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; }