#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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Scripts/Items/Containers/ParagonChest.cs
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235
Scripts/Items/Containers/ParagonChest.cs
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using System;
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using System.Collections;
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using Server;
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using Server.Gumps;
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using Server.Multis;
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using Server.Network;
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using Server.ContextMenus;
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using Server.Engines.PartySystem;
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namespace Server.Items
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{
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[Flipable]
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public class ParagonChest : LockableContainer
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{
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private static int[] m_ItemIDs = new int[]
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{
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0x9AB, 0xE40, 0xE41, 0xE7C
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};
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private static int[] m_Hues = new int[]
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{
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0x0, 0x455, 0x47E, 0x89F, 0x8A5, 0x8AB,
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0x966, 0x96D, 0x972, 0x973, 0x979
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};
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private string m_Name;
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[Constructable]
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public ParagonChest( string name, int level ) : base( Utility.RandomList( m_ItemIDs ) )
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{
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m_Name = name;
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Hue = Utility.RandomList( m_Hues );
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Fill( level );
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}
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public override void OnSingleClick( Mobile from )
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{
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base.OnSingleClick(from);
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LabelTo( from, 1063449, m_Name );
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}
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public override void GetProperties( ObjectPropertyList list )
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{
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base.GetProperties( list );
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list.Add( 1063449, m_Name );
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}
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private static void GetRandomAOSStats( out int attributeCount, out int min, out int max )
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{
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int rnd = Utility.Random( 15 );
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if ( rnd < 1 )
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{
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attributeCount = Utility.RandomMinMax( 2, 6 );
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min = 20; max = 70;
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}
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else if ( rnd < 3 )
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{
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attributeCount = Utility.RandomMinMax( 2, 4 );
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min = 20; max = 50;
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}
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else if ( rnd < 6 )
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{
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attributeCount = Utility.RandomMinMax( 2, 3 );
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min = 20; max = 40;
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}
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else if ( rnd < 10 )
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{
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attributeCount = Utility.RandomMinMax( 1, 2 );
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min = 10; max = 30;
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}
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else
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{
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attributeCount = 1;
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min = 10; max = 20;
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}
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}
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public void Flip()
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{
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switch ( ItemID )
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{
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case 0x9AB : ItemID = 0xE7C; break;
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case 0xE7C : ItemID = 0x9AB; break;
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case 0xE40 : ItemID = 0xE41; break;
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case 0xE41 : ItemID = 0xE40; break;
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}
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}
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private void Fill( int level )
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{
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TrapType = TrapType.ExplosionTrap;
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TrapPower = level * 25;
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TrapLevel = level;
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Locked = true;
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switch ( level )
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{
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case 1: RequiredSkill = 36; break;
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case 2: RequiredSkill = 76; break;
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case 3: RequiredSkill = 84; break;
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case 4: RequiredSkill = 92; break;
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case 5: RequiredSkill = 100; break;
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}
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LockLevel = RequiredSkill - 10;
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MaxLockLevel = RequiredSkill + 40;
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DropItem( new Gold( level * 200 ) );
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for ( int i = 0; i < level; ++i )
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DropItem( Loot.RandomScroll( 0, 63, SpellbookType.Regular ) );
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for ( int i = 0; i < level * 2; ++i )
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{
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Item item;
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if ( Core.AOS )
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item = Loot.RandomArmorOrShieldOrWeaponOrJewelry();
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else
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item = Loot.RandomArmorOrShieldOrWeapon();
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if ( item is BaseWeapon )
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{
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BaseWeapon weapon = (BaseWeapon)item;
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if ( Core.AOS )
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{
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int attributeCount;
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int min, max;
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GetRandomAOSStats( out attributeCount, out min, out max );
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BaseRunicTool.ApplyAttributesTo( weapon, attributeCount, min, max );
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}
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else
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{
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weapon.DamageLevel = (WeaponDamageLevel)Utility.Random( 6 );
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weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random( 6 );
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weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random( 6 );
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}
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DropItem( item );
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}
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else if ( item is BaseArmor )
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{
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BaseArmor armor = (BaseArmor)item;
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if ( Core.AOS )
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{
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int attributeCount;
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int min, max;
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GetRandomAOSStats( out attributeCount, out min, out max );
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BaseRunicTool.ApplyAttributesTo( armor, attributeCount, min, max );
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}
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else
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{
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armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random( 6 );
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armor.Durability = (ArmorDurabilityLevel)Utility.Random( 6 );
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}
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DropItem( item );
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}
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else if( item is BaseHat )
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{
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BaseHat hat = (BaseHat)item;
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if( Core.AOS )
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{
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int attributeCount;
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int min, max;
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GetRandomAOSStats( out attributeCount, out min, out max );
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BaseRunicTool.ApplyAttributesTo( hat, attributeCount, min, max );
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}
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DropItem( item );
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}
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else if( item is BaseJewel )
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{
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int attributeCount;
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int min, max;
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GetRandomAOSStats( out attributeCount, out min, out max );
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BaseRunicTool.ApplyAttributesTo( (BaseJewel)item, attributeCount, min, max );
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DropItem( item );
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}
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}
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for ( int i = 0; i < level; i++ )
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{
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Item item = Loot.RandomPossibleReagent();
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item.Amount = Utility.RandomMinMax( 40, 60 );
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DropItem( item );
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}
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for ( int i = 0; i < level; i++ )
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{
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Item item = Loot.RandomGem();
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DropItem( item );
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}
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DropItem( new TreasureMap( level + 1, ( Utility.RandomBool() ? Map.Felucca : Map.Trammel ) ) );
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}
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public ParagonChest( Serial serial ) : 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) 0 ); // version
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writer.Write( m_Name );
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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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m_Name = Utility.Intern( reader.ReadString() );
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}
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}
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}
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