public TreasureChestLevel1() : base(Utility.RandomList(0xE3C, 0xE3E, 0x9a9)) { RequiredSkill = 52; LockLevel = this.RequiredSkill - Utility.Random(1, 10); MaxLockLevel = this.RequiredSkill; TrapType = TrapType.MagicTrap; TrapPower = 1 * Utility.Random(1, 25); DropItem(new Gold(30, 100)); DropItem(Loot.RandomWeapon()); DropItem(Loot.RandomArmorOrShield()); DropItem(LootNew.RandomClothing()); DropItem(Loot.RandomJewelry()); DropItem(new Bolt(10)); for (int i = 1; i > 1; i--) { Item GemLoot = Loot.RandomGem(); GemLoot.Amount = Utility.Random(1, 3); DropItem(GemLoot); } }
public TreasureChestLevel4() : base(Utility.RandomList(0xe40, 0xe42, 0x9ab)) { RequiredSkill = 92; LockLevel = this.RequiredSkill - Utility.Random(1, 10); MaxLockLevel = this.RequiredSkill; TrapType = TrapType.MagicTrap; TrapPower = 4 * Utility.Random(1, 25); DropItem(new Gold(200, 400)); for (int i = Utility.Random(1, 4); i > 1; i--) { Item ReagentLoot = Loot.RandomReagent(); ReagentLoot.Amount = Utility.Random(6, 12); DropItem(ReagentLoot); } for (int i = Utility.Random(1, 4); i > 1; i--) { Item ScrollLoot = Loot.RandomScroll(0, 47, SpellbookType.Regular); ScrollLoot.Amount = Utility.Random(8, 16); DropItem(ScrollLoot); } DropItem(new BlankScroll(Utility.Random(1, 4))); for (int i = Utility.Random(1, 4); i > 1; i--) { Item PotionLoot = Loot.RandomPotion(); DropItem(PotionLoot); } for (int i = Utility.Random(1, 4); i > 1; i--) { Item GemLoot = Loot.RandomGem(); GemLoot.Amount = Utility.Random(6, 12); DropItem(GemLoot); } for (int i = Utility.Random(1, 4); i > 1; i--) { DropItem(LootNew.RandomWand()); } // Magical ArmorOrWeapon for (int i = Utility.Random(1, 4); i > 1; i--) { Item item = Loot.RandomArmorOrShieldOrWeapon(); if (item is BaseWeapon) { BaseWeapon weapon = (BaseWeapon)item; weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(4); weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(4); weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(4); weapon.Quality = WeaponQuality.Regular; } else if (item is BaseArmor) { BaseArmor armor = (BaseArmor)item; armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(4); armor.Durability = (ArmorDurabilityLevel)Utility.Random(4); armor.Quality = ArmorQuality.Regular; } DropItem(item); } // End for (int i = Utility.Random(1, 2); i > 1; i--) { DropItem(LootNew.RandomClothing()); } for (int i = Utility.Random(1, 2); i > 1; i--) { DropItem(Loot.RandomJewelry()); } DropItem(new MagicCrystalBall()); // Magic clothing (not implemented) // Magic jewelry (not implemented) }