160 lines
4.3 KiB
C#
160 lines
4.3 KiB
C#
using System;
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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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[Constructible]
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public TreasureChestLevel3()
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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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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 = 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 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 weapon)
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{
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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 armor)
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{
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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)
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: base(serial)
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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 => 0x42;
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public override int DefaultDropSound => 0x42;
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public override Rectangle2D Bounds => new Rectangle2D(18, 105, 144, 73);
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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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ItemID = UseFirstItemId ? 0xe42 : 0xe43;
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GumpID = 0x49;
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break;
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case 1: // Metal Chest
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ItemID = UseFirstItemId ? 0x9ab : 0xe7c;
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GumpID = 0x4A;
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break;
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case 2: // Metal Golden Chest
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ItemID = UseFirstItemId ? 0xe40 : 0xe41;
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GumpID = 0x42;
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break;
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}
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}
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public override void Serialize(IGenericWriter 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(IGenericReader 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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