147 lines
3.4 KiB
C#
147 lines
3.4 KiB
C#
using System;
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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 => 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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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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ItemID = ( UseFirstItemId ? 0xe3c : 0xe3d );
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GumpID = 0x44;
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break;
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case 1:// Medium Crate
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ItemID = ( UseFirstItemId ? 0xe3e : 0xe3f );
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GumpID = 0x44;
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break;
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case 2:// Small Crate
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ItemID = ( UseFirstItemId ? 0x9a9 : 0xe7e );
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GumpID = 0x44;
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break;
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case 3:// 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 4:// 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 5:// 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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case 6:// Keg
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ItemID = ( UseFirstItemId ? 0xe7f : 0xe7f );
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GumpID = 0x3e;
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break;
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case 7:// Barrel
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ItemID = ( UseFirstItemId ? 0xe77 : 0xe77 );
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GumpID = 0x3e;
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break;
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}
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}
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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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[Constructible]
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public TreasureChestLevel2()
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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.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 = 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 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 )
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: 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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