protected override void BeginLockpick(Mobile from, ILockpickable item) { if (from is PlayerMobile && item.Locked && QuestHelper.HasQuest <TheTreasureChaseQuest>((PlayerMobile)from) && item is TreasureMapChest && ((TreasureMapChest)item).TreasureMap is BuriedRichesTreasureMap) { var chest = (TreasureMapChest)item; from.PlaySound(0x241); Timer.DelayCall(TimeSpan.FromMilliseconds(200), () => { if (item.Locked && from.InRange(chest.GetWorldLocation(), 1)) { from.CheckTargetSkill(SkillName.Lockpicking, item, 0, 100); // Success! Pick the lock! from.PrivateOverheadMessage(MessageType.Regular, 1154, 1158252, from.NetState); // *Your recent study of Treasure Hunting helps you pick the lock...* chest.SendLocalizedMessageTo(from, 502076); // The lock quickly yields to your skill. from.PlaySound(0x4A); item.LockPick(from); } }); } else { base.BeginLockpick(from, item); } }
protected override void OnTick() { Item item = (Item)m_Item; if (!m_From.InRange(item.GetWorldLocation(), 1)) { if (m_From is PlayerMobile) { ((PlayerMobile)m_From).EndPlayerAction(); } return; } if (m_Item.LockLevel == 0 || m_Item.LockLevel == -255) { // LockLevel of 0 means that the door can't be picklocked // LockLevel of -255 means it's magic locked item.SendLocalizedMessageTo(m_From, 502073); // This lock cannot be picked by normal means if (m_From is PlayerMobile) { ((PlayerMobile)m_From).EndPlayerAction(); } return; } if (m_From.Skills[SkillName.Lockpicking].Value < m_Item.RequiredSkill) { // Do some training to gain skills m_From.CheckSkill(SkillName.Lockpicking, 0, m_Item.LockLevel); // The LockLevel is higher thant the LockPicking of the player item.SendLocalizedMessageTo(m_From, 502072); // You don't see how that lock can be manipulated. if (m_From is PlayerMobile) { ((PlayerMobile)m_From).EndPlayerAction(); } return; } if (m_From.CheckTargetSkill(SkillName.Lockpicking, m_Item, m_Item.LockLevel, m_Item.MaxLockLevel)) { // Success! Pick the lock! item.SendLocalizedMessageTo(m_From, 502076); // The lock quickly yields to your skill. m_From.PlaySound(0x4A); m_Item.LockPick(m_From); } else { // The player failed to pick the lock BrokeLockPickTest(); item.SendLocalizedMessageTo(m_From, 502075); // You are unable to pick the lock. } if (m_From is PlayerMobile) { ((PlayerMobile)m_From).EndPlayerAction(); } }
protected override void OnTick() { Item item = (Item)m_Item; if (!m_From.InRange(item.GetWorldLocation(), 1)) { return; } if (m_Item.LockLevel == 0 || m_Item.LockLevel == -255) { // LockLevel of 0 means that the door can't be picklocked // LockLevel of -255 means it's magic locked item.SendLocalizedMessageTo(m_From, 502073); // This lock cannot be picked by normal means return; } if (m_From.Skills[SkillName.Lockpicking].Value < m_Item.RequiredSkill) { /* * // Do some training to gain skills * m_From.CheckSkill( SkillName.Lockpicking, 0, m_Item.LockLevel );*/ // The LockLevel is higher thant the LockPicking of the player double diff = m_Item.RequiredSkill - m_From.Skills[SkillName.Lockpicking].Value; if (diff < 20 && m_From.Skills[SkillName.Lockpicking].Value < 40.0) { Skill m_skill = m_From.Skills[SkillName.Lockpicking]; double chnc = diff / 200; //m_From.SendMessage("chance: {0}", chnc); if (chnc > Utility.RandomDouble()) { Server.Misc.SkillCheck.Gain(m_From, m_skill); } } item.SendLocalizedMessageTo(m_From, 502072); // You don't see how that lock can be manipulated. return; } if (m_From.CheckTargetSkill(SkillName.Lockpicking, m_Item, m_Item.LockLevel, m_Item.MaxLockLevel)) { // Success! Pick the lock! item.SendLocalizedMessageTo(m_From, 502076); // The lock quickly yields to your skill. m_From.PlaySound(0x4A); m_Item.LockPick(m_From); } else { // The player failed to pick the lock BrokeLockPickTest(); item.SendLocalizedMessageTo(m_From, 502075); // You are unable to pick the lock. } }
protected override void OnTick() { Item item = (Item)m_Item; Rogue rge = Perk.GetByType <Rogue>((Player)m_From); if (!m_From.InRange(item.GetWorldLocation(), 1)) { return; } if (m_Item.LockLevel == -255) { // LockLevel of -255 means it's magic locked item.SendLocalizedMessageTo(m_From, 502073); // This lock cannot be picked by normal means return; } if (m_From.Skills[SkillName.Lockpicking].Value < m_Item.RequiredSkill) { // Do some training to gain skills m_From.CheckSkill(SkillName.Lockpicking, 0, m_Item.LockLevel); // The LockLevel is higher thant the LockPicking of the player item.SendLocalizedMessageTo(m_From, 502072); // You don't see how that lock can be manipulated. return; } if (m_From.CheckTargetSkill(SkillName.Lockpicking, m_Item, m_Item.LockLevel, m_Item.MaxLockLevel)) { // Success! Pick the lock! item.SendLocalizedMessageTo(m_From, 502076); // The lock quickly yields to your skill. m_Item.LockPick(m_From); if (rge == null || !rge.SafeCracker()) { m_From.PlaySound(0x4A); } } else { // The player failed to pick the lock if (rge == null || !rge.SafeCracker()) { BrokeLockPickTest(); } item.SendLocalizedMessageTo(m_From, 502075); // You are unable to pick the lock. } }
protected override void OnTick() { Item item = (Item)m_Item; if (!m_From.InRange(item.GetWorldLocation(), 1)) { return; } item.SendLocalizedMessageTo(m_From, 502076); m_From.PlaySound(0x4A); m_Item.LockPick(m_From); m_From.SendMessage("The key opens the Treasure chest but is now rendered useless"); m_Skey.Delete(); }
protected override void OnTick() { if (!m_From.InRange(((Item)m_Item).GetWorldLocation(), 1)) { return; } if (DateTime.Now >= m_Time) { Item item = (Item)m_Item; if (m_Item.LockLevel == 0 || m_Item.LockLevel == -255) { // LockLevel of 0 means that the door can't be picklocked // LockLevel of -255 means it's magic locked item.SendLocalizedMessageTo(m_From, 502073); // This lock cannot be picked by normal means } else if (m_From.Skills[SkillName.Crochetage].Value < m_Item.RequiredSkill) { m_From.CheckSkill(SkillName.Crochetage, 0, m_Item.LockLevel); // The LockLevel is higher thant the LockPicking of the player item.SendLocalizedMessageTo(m_From, 502072); // You don't see how that lock can be manipulated. } else if (m_From.CheckTargetSkill(SkillName.Crochetage, m_Item, m_Item.LockLevel, m_Item.MaxLockLevel)) { // Success! Pick the lock! item.SendLocalizedMessageTo(m_From, 502076); // The lock quickly yields to your skill. m_From.PlaySound(0x4A); m_Item.LockPick(m_From); } else { // The player failed to pick the lock BrokeLockPickTest(); item.SendLocalizedMessageTo(m_From, 502075); // You are unable to pick the lock. } Stop(); m_From.NextSkillTime = Core.TickCount + 10000; // 10 seconds. } else { m_From.PlaySound(0x241); } }
protected override void OnTick() { Item item = m_Item as Item; if (item != null && !item.Deleted) { if (m_Item.Locked) { if (m_From.InRange(item.GetWorldLocation(), 1)) { if (m_Item.LockLevel == 0 || m_Item.LockLevel == -255) { // LockLevel of 0 means that the door can't be picklocked // LockLevel of -255 means it's magic locked item.SendLocalizedMessageTo(m_From, 502073); // This lock cannot be picked by normal means } else if (m_From.Skills[SkillName.Lockpicking].Value < m_Item.RequiredSkill) { /* * // Do some training to gain skills * m_From.CheckSkill( SkillName.Lockpicking, 0, m_Item.LockLevel );*/ // The LockLevel is higher than the LockPicking of the player item.SendLocalizedMessageTo(m_From, 502072); // You don't see how that lock can be manipulated. } else if (m_From.CheckTargetSkill(SkillName.Lockpicking, m_Item, m_Item.LockLevel, m_Item.MaxLockLevel)) { // Success! Pick the lock! item.SendLocalizedMessageTo(m_From, 502076); // The lock quickly yields to your skill. m_From.PlaySound(0x4A); m_Item.LockPick(m_From); } else { // The player failed to pick the lock BrokeLockPickTest(); item.SendLocalizedMessageTo(m_From, 502075); // You are unable to pick the lock. } } } else { m_From.SendLocalizedMessage(502069); // This does not appear to be locked } } }
protected override void OnTick() { if (!(m_Item is Item)) { return; } Item item = (Item)m_Item; if (!m_From.InRange(item.GetWorldLocation(), 1)) { return; } if (m_Item.LockLevel == 0 || m_Item.LockLevel == -255) { // LockLevel of 0 means that the door can't be picklocked // LockLevel of -255 means it's magic locked item.SendLocalizedMessageTo(m_From, 502073); // This lock cannot be picked by normal means return; } if (m_From.Skills[SkillName.Lockpicking].Value < m_Item.RequiredSkill) { item.SendLocalizedMessageTo(m_From, 502072); // You don't see how that lock can be manipulated. return; } if (m_From.CheckTargetSkill(SkillName.Lockpicking, m_Item, m_Item.LockLevel - 1, m_Item.MaxLockLevel)) { item.SendLocalizedMessageTo(m_From, 502076); // The lock quickly yields to your skill. m_From.PlaySound(0x4A); m_Item.LockPick(m_From); m_From.RevealingAction(); } else { if (Utility.Random(3) == 0) { item.SendLocalizedMessageTo(m_From, 502074); // You broke the lockpick. m_From.PlaySound(0x3A4); m_Lockpick.Consume(); } item.SendLocalizedMessageTo(m_From, 502075); // You are unable to pick the lock. } }
protected override void OnTick() { m_Table.Remove(m_From); Item item = (Item)m_Item; if (!m_From.InRange(item.GetWorldLocation(), 1)) { return; } int message = -1; if (m_Item.LockLevel == 0 || m_Item.LockLevel == -255) { // LockLevel of 0 means that the target can't be picklocked // LockLevel of -255 means it's magic locked message = 502073; // This lock cannot be picked by normal means } else if (!m_Item.IsLockedAndTrappedByPlayer() && m_From.Skills[SkillName.Lockpicking].Value < m_Item.RequiredSkill) { message = 502072; // You don't see how that lock can be manipulated. } else if (m_Item.CheckAccess(m_From)) { if (m_Lockpick.CheckSuccess(m_From, m_Item)) { message = m_Item.LockPick(m_From); m_Lockpick.OnSuccess(m_From, m_Item); } else { message = m_Item.FailLockPick(m_From); m_Lockpick.OnFailure(m_From, m_Item); } } if (message != -1) { item.SendLocalizedMessageTo(m_From, message); } }
protected override void OnTick() { Item item = (Item)m_Item; int m_LockLvl = m_Item.LockLevel - 5; int m_MaxLockLvl = m_Item.MaxLockLevel - 5; if (m_LockLvl <= 0) { m_LockLvl = 1; } if (m_MaxLockLvl <= 0) { m_MaxLockLvl = 1; } if (!m_From.InRange(item.GetWorldLocation(), 1)) { return; } if (m_Item.LockLevel == 0 || m_Item.LockLevel == -255) { // LockLevel of 0 means that the door can't be picklocked // LockLevel of -255 means it's magic locked item.SendLocalizedMessageTo(m_From, 502073); // This lock cannot be picked by normal means return; } if ((m_From.Skills[SkillName.Lockpicking].Value + 5.0) < m_Item.RequiredSkill) { // The LockLevel is higher thant the LockPicking of the player item.SendLocalizedMessageTo(m_From, 502072); // You don't see how that lock can be manipulated. return; } if (m_From.CheckTargetSkill(SkillName.Lockpicking, m_Item, m_LockLvl, m_MaxLockLvl)) { // Success! Pick the lock! item.SendLocalizedMessageTo(m_From, 502076); // The lock quickly yields to your skill. m_From.PlaySound(0x4A); m_Item.LockPick(m_From); --m_Skey.UsesRemaining; } else { // The player failed to pick the lock item.SendLocalizedMessageTo(m_From, 502075); // You are unable to pick the lock. --m_Skey.UsesRemaining; if (m_Skey.UsesRemaining <= 0) { m_From.SendMessage("You have used up your skeleton key"); m_Skey.Delete(); } // ==== Random Item Disintergration upon Failure ==== if ((Core.SA) && m_Item is TreasureMapChest) { int i_Num = 0; Item i_Destroy = null; BaseContainer m_chest = m_Item as BaseContainer; Item Dust = new DustPile(); for (int i = 10; i > 0; i--) { i_Num = Utility.Random(m_chest.Items.Count); // Make sure DustPiles aren't called for destruction if ((m_chest.Items.Count > 0) && m_chest.Items[i_Num] is DustPile) { for (int ci = (m_chest.Items.Count - 1); ci >= 0; ci--) { i_Num = ci; if (i_Num < 0) { i_Num = 0; } if (m_chest.Items[i_Num] is DustPile) { i_Destroy = null; } else { i_Destroy = m_chest.Items[i_Num]; i_Num = i_Num; i = 0; } // Nothing left but Dust if (ci < 0 && i > 0) { i_Destroy = null; i = 0; } } } // Item targetted =+= prepare for object DOOM! >;D else { i_Destroy = m_chest.Items[i_Num]; i = 0; } } // Delete chosen Item and drop a Dust Pile if (i_Destroy is Gold) { if (i_Destroy.Amount > 1000) { i_Destroy.Amount -= 1000; } else { i_Destroy.Delete(); } Dust.Hue = 1177; m_chest.DropItem(Dust); } else if (i_Destroy != null) { i_Destroy.Delete(); m_chest.DropItem(Dust); } Effects.PlaySound(m_chest.Location, m_chest.Map, 0x1DE); m_chest.PublicOverheadMessage(MessageType.Regular, 2004, false, "The sound of gas escaping is heard from the chest."); } } }
protected override void OnTick() { Item item = (Item)m_Item; if (m_From.Skills[SkillName.Lockpicking].Base < 1) { int cycle = 10; while (cycle > 0) { cycle--; m_From.CheckTargetSkill(SkillName.Lockpicking, m_Item, 0, 10); } } if (!m_From.InRange(item.GetWorldLocation(), 1)) { return; } if (m_Item.LockLevel == 0 || m_Item.LockLevel == -255) { // LockLevel of 0 means that the door can't be picklocked // LockLevel of -255 means it's magic locked if (m_Lockpick.ItemID == 0x3A75) { m_From.PrivateOverheadMessage(0, 1150, false, "This lock cannot be hacked by normal means.", m_From.NetState); } else { m_From.PrivateOverheadMessage(0, 1150, false, "This lock cannot be picked by normal means.", m_From.NetState); } return; } if ((m_From.Skills[SkillName.Lockpicking].Value + 2) < m_Item.RequiredSkill) { /* * // Do some training to gain skills * m_From.CheckSkill( SkillName.Lockpicking, 0, m_Item.LockLevel );*/ // The LockLevel is higher thant the LockPicking of the player if (m_Lockpick.ItemID == 0x3A75) { m_From.PrivateOverheadMessage(0, 1150, false, "You don't see how that lock can be hacked.", m_From.NetState); } else { m_From.PrivateOverheadMessage(0, 1150, false, "You don't see how that lock can be manipulated.", m_From.NetState); } return; } if (m_From.CheckTargetSkill(SkillName.Lockpicking, m_Item, m_Item.LockLevel, m_Item.MaxLockLevel)) { // Success! Pick the lock! if (m_Lockpick.ItemID == 0x3A75) { m_From.PlaySound(0x54B); m_From.PrivateOverheadMessage(0, 1150, false, "Your skill at hacking worked.", m_From.NetState); } else { m_From.PlaySound(0x4A); m_From.PrivateOverheadMessage(0, 1150, false, "The lock quickly yields to your skill.", m_From.NetState); } m_Item.LockPick(m_From); } else { // The player failed to pick the lock BrokeLockPickTest(); if (m_Lockpick.ItemID == 0x3A75) { m_From.PrivateOverheadMessage(0, 1150, false, "You are unable to hack the lock.", m_From.NetState); } else { m_From.PrivateOverheadMessage(0, 1150, false, "You are unable to pick the lock.", m_From.NetState); } // ==== Random Item Disintergration upon Failure ==== if (m_Item is TreasureMapChest) { int i_Num = 0; Item i_Destroy = null; BaseContainer m_chest = m_Item as BaseContainer; Item Dust = new DustPile(); for (int i = 10; i > 0; i--) { i_Num = Utility.Random(m_chest.Items.Count); // Make sure DustPiles aren't called for destruction if ((m_chest.Items.Count > 0) && m_chest.Items[i_Num] is DustPile) { for (int ci = (m_chest.Items.Count - 1); ci >= 0; ci--) { i_Num = ci; if (i_Num < 0) { i_Num = 0; } if (m_chest.Items[i_Num] is DustPile) { i_Destroy = null; } else { i_Destroy = m_chest.Items[i_Num]; i = 0; } // Nothing left but Dust if (ci < 0 && i > 0) { i_Destroy = null; i = 0; } } } // Item targeted =+= prepare for object DOOM! >;D else { i_Destroy = m_chest.Items[i_Num]; i = 0; } } // Delete chosen Item and drop a Dust Pile if (i_Destroy is Gold) { if (i_Destroy.Amount > 1000) { i_Destroy.Amount -= 1000; } else { i_Destroy.Delete(); } Dust.Hue = 1177; m_chest.DropItem(Dust); } else if (i_Destroy != null) { i_Destroy.Delete(); m_chest.DropItem(Dust); } Effects.PlaySound(m_chest.Location, m_chest.Map, 0x1DE); m_chest.PublicOverheadMessage(MessageType.Regular, 2004, false, "The sound of gas escaping is heard from the chest."); } } }
protected virtual void EndLockpick(object state) { object[] objs = (object[])state; ILockpickable lockpickable = objs[0] as ILockpickable; Mobile from = objs[1] as Mobile; Item item = (Item)lockpickable; if (!from.InRange(item.GetWorldLocation(), 1)) { return; } if (lockpickable.LockLevel == 0 || lockpickable.LockLevel == -255) { // LockLevel of 0 means that the door can't be picklocked // LockLevel of -255 means it's magic locked item.SendLocalizedMessageTo(from, 502073); // This lock cannot be picked by normal means return; } if (from.Skills[SkillName.Lockpicking].Value < lockpickable.RequiredSkill - SkillBonus) { /* * // Do some training to gain skills * from.CheckSkill( SkillName.Lockpicking, 0, lockpickable.LockLevel );*/ // The LockLevel is higher thant the LockPicking of the player item.SendLocalizedMessageTo(from, 502072); // You don't see how that lock can be manipulated. return; } int maxlevel = lockpickable.MaxLockLevel; int minLevel = lockpickable.LockLevel; if (lockpickable is Skeletonkey) { minLevel -= SkillBonus; maxlevel -= SkillBonus; //regulars subtract the bonus from the max level } if (this is MasterSkeletonKey || from.CheckTargetSkill(SkillName.Lockpicking, lockpickable, minLevel, maxlevel)) { // Success! Pick the lock! OnUse(); item.SendLocalizedMessageTo(from, 502076); // The lock quickly yields to your skill. from.PlaySound(0x4A); lockpickable.LockPick(from); } else { // The player failed to pick the lock BrokeLockPickTest(from); item.SendLocalizedMessageTo(from, 502075); // You are unable to pick the lock. if (item is TreasureMapChest && ((Container)item).Items.Count > 0 && 0.25 > Utility.RandomDouble()) { Container cont = (Container)item; Item toBreak = cont.Items[Utility.Random(cont.Items.Count)]; if (!(toBreak is Container)) { toBreak.Delete(); Effects.PlaySound(item.Location, item.Map, 0x1DE); from.SendMessage(0x20, "The sound of gas escaping is heard from the chest."); } } } }
protected override void OnTick() { Item item = (Item)m_Item; if (!m_From.InRange(item.GetWorldLocation(), 1)) { return; } bool canPsy = m_From.Competences[CompType.Psychologie].roll(10); foreach (NubiaMobile m in m_From.GetMobilesInRange(6)) { if (m is NubiaPlayer && m != m_From) { if (m.Competences[CompType.PerceptionAuditive].intRoll(false) >= m_From.Competences[CompType.Discretion].intRoll()) { if (canPsy) { m_From.SendMessage("{0} semble vous avoir repérez, vous manquez de discretion !", m.Name); } m_From.PrivateOverheadMessage(Server.Network.MessageType.Emote, 0, false, "*crochète une serrure*", m.NetState); } } } if (m_From.Competences[CompType.Crochetage].getPureMaitrise() < m_Item.MiniMaitrise || m_From.Competences[CompType.Crochetage].getPureMaitrise() + 20 < (int)m_Item.Serrure) { /* * // Do some training to gain skills * m_From.CheckSkill( SkillName.Lockpicking, 0, m_Item.LockLevel );*/ // The LockLevel is higher thant the LockPicking of the player m_From.SendMessage("Réussite impossible"); item.SendLocalizedMessageTo(m_From, 502072); // You don't see how that lock can be manipulated. return; } int malus = 0; if (m_Lockpick == null) { malus = -4; m_From.SendMessage("Vous n'avez pas d'outils, malus de circonstance de " + malus.ToString()); } if (m_From.Competences[CompType.Crochetage].roll((int)m_Item.Serrure + malus)) { // Success! Pick the lock! item.SendLocalizedMessageTo(m_From, 502076); // The lock quickly yields to your skill. m_From.PlaySound(0x4A); m_Item.LockPick(m_From); } else { // The player failed to pick the lock item.SendLocalizedMessageTo(m_From, 502075); // You are unable to pick the lock. } //Consomation du lockPick if (m_Lockpick != null && !m_From.Competences[CompType.Crochetage].roll((int)m_Item.Serrure)) { BrokeLockPickTest(); } }
protected override void OnTick() { Item item = (Item)m_Item; if (!m_From.InRange(item.GetWorldLocation(), 1)) { return; } if (m_Item.LockLevel == 0 || m_Item.LockLevel == -255) { // LockLevel of 0 means that the door can't be picklocked // LockLevel of -255 means it's magic locked item.SendLocalizedMessageTo(m_From, 502073); // This lock cannot be picked by normal means return; } if (m_From.Skills[SkillName.Lockpicking].Value < m_Item.RequiredSkill) { /* * // Do some training to gain skills * m_From.CheckSkill( SkillName.Lockpicking, 0, m_Item.LockLevel );*/ // The LockLevel is higher thant the LockPicking of the player m_From.SendMessage("Trying to manipulate the contraption resulted in a broken lockpick."); m_Lockpick.Consume(); return; } if (m_From.CheckTargetSkill(SkillName.Lockpicking, m_Item, m_Item.LockLevel, m_Item.MaxLockLevel)) { // Success! Pick the lock! m_From.SendMessage("Woot! You succeed at picking the lock."); m_From.PlaySound(0x4A); m_Item.LockPick(m_From); } else { // The player failed to pick the lock BrokeLockPickTest(); item.SendLocalizedMessageTo(m_From, 502075); // You are unable to pick the lock. // ==== Random Item Disintergration upon Failure ==== if ((Core.SA) && m_Item is TreasureMapChest) { int i_Num = 0; Item i_Destroy = null; BaseContainer m_chest = m_Item as BaseContainer; Item Dust = new DustPile(); for (int i = 10; i > 0; i--) { i_Num = Utility.Random(m_chest.Items.Count); // Make sure DustPiles aren't called for destruction if ((m_chest.Items.Count > 0) && m_chest.Items[i_Num] is DustPile) { for (int ci = (m_chest.Items.Count - 1); ci >= 0; ci--) { i_Num = ci; if (i_Num < 0) { i_Num = 0; } if (m_chest.Items[i_Num] is DustPile) { i_Destroy = null; } else { i_Destroy = m_chest.Items[i_Num]; i_Num = i_Num; i = 0; } // Nothing left but Dust if (ci < 0 && i > 0) { i_Destroy = null; i = 0; } } } // Item targetted =+= prepare for object DOOM! >;D else { i_Destroy = m_chest.Items[i_Num]; i = 0; } } // Delete chosen Item and drop a Dust Pile if (i_Destroy is Gold) { if (i_Destroy.Amount > 1000) { i_Destroy.Amount -= 1000; } else { i_Destroy.Delete(); } Dust.Hue = 1177; m_chest.DropItem(Dust); } else if (i_Destroy != null) { i_Destroy.Delete(); m_chest.DropItem(Dust); } Effects.PlaySound(m_chest.Location, m_chest.Map, 0x1DE); m_chest.PublicOverheadMessage(MessageType.Regular, 2004, false, "The sound of gas escaping is heard from the chest."); } } }