119 lines
No EOL
2.7 KiB
C#
119 lines
No EOL
2.7 KiB
C#
using System;
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namespace Server.Items
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{
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public class TreasureChestLevel1 : LockableContainer
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{
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private const int m_Level = 1;
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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:// Large Crate
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this.ItemID = ( UseFirstItemId ? 0xe3c : 0xe3d );
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this.GumpID = 0x44;
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break;
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case 1:// Medium Crate
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this.ItemID = ( UseFirstItemId ? 0xe3e : 0xe3f );
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this.GumpID = 0x44;
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break;
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case 2:// Small Crate
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this.ItemID = ( UseFirstItemId ? 0x9a9 : 0xe7e );
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this.GumpID = 0x44;
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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 TreasureChestLevel1()
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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.DartTrap;
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TrapPower = m_Level * Utility.Random( 1, 25 );
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Locked = true;
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RequiredSkill = 57;
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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 1 chest is:
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// Gold 25 - 50
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// Bolts 10
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// Gems
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// Normal weapon
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// Normal armour
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// Normal clothing
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// Normal jewelry
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// Gold
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DropItem( new Gold( Utility.Random( 30, 100 ) ) );
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// Drop bolts
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//DropItem( new Bolt( 10 ) );
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// Gems
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if( Utility.RandomBool() == true )
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{
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Item GemLoot = Loot.RandomGem();
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GemLoot.Amount = Utility.Random( 1, 3 );
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DropItem( GemLoot );
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}
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// Weapon
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if( Utility.RandomBool() == true )
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DropItem( Loot.RandomWeapon() );
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// Armour
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if( Utility.RandomBool() == true )
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DropItem( Loot.RandomArmorOrShield() );
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// Clothing
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if( Utility.RandomBool() == true )
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DropItem( Loot.RandomClothing() );
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// Jewelry
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if( Utility.RandomBool() == true )
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DropItem( Loot.RandomJewelry() );
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}
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public TreasureChestLevel1( 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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} |