Beispiel #1
0
        public static void Fill(LockableContainer cont)
        {
            // Gold, about 100K
            for (int ix = 0; ix < 100; ix++)
            {
                cont.DropItem(new Gold(Utility.RandomMinMax(900, 1100)));
            }

            // plus about 20 chances for magic jewelry and/or clothing
            for (int ix = 0; ix < 20; ix++)
            {
                PackMagicItem(cont, 3, 3, 0.20);
                PackMagicItem(cont, 3, 3, 0.10);
                PackMagicItem(cont, 3, 3, 0.05);
            }

            // drop some scrolls and weapons/armor
            for (int ix = 0; ix < 25; ++ix)
            {
                int  level = 5;
                Item item;
                item = Loot.RandomArmorOrShieldOrWeapon();
                item = Loot.ImbueWeaponOrArmor(item, level, 0.05, false);

                // erl: SDrop chance
                // ..
                if (Server.Engines.SDrop.SDropTest(item, CoreAI.EScrollChance))
                {
                    // Drop a scroll instead
                    EnchantedScroll escroll = Loot.GenEScroll((object)item);

                    // Delete the original item
                    item.Delete();

                    // Re-reference item to escroll and continue
                    item = (Item)escroll;
                }
                // ..

                cont.DropItem(item);
            }

            // drop a few nice maps
            for (int ix = 0; ix < 5; ix++)
            {
                TreasureMap map = new TreasureMap(5, Map.Felucca);
                cont.DropItem(map);
            }

            // drop a few single-color leather dye tubs with 100 charges
            for (int ix = 0; ix < 25; ix++)
            {
                LeatherArmorDyeTub tub = new LeatherArmorDyeTub();
                cont.DropItem(tub);
            }

            // pack some other goodies
            TreasureMapChest.PackRegs(cont, 300);
            TreasureMapChest.PackGems(cont, 300);
        }
		public static void Fill( LockableContainer cont )
		{
			// Gold, about 100K
			for (int ix=0; ix < 100; ix++)
				cont.DropItem( new Gold( Utility.RandomMinMax( 900, 1100 ) ) );
			
			// plus about 20 chances for magic jewelry and/or clothing
			for (int ix=0; ix < 20; ix++)
			{
				PackMagicItem( cont, 3, 3, 0.20 );
				PackMagicItem( cont, 3, 3, 0.10 );
				PackMagicItem( cont, 3, 3, 0.05 );
			}

			// drop some scrolls and weapons/armor
			for ( int ix = 0; ix < 25; ++ix )
			{
				int level = 5;
				Item item;
				item = Loot.RandomArmorOrShieldOrWeapon();
				item = Loot.ImbueWeaponOrArmor (item, level, 0.05, false);

				// erl: SDrop chance
				// ..
				if( Server.Engines.SDrop.SDropTest( item, CoreAI.EScrollChance ) )
				{
					// Drop a scroll instead
					EnchantedScroll escroll = Loot.GenEScroll((object) item);

					// Delete the original item
					item.Delete();

					// Re-reference item to escroll and continue
					item = (Item) escroll;
				}
				// ..

				cont.DropItem( item );
			}

			// drop a few nice maps
			for (int ix=0; ix < 5; ix++)
			{
				TreasureMap map = new TreasureMap (5, Map.Felucca);
				cont.DropItem( map );				
			}

			// drop a few single-color leather dye tubs with 100 charges
			for (int ix=0; ix < 25; ix++)
			{
				LeatherArmorDyeTub tub = new LeatherArmorDyeTub ();
				cont.DropItem( tub );				
			}
			
			// pack some other goodies
			TreasureMapChest.PackRegs(cont, 300);
			TreasureMapChest.PackGems(cont, 300);

		}
			public InternalTarget( LeatherArmorDyeTub tub ) : base( 1, false, TargetFlags.None )
			{
				m_Tub = tub;
			}
 public InternalTarget(LeatherArmorDyeTub tub) : base(1, false, TargetFlags.None)
 {
     m_Tub = tub;
 }