RunUO/Scripts/Items/TreasureChests/TreasureChestLevel4.cs

174 lines
No EOL
4.4 KiB
C#

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();
}
}
}