ModernUO/Scripts/Items/TreasureChests/TreasureChestLevel3.cs
2018-09-14 12:56:58 -07:00

160 lines
4 KiB
C#

using System;
namespace Server.Items
{
public class TreasureChestLevel3 : LockableContainer
{
private const int m_Level = 3;
public override bool Decays => true;
public override bool IsDecoContainer => false;
public override TimeSpan DecayTime => TimeSpan.FromMinutes( Utility.Random( 15, 60 ) );
private void SetChestAppearance()
{
bool UseFirstItemId = Utility.RandomBool();
switch( Utility.RandomList( 0, 1, 2 ) )
{
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;
}
}
public override int DefaultGumpID => 0x42;
public override int DefaultDropSound => 0x42;
public override Rectangle2D Bounds => new Rectangle2D( 18, 105, 144, 73 );
[Constructible]
public TreasureChestLevel3()
: base( 0xE41 )
{
SetChestAppearance();
Movable = false;
TrapType = TrapType.PoisonTrap;
TrapPower = m_Level * Utility.Random( 1, 25 );
Locked = true;
RequiredSkill = 84;
LockLevel = RequiredSkill - Utility.Random( 1, 10 );
MaxLockLevel = RequiredSkill + Utility.Random( 1, 10 ); ;
// According to OSI, loot in level 3 chest is:
// Gold 250 - 350
// Arrows 10
// Reagents
// Scrolls
// Potions
// Gems
// Magic Wand
// Magic weapon
// Magic armour
// Magic clothing (not implemented)
// Magic jewelry (not implemented)
// Gold
DropItem( new Gold( Utility.Random( 180, 240 ) ) );
// Drop bolts
//DropItem( new Arrow( 10 ) );
// Reagents
for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
{
Item ReagentLoot = Loot.RandomReagent();
ReagentLoot.Amount = Utility.Random( 1, 9 );
DropItem( ReagentLoot );
}
// Scrolls
for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
{
Item ScrollLoot = Loot.RandomScroll( 0, 47, SpellbookType.Regular );
ScrollLoot.Amount = Utility.Random( 1, 12 );
DropItem( ScrollLoot );
}
// 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 = Utility.Random( 1, 9 );
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() );
}
public TreasureChestLevel3( Serial serial )
: base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( ( int )1 ); // version
}
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}