annotations - [X] Updates to ModernUO.Serialization.Annotations nuget - [X] Updates serializer to v2.0 - [X] Changes all `Serializable()` to `SerializationGenerator()` - [X] Updates to schema generator v2.0
95 lines
2.2 KiB
C#
95 lines
2.2 KiB
C#
using System;
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using ModernUO.Serialization;
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namespace Server.Items;
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[SerializationGenerator(0, false)]
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public partial class TreasureChestLevel1 : LockableContainer
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{
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[Constructible]
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public TreasureChestLevel1() : base(0xE41)
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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 = 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 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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// 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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}
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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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