ModernUO/Scripts/Items/TreasureChests/TreasureChestLevel4.cs

170 lines
No EOL
4.4 KiB
C#

using System;
namespace Server.Items
{
public class TreasureChestLevel4 : LockableContainer
{
private const int m_Level = 4;
[Constructible]
public TreasureChestLevel4()
: base(0xE41)
{
SetChestAppearance();
Movable = false;
TrapType = TrapType.ExplosionTrap;
TrapPower = m_Level * Utility.Random(10, 25);
Locked = true;
RequiredSkill = 92;
LockLevel = RequiredSkill - Utility.Random(1, 10);
MaxLockLevel = 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 weapon)
{
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 armor)
{
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 bool Decays => true;
public override bool IsDecoContainer => false;
public override TimeSpan DecayTime => TimeSpan.FromMinutes(Utility.Random(15, 60));
public override int DefaultGumpID => 0x42;
public override int DefaultDropSound => 0x42;
public override Rectangle2D Bounds => new Rectangle2D(18, 105, 144, 73);
private void SetChestAppearance()
{
bool UseFirstItemId = Utility.RandomBool();
switch (Utility.Random(4))
{
case 0: // Wooden Chest
ItemID = UseFirstItemId ? 0xe42 : 0xe43;
GumpID = 0x49;
break;
case 1: // Metal Chest
ItemID = UseFirstItemId ? 0x9ab : 0xe7c;
GumpID = 0x4A;
break;
case 2: // Metal Golden Chest
ItemID = UseFirstItemId ? 0xe40 : 0xe41;
GumpID = 0x42;
break;
case 3: // Keg
ItemID = 0xe7f;
GumpID = 0x3e;
break;
}
}
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();
}
}
}