Ejemplo n.º 1
0
        public MongbatHideoutTreasureChest1() : base(0xE43)
        {
            Name    = "a treasure chest -40-";
            Movable = true;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 40;
            LockLevel     = 40;
            MaxLockLevel  = 80;

/////////////////////////////////// Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(20, 300)));
            }

/////////////////////////////////////// Supplies

            switch (Utility.Random(19))
            {
            case 0: DropItem(new Board(60)); break;

            case 1: DropItem(new BoltOfCloth(60)); break;

            case 2: DropItem(new Bottle(60)); break;

            case 3: DropItem(new CopperWire(60)); break;

            case 4: DropItem(new Cotton(60)); break;

            case 5: DropItem(new DarkYarn(60)); break;

            case 6: DropItem(new Feather(60)); break;

            case 7: DropItem(new Flax(60)); break;

            case 8: DropItem(new Gears(60)); break;

            case 9: DropItem(new GoldWire(60)); break;

            case 10: DropItem(new IronIngot(60)); break;

            case 11: DropItem(new IronWire(60)); break;

            case 12: DropItem(new Leather(60)); break;

            case 13: DropItem(new LightYarn(60)); break;

            case 14: DropItem(new Shaft(60)); break;

            case 15: DropItem(new SilverWire(60)); break;

            case 16: DropItem(new SpoolOfThread(60)); break;

            case 17: DropItem(new Springs(60)); break;

            case 18: DropItem(new Wool(60)); break;
            }

            switch (Utility.Random(5))
            {
            case 0: DropItem(new BeetleEgg(15)); break;

            case 1: DropItem(new FishScale(15)); break;

            case 2: DropItem(new Nirnroot(15)); break;

            case 3: DropItem(new SerpentScale(15)); break;

            case 4: DropItem(new ThunderStone(15)); break;
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.RandomMinMax(5, 10);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new SackFlour());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

/////////////////////////////////////// LV 1-15
            if (Utility.RandomDouble() < 0.10)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(36))
                {
                case 0: weapon = new Hatchet(); break;                     // Lv1

                case 1: weapon = new Axe(); break;                         // Lv5

                case 2: weapon = new BattleAxe(); break;                   // Lv10

                case 3: weapon = new Bow(); break;                         // Lv1

                case 4: weapon = new Crossbow(); break;                    // Lv1

                case 5: weapon = new Balestra(); break;                    // Lv5

                case 6: weapon = new ElvenLeafBow(); break;                // Lv5

                case 7: weapon = new MagicalShortbow(); break;             // Lv10

                case 8: weapon = new RepeatingCrossbow(); break;           // Lv10

                case 9: weapon = new SkinningKnife(); break;               // Lv1

                case 10: weapon = new Cleaver(); break;                    // Lv5

                case 11: weapon = new Dagger(); break;                     // Lv5

                case 12: weapon = new ButcherKnife(); break;               // Lv10

                case 13: weapon = new EbonyDagger(); break;                // Lv10

                case 14: weapon = new Sai(); break;                        // Lv15

                case 15: weapon = new Club(); break;                       // Lv1

                case 16: weapon = new Nunchaku(); break;                   // Lv1

                case 17: weapon = new Mace(); break;                       // Lv5

                case 18: weapon = new Maul(); break;                       // Lv10

                case 19: weapon = new Scepter(); break;                    // Lv15

                case 20: weapon = new Pitchfork(); break;                  // Lv1

                case 21: weapon = new ShortSpear(); break;                 // Lv5

                case 22: weapon = new Pilum(); break;                      // Lv10

                case 23: weapon = new Pike(); break;                       // Lv15

                case 24: weapon = new GnarledStaff(); break;               // Lv1

                case 25: weapon = new ShepherdsCrook(); break;             // Lv1

                case 26: weapon = new QuarterStaff(); break;               // Lv10

                case 27: weapon = new ReptilianStaff(); break;             // Lv15

                case 28: weapon = new Bokuto(); break;                     // Lv1

                case 29: weapon = new BoneHarvester(); break;              // Lv1

                case 30: weapon = new Cutlass(); break;                    // Lv1

                case 31: weapon = new ElvenMachete(); break;               // Lv1

                case 32: weapon = new Kryss(); break;                      // Lv1

                case 33: weapon = new EbonyRapier(); break;                // Lv10

                case 34: weapon = new Scimitar(); break;                   // Lv10

                default: weapon = new Leafblade(); break;                  // Lv1
                }

                switch (Utility.Random(14))
                {
                case 0: weapon.Attributes.AttackChance = Utility.RandomMinMax(1, 5); break;

                case 1: weapon.Attributes.DefendChance = Utility.RandomMinMax(1, 5); break;

                case 2: weapon.Attributes.Luck = Utility.RandomMinMax(1, 10); break;

                case 3: weapon.Attributes.WeaponSpeed = Utility.RandomMinMax(1, 25); break;

                case 4: weapon.WeaponAttributes.HitDispel = Utility.RandomMinMax(2, 10); break;

                case 5: weapon.WeaponAttributes.HitFireball = Utility.RandomMinMax(2, 10); break;

                case 6: weapon.WeaponAttributes.HitHarm = Utility.RandomMinMax(2, 10); break;

                case 7: weapon.WeaponAttributes.HitLeechHits = Utility.RandomMinMax(2, 10); break;

                case 8: weapon.WeaponAttributes.HitLeechMana = Utility.RandomMinMax(2, 10); break;

                case 9: weapon.WeaponAttributes.HitLeechStam = Utility.RandomMinMax(2, 10); break;

                case 10: weapon.WeaponAttributes.HitLightning = Utility.RandomMinMax(2, 10); break;

                case 11: weapon.WeaponAttributes.HitLowerAttack = Utility.RandomMinMax(2, 10); break;

                case 12: weapon.WeaponAttributes.HitLowerDefend = Utility.RandomMinMax(2, 10); break;

                default: weapon.Attributes.WeaponDamage = Utility.RandomMinMax(1, 10); break;
                }

                DropItem(weapon);
            }

/////////////////////////////////////// LV 1-15
            if (Utility.RandomDouble() < 0.10)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(39))
                {
                case 0: armor = new LeatherArms(); break;                       // Lv1

                case 1: armor = new LeatherBustierArms(); break;                // Lv1

                case 2: armor = new LeatherCap(); break;                        // Lv1

                case 3: armor = new LeatherChest(); break;                      // Lv1

                case 4: armor = new LeatherGloves(); break;                     // Lv1

                case 5: armor = new LeatherGorget(); break;                     // Lv1

                case 6: armor = new LeatherLegs(); break;                       // Lv1

                case 7: armor = new LeatherShorts(); break;                     // Lv1

                case 8: armor = new LeatherSkirt(); break;                      // Lv1

                case 9: armor = new FemaleLeafChest(); break;                   // Lv1

                case 10: armor = new LeafArms(); break;                         // Lv3

                case 11: armor = new LeafChest(); break;                        // Lv3

                case 12: armor = new LeafGloves(); break;                       // Lv3

                case 13: armor = new LeafGorget(); break;                       // Lv3

                case 14: armor = new LeafLegs(); break;                         // Lv3

                case 15: armor = new LeafTonlet(); break;                       // Lv3

                case 16: armor = new LeatherDo(); break;                        // Lv6

                case 17: armor = new LeatherHaidate(); break;                   // Lv6

                case 18: armor = new LeatherHiroSode(); break;                  // Lv6

                case 19: armor = new LeatherJingasa(); break;                   // Lv6

                case 20: armor = new LeatherMempo(); break;                     // Lv6

                case 21: armor = new LeatherNinjaHood(); break;                 // Lv6

                case 22: armor = new LeatherNinjaJacket(); break;               // Lv6

                case 23: armor = new LeatherNinjaMitts(); break;                // Lv6

                case 24: armor = new LeatherNinjaPants(); break;                // Lv6

                case 25: armor = new LeatherSuneate(); break;                   // Lv6

                case 26: armor = new EbonsilkArms(); break;                     // Lv9

                case 27: armor = new EbonsilkChest(); break;                    // Lv9

                case 28: armor = new EbonsilkGloves(); break;                   // Lv9

                case 29: armor = new EbonsilkGorget(); break;                   // Lv9

                case 30: armor = new EbonsilkLegs(); break;                     // Lv9

                case 31: armor = new EbonsilkTiara(); break;                    // Lv9

                case 32: armor = new ChitinArms(); break;                       // Lv12

                case 33: armor = new ChitinChest(); break;                      // Lv12

                case 34: armor = new ChitinGloves(); break;                     // Lv12

                case 35: armor = new ChitinGorget(); break;                     // Lv12

                case 36: armor = new ChitinHelmet(); break;                     // Lv12

                case 37: armor = new ChitinLegs(); break;                       // Lv12

                default: armor = new FemaleLeatherChest(); break;               // Lv1
                }

                BaseRunicTool.ApplyAttributesTo(armor, 3, 5, 50);
                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseHat hat = Loot.RandomHat(true);
                BaseRunicTool.ApplyAttributesTo(hat, 3, 5, 10);
                DropItem(hat);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 3, 5, 10);
                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield1 = new Buckler();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield1, 3, 5, 50);
                }
                DropItem(shield1);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield2 = new WoodenShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield2, 3, 5, 50);
                }
                DropItem(shield2);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield3 = new AmmoniteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield3, 3, 5, 50);
                }
                DropItem(shield3);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield4 = new BronzeShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield4, 3, 5, 50);
                }
                DropItem(shield4);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield5 = new MetalShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield5, 3, 5, 50);
                }
                DropItem(shield5);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseShield shield6 = new WoodenKiteShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield6, 3, 5, 50);
                }
                DropItem(shield6);
            }

            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel bracelet = new SilverBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 3, 5, 10);
                }
                DropItem(bracelet);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel earrings = new SilverEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 3, 5, 10);
                }
                DropItem(earrings);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel necklace = new SilverNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 3, 5, 10);
                }
                DropItem(necklace);
            }
            if (Utility.RandomDouble() < 0.05)
            {
                BaseJewel ring = new SilverRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 3, 5, 10);
                }
                DropItem(ring);
            }
        }
        public AmazonTreeSettlementTreasureChest() : base(0xE43)
        {
            Name    = "a treasure chest -10-";
            Movable = true;
            Weight  = 1000.0;

            TrapPower = 0;
            Locked    = true;

            RequiredSkill = 10;
            LockLevel     = 10;
            MaxLockLevel  = 15;

            // Gold
            if (Utility.RandomDouble() < 0.25)
            {
                DropItem(new Gold(Utility.Random(15, 200)));
            }

/////////////////////////////////////// Supplies

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Arrow(Utility.Random(2, 6)));
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Bolt(Utility.Random(2, 6)));
            }

            Item ReagentLoot = Loot.RandomReagent();

            ReagentLoot.Amount = Utility.Random(2, 6);
            DropItem(ReagentLoot);

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Bandage(Utility.Random(2, 6)));
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Bedroll());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Bottle(Utility.Random(2, 6)));
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Lockpick(Utility.Random(2, 6)));
            }

            Item PotionLoot = Loot.RandomPotion();

            DropItem(PotionLoot);

/////////////////////////////////////// Tools

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new FishingPole());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Shovel());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                DropItem(new Skillet());
            }

/////////////////////////////////////// Rare Items

            if (Utility.RandomDouble() < 0.01)
            {
                DropItem(new DyeTub());
            }

            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new AmazonianFighterBelt());
            }
            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new AmazonianFighterBoots());
            }
            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new AmazonianFighterBustier());
            }
            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new AmazonianFighterGloves());
            }
            if (Utility.RandomDouble() < 0.05)
            {
                DropItem(new AmazonianFighterHelmet());
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseWeapon weapon = Loot.RandomWeapon(true);
                switch (Utility.Random(21))
                {
                case 0: weapon = new Hatchet(); break;

                case 1: weapon = new Bow(); break;

                case 2: weapon = new Crossbow(); break;

                case 3: weapon = new Club(); break;

                case 4: weapon = new Mace(); break;

                case 5: weapon = new Maul(); break;

                case 6: weapon = new Pitchfork(); break;

                case 7: weapon = new ShortSpear(); break;

                case 8: weapon = new GnarledStaff(); break;

                case 9: weapon = new ShepherdsCrook(); break;

                case 10: weapon = new Cutlass(); break;

                case 11: weapon = new Katana(); break;

                case 12: weapon = new Kryss(); break;

                case 13: weapon = new Scimitar(); break;

                case 14: weapon = new AssassinSpike(); break;

                case 15: weapon = new DiamondMace(); break;

                case 16: weapon = new Leafblade(); break;

                case 17: weapon = new MagicalShortbow(); break;

                case 18: weapon = new RadiantScimitar(); break;

                case 19: weapon = new WildStaff(); break;

                default: weapon = new Dagger(); break;
                }

                BaseRunicTool.ApplyAttributesTo(weapon, 2, 10, 15);
                weapon.DamageLevel     = (WeaponDamageLevel)Utility.Random(2);
                weapon.AccuracyLevel   = (WeaponAccuracyLevel)Utility.Random(2);
                weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(2);
                weapon.Quality         = WeaponQuality.Regular;

                DropItem(weapon);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseArmor armor = Loot.RandomArmor(true);
                switch (Utility.Random(10))
                {
                case 0: armor = new FemaleLeatherChest(); break;

                case 1: armor = new LeatherBustierArms(); break;

                case 2: armor = new LeatherArms(); break;

                case 3: armor = new LeatherCap(); break;

                case 4: armor = new LeatherGloves(); break;

                case 5: armor = new LeatherGorget(); break;

                case 6: armor = new LeatherLegs(); break;

                case 7: armor = new LeatherShorts(); break;

                case 8: armor = new LeatherSkirt(); break;

                default: armor = new LeatherChest(); break;
                }

                BaseRunicTool.ApplyAttributesTo(armor, 3, 10, 15);
                armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(3);
                armor.Durability      = (ArmorDurabilityLevel)Utility.Random(3);
                armor.Quality         = ArmorQuality.Regular;

                DropItem(armor);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseHat hat = Loot.RandomHat(true);
                switch (Utility.Random(5))
                {
                case 0: hat = new BearMask(); break;

                case 1: hat = new DeerMask(); break;

                case 2: hat = new FeatheredHat(); break;

                case 3: hat = new WizardsHat(); break;

                default: hat = new TribalMask(); break;
                }

                BaseRunicTool.ApplyAttributesTo(hat, 3, 10, 15);

                DropItem(hat);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseClothing clothing = Loot.RandomClothing(true);
                BaseRunicTool.ApplyAttributesTo(clothing, 3, 10, 15);

                DropItem(clothing);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseShield shield = new MetalShield();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(shield, 3, 10, 15);
                }

                DropItem(shield);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel bracelet = new GoldBracelet();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(bracelet, 3, 10, 15);
                }

                DropItem(bracelet);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel earrings = new GoldEarrings();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(earrings, 3, 10, 15);
                }

                DropItem(earrings);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel necklace = new GoldNecklace();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(necklace, 3, 10, 15);
                }

                DropItem(necklace);
            }

            if (Utility.RandomDouble() < 0.10)
            {
                BaseJewel ring = new GoldRing();
                if (Core.AOS)
                {
                    BaseRunicTool.ApplyAttributesTo(ring, 3, 10, 15);
                }

                DropItem(ring);
            }
        }