#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.

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WarrentyExpired 2026-08-06 11:06:05 -04:00
parent b51c58f514
commit 3045c83799
3512 changed files with 627673 additions and 0 deletions

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using System;
namespace Server.Items
{
public class TreasureChestLevel1 : LockableContainer
{
private const int m_Level = 1;
public override bool Decays { get { return true; } }
public override bool IsDecoContainer { get { return false; } }
public override TimeSpan DecayTime { get { return TimeSpan.FromMinutes( Utility.Random( 15, 60 ) ); } }
private void SetChestAppearance()
{
bool UseFirstItemId = Utility.RandomBool();
switch( Utility.RandomList( 0, 1, 2 ) )
{
case 0:// Large Crate
this.ItemID = ( UseFirstItemId ? 0xe3c : 0xe3d );
this.GumpID = 0x44;
break;
case 1:// Medium Crate
this.ItemID = ( UseFirstItemId ? 0xe3e : 0xe3f );
this.GumpID = 0x44;
break;
case 2:// Small Crate
this.ItemID = ( UseFirstItemId ? 0x9a9 : 0xe7e );
this.GumpID = 0x44;
break;
}
}
public override int DefaultGumpID { get { return 0x42; } }
public override int DefaultDropSound { get { return 0x42; } }
public override Rectangle2D Bounds
{
get { return new Rectangle2D( 18, 105, 144, 73 ); }
}
[Constructable]
public TreasureChestLevel1()
: base( 0xE41 )
{
this.SetChestAppearance();
Movable = false;
TrapType = TrapType.DartTrap;
TrapPower = m_Level * Utility.Random( 1, 25 );
Locked = true;
RequiredSkill = 57;
LockLevel = this.RequiredSkill - Utility.Random( 1, 10 );
MaxLockLevel = this.RequiredSkill + Utility.Random( 1, 10 );
// According to OSI, loot in level 1 chest is:
// Gold 25 - 50
// Bolts 10
// Gems
// Normal weapon
// Normal armour
// Normal clothing
// Normal jewelry
// Gold
DropItem( new Gold( Utility.Random( 30, 100 ) ) );
// Drop bolts
//DropItem( new Bolt( 10 ) );
// Gems
if( Utility.RandomBool() == true )
{
Item GemLoot = Loot.RandomGem();
GemLoot.Amount = Utility.Random( 1, 3 );
DropItem( GemLoot );
}
// Weapon
if( Utility.RandomBool() == true )
DropItem( Loot.RandomWeapon() );
// Armour
if( Utility.RandomBool() == true )
DropItem( Loot.RandomArmorOrShield() );
// Clothing
if( Utility.RandomBool() == true )
DropItem( Loot.RandomClothing() );
// Jewelry
if( Utility.RandomBool() == true )
DropItem( Loot.RandomJewelry() );
}
public TreasureChestLevel1( 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();
}
}
}

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using System;
namespace Server.Items
{
public class TreasureChestLevel2 : LockableContainer
{
private const int m_Level = 2;
public override bool Decays { get { return true; } }
public override bool IsDecoContainer { get { return false; } }
public override TimeSpan DecayTime { get { return TimeSpan.FromMinutes( Utility.Random( 15, 60 ) ); } }
private void SetChestAppearance()
{
bool UseFirstItemId = Utility.RandomBool();
switch( Utility.RandomList( 0, 1, 2, 3, 4, 5, 6, 7 ) )
{
case 0:// Large Crate
this.ItemID = ( UseFirstItemId ? 0xe3c : 0xe3d );
this.GumpID = 0x44;
break;
case 1:// Medium Crate
this.ItemID = ( UseFirstItemId ? 0xe3e : 0xe3f );
this.GumpID = 0x44;
break;
case 2:// Small Crate
this.ItemID = ( UseFirstItemId ? 0x9a9 : 0xe7e );
this.GumpID = 0x44;
break;
case 3:// Wooden Chest
this.ItemID = ( UseFirstItemId ? 0xe42 : 0xe43 );
this.GumpID = 0x49;
break;
case 4:// Metal Chest
this.ItemID = ( UseFirstItemId ? 0x9ab : 0xe7c );
this.GumpID = 0x4A;
break;
case 5:// Metal Golden Chest
this.ItemID = ( UseFirstItemId ? 0xe40 : 0xe41 );
this.GumpID = 0x42;
break;
case 6:// Keg
this.ItemID = ( UseFirstItemId ? 0xe7f : 0xe7f );
this.GumpID = 0x3e;
break;
case 7:// Barrel
this.ItemID = ( UseFirstItemId ? 0xe77 : 0xe77 );
this.GumpID = 0x3e;
break;
}
}
public override int DefaultGumpID { get { return 0x42; } }
public override int DefaultDropSound { get { return 0x42; } }
public override Rectangle2D Bounds
{
get { return new Rectangle2D( 18, 105, 144, 73 ); }
}
[Constructable]
public TreasureChestLevel2()
: base( 0xE41 )
{
this.SetChestAppearance();
Movable = false;
TrapType = TrapType.ExplosionTrap;
TrapPower = m_Level * Utility.Random( 1, 25 );
Locked = true;
RequiredSkill = 72;
LockLevel = this.RequiredSkill - Utility.Random( 1, 10 );
MaxLockLevel = this.RequiredSkill + Utility.Random( 1, 10 ); ;
// According to OSI, loot in level 2 chest is:
// Gold 80 - 150
// Arrows 10
// Reagents
// Scrolls
// Potions
// Gems
// Gold
DropItem( new Gold( Utility.Random( 70, 100 ) ) );
// 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, m_Level );
DropItem( ReagentLoot );
}
// Scrolls
for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
{
Item ScrollLoot = Loot.RandomScroll( 0, 39, SpellbookType.Regular );
ScrollLoot.Amount = Utility.Random( 1, 8 );
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, 6 );
DropItem( GemLoot );
}
}
public TreasureChestLevel2( 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();
}
}
}

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using System;
namespace Server.Items
{
public class TreasureChestLevel3 : LockableContainer
{
private const int m_Level = 3;
public override bool Decays { get { return true; } }
public override bool IsDecoContainer { get { return false; } }
public override TimeSpan DecayTime { get { return TimeSpan.FromMinutes( Utility.Random( 15, 60 ) ); } }
private void SetChestAppearance()
{
bool UseFirstItemId = Utility.RandomBool();
switch( Utility.RandomList( 0, 1, 2 ) )
{
case 0:// Wooden Chest
this.ItemID = ( UseFirstItemId ? 0xe42 : 0xe43 );
this.GumpID = 0x49;
break;
case 1:// Metal Chest
this.ItemID = ( UseFirstItemId ? 0x9ab : 0xe7c );
this.GumpID = 0x4A;
break;
case 2:// Metal Golden Chest
this.ItemID = ( UseFirstItemId ? 0xe40 : 0xe41 );
this.GumpID = 0x42;
break;
}
}
public override int DefaultGumpID { get { return 0x42; } }
public override int DefaultDropSound { get { return 0x42; } }
public override Rectangle2D Bounds
{
get { return new Rectangle2D( 18, 105, 144, 73 ); }
}
[Constructable]
public TreasureChestLevel3()
: base( 0xE41 )
{
this.SetChestAppearance();
Movable = false;
TrapType = TrapType.PoisonTrap;
TrapPower = m_Level * Utility.Random( 1, 25 );
Locked = true;
RequiredSkill = 84;
LockLevel = this.RequiredSkill - Utility.Random( 1, 10 );
MaxLockLevel = this.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 )
{
BaseWeapon weapon = ( BaseWeapon )item;
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 )
{
BaseArmor armor = ( BaseArmor )item;
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();
}
}
}

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