RunUO/Scripts/Items/TreasureChests/TreasureChestLevel1.cs

119 lines
No EOL
2.7 KiB
C#

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();
}
}
}