#W# Source and Scripts added. Added Scripts/Settings.cs to expose some basic tweak able settings.
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165
Scripts/Items/TreasureChests/TreasureChestLevel3.cs
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165
Scripts/Items/TreasureChests/TreasureChestLevel3.cs
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using System;
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namespace Server.Items
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{
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public class TreasureChestLevel3 : LockableContainer
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{
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private const int m_Level = 3;
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public override bool Decays { get { return true; } }
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public override bool IsDecoContainer { get { return false; } }
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public override TimeSpan DecayTime { get { return 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 ) )
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{
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case 0:// Wooden Chest
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this.ItemID = ( UseFirstItemId ? 0xe42 : 0xe43 );
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this.GumpID = 0x49;
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break;
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case 1:// Metal Chest
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this.ItemID = ( UseFirstItemId ? 0x9ab : 0xe7c );
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this.GumpID = 0x4A;
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break;
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case 2:// Metal Golden Chest
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this.ItemID = ( UseFirstItemId ? 0xe40 : 0xe41 );
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this.GumpID = 0x42;
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break;
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}
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}
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public override int DefaultGumpID { get { return 0x42; } }
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public override int DefaultDropSound { get { return 0x42; } }
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public override Rectangle2D Bounds
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{
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get { return new Rectangle2D( 18, 105, 144, 73 ); }
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}
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[Constructable]
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public TreasureChestLevel3()
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: base( 0xE41 )
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{
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this.SetChestAppearance();
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Movable = false;
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TrapType = TrapType.PoisonTrap;
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TrapPower = m_Level * Utility.Random( 1, 25 );
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Locked = true;
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RequiredSkill = 84;
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LockLevel = this.RequiredSkill - Utility.Random( 1, 10 );
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MaxLockLevel = this.RequiredSkill + Utility.Random( 1, 10 ); ;
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// According to OSI, loot in level 3 chest is:
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// Gold 250 - 350
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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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// Magic Wand
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// Magic weapon
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// Magic armour
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// Magic clothing (not implemented)
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// Magic jewelry (not implemented)
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// Gold
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DropItem( new Gold( Utility.Random( 180, 240 ) ) );
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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, 9 );
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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, 47, SpellbookType.Regular );
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ScrollLoot.Amount = Utility.Random( 1, 12 );
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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, 9 );
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DropItem( GemLoot );
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}
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// Magic Wand
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for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
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DropItem( Loot.RandomWand() );
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// Equipment
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for( int i = Utility.Random( 1, m_Level ); i > 1; i-- )
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{
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Item 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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weapon.DamageLevel = ( WeaponDamageLevel )Utility.Random( m_Level );
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weapon.AccuracyLevel = ( WeaponAccuracyLevel )Utility.Random( m_Level );
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weapon.DurabilityLevel = ( WeaponDurabilityLevel )Utility.Random( m_Level );
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weapon.Quality = WeaponQuality.Regular;
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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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armor.ProtectionLevel = ( ArmorProtectionLevel )Utility.Random( m_Level );
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armor.Durability = ( ArmorDurabilityLevel )Utility.Random( m_Level );
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armor.Quality = ArmorQuality.Regular;
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}
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DropItem( item );
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}
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// Clothing
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for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
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DropItem( Loot.RandomClothing() );
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// Jewelry
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for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
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DropItem( Loot.RandomJewelry() );
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}
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public TreasureChestLevel3( 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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