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xmlspawner >>Scripting Support >>HELP!!!


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ambak- 01-31-2006
i have neruns distro and it comes with treasure chest.today one of my players was wearing hoodedshroud.i asked where he find it and he says in treasure chest.then i find hooded with [global search then yes theyre all in those treasure chests!
i dont know this earlier!i must fix this issue i dont want chests to gibe hooded i looked at the script and didnt find hooded can anyone help me please?i need help
here is the script
CODE

// Treasure Chest Pack - Version 0.99F
// By Nerun

using Server;
using Server.Items;
using Server.Multis;
using Server.Network;
using System;

namespace Server.Items
{

// ---------- [Level 1] ----------
// Large, Medium and Small Crate
[FlipableAttribute( 0xe3e, 0xe3f )]
public class TreasureChestLevel1 : BaseTreasureChestMod
{
 public override int DefaultGumpID{ get{ return 0x49; } }

 [Constructable]
 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 TreasureChestLevel1( Serial serial ) : base( serial )
 {
 }

 public override void Serialize( GenericWriter writer )
 {
  base.Serialize( writer );

  writer.Write( (int) 0 ); // version
 }

 public override void Deserialize( GenericReader reader )
 {
  base.Deserialize( reader );

  int version = reader.ReadInt();
 }
}

// ---------- [Level 1h] ----------
// Large, Medium and Small Crate
[FlipableAttribute( 0xe3e, 0xe3f )]
public class TreasureChestLevel1h : BaseTreasureChestMod
{
 public override int DefaultGumpID{ get{ return 0x49; } }

 [Constructable]
 public TreasureChestLevel1h() : base( Utility.RandomList( 0xE3C, 0xE3E, 0x9a9 ) )
 {
  RequiredSkill = 56;
  LockLevel = this.RequiredSkill - Utility.Random( 1, 10 );
  MaxLockLevel = this.RequiredSkill;
  TrapType = TrapType.MagicTrap;
  TrapPower = 1 * Utility.Random( 1, 25 );
  DropItem( new Gold( 10, 40 ) );
  DropItem( new Bolt( 5 ) );
  switch ( Utility.Random( 6 ))
  {
   case 0: DropItem( new Candelabra()  ); break;
   case 1: DropItem( new Candle() ); break;
   case 2: DropItem( new CandleLarge() ); break;
   case 3: DropItem( new CandleLong() ); break;
   case 4: DropItem( new CandleShort() ); break;
   case 5: DropItem( new CandleSkull() ); break;
  }
  switch ( Utility.Random( 2 ))
  {
   case 0: DropItem( new Shoes( Utility.Random( 1, 2 ) ) ); break;
   case 1: DropItem( new Sandals( Utility.Random( 1, 2 ) ) ); break;
  }

  switch ( Utility.Random( 3 ))
  {
   case 0: DropItem( new BeverageBottle(BeverageType.Ale) ); break;
   case 1: DropItem( new BeverageBottle(BeverageType.Liquor) ); break;
   case 2: DropItem( new Jug(BeverageType.Cider) ); break;
  }

 }

 public TreasureChestLevel1h( Serial serial ) : base( serial )
 {
 }

 public override void Serialize( GenericWriter writer )
 {
  base.Serialize( writer );

  writer.Write( (int) 0 ); // version
 }

 public override void Deserialize( GenericReader reader )
 {
  base.Deserialize( reader );

  int version = reader.ReadInt();
 }
}

// ---------- [Level 2] ----------
// Large, Medium and Small Crate
// Wooden, Metal and Metal Golden Chest
// Keg and Barrel
[FlipableAttribute( 0xe43, 0xe42 )]
public class TreasureChestLevel2 : BaseTreasureChestMod
{
 [Constructable]
 public TreasureChestLevel2() : base( Utility.RandomList( 0xe3c, 0xE3E, 0x9a9, 0xe42, 0x9ab, 0xe40, 0xe7f, 0xe77 ) )
 {
  RequiredSkill = 72;
  LockLevel = this.RequiredSkill - Utility.Random( 1, 10 );
  MaxLockLevel = this.RequiredSkill;
  TrapType = TrapType.MagicTrap;
  TrapPower = 2 * Utility.Random( 1, 25 );
  DropItem( new Gold( 70, 100 ) );
  DropItem( new Arrow( 10 ) );
             for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
         {
                 Item ReagentLoot = Loot.RandomReagent();
                 ReagentLoot.Amount = Utility.Random( 1, 2 );
                 DropItem( ReagentLoot );
             }
               for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
                {
                 Item ScrollLoot = Loot.RandomScroll( 0, 39, SpellbookType.Regular );
                 ScrollLoot.Amount = Utility.Random( 1, 8 );
                 DropItem( ScrollLoot );
                }
  DropItem( Loot.RandomPotion() );
             for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
                {
                 Item GemLoot = Loot.RandomGem();
                 GemLoot.Amount = Utility.Random( 1, 6 );
                 DropItem( GemLoot );
                }
 }

 public TreasureChestLevel2( Serial serial ) : base( serial )
 {
 }

 public override void Serialize( GenericWriter writer )
 {
  base.Serialize( writer );

  writer.Write( (int) 0 ); // version
 }

 public override void Deserialize( GenericReader reader )
 {
  base.Deserialize( reader );

  int version = reader.ReadInt();
 }
}

// ---------- [Level 3] ----------
// Wooden, Metal and Metal Golden Chest
[FlipableAttribute( 0x9ab, 0xe7c )]
public class TreasureChestLevel3 : BaseTreasureChestMod
{
 public override int DefaultGumpID{ get{ return 0x4A; } }

 [Constructable]
 public TreasureChestLevel3() : base( Utility.RandomList( 0x9ab, 0xe40, 0xe42 ) )
 {
  RequiredSkill = 84;
  LockLevel = this.RequiredSkill - Utility.Random( 1, 10 );
  MaxLockLevel = this.RequiredSkill;
  TrapType = TrapType.MagicTrap;
  TrapPower = 3 * Utility.Random( 1, 25 );
  DropItem( new Gold( 180, 240 ) );
  DropItem( new Arrow( 10 ) );
             for( int i = Utility.Random( 1, 3 ); i > 1; i-- )
         {
                 Item ReagentLoot = Loot.RandomReagent();
                 ReagentLoot.Amount = Utility.Random( 1, 9 );
                 DropItem( ReagentLoot );
             }
               for( int i = Utility.Random( 1, 3 ); i > 1; i-- )
                {
                 Item ScrollLoot = Loot.RandomScroll( 0, 47, SpellbookType.Regular );
                 ScrollLoot.Amount = Utility.Random( 1, 12 );
                 DropItem( ScrollLoot );
                }
             for ( int i = Utility.Random( 1, 3 ); i > 1; i-- )
         {
                   Item PotionLoot = Loot.RandomPotion();
                 DropItem( PotionLoot );
             }
             for( int i = Utility.Random( 1, 3 ); i > 1; i-- )
                {
                 Item GemLoot = Loot.RandomGem();
                 GemLoot.Amount = Utility.Random( 1, 9 );
                 DropItem( GemLoot );
                }
  for( int i = Utility.Random( 1, 3 ); i > 1; i-- )
   DropItem( LootNew.RandomWand() );
       // Magical ArmorOrWeapon
             for( int i = Utility.Random( 1, 3 ); i > 1; i-- )
         {
                 Item item = Loot.RandomArmorOrShieldOrWeapon();

                 if( item is BaseWeapon )
                 {
                      BaseWeapon weapon = (BaseWeapon)item;
                      weapon.DamageLevel = (WeaponDamageLevel)Utility.Random( 3 );
                      weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random( 3 );
                  weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random( 3 );
                  weapon.Quality = WeaponQuality.Regular;
                 }
                 else if( item is BaseArmor )
                 {
                      BaseArmor armor = (BaseArmor)item;
                      armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random( 3 );
                      armor.Durability = (ArmorDurabilityLevel)Utility.Random( 3 );
                      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() );
// Magic clothing (not implemented)
// Magic jewelry (not implemented)
 }

 public TreasureChestLevel3( Serial serial ) : base( serial )
 {
 }

 public override void Serialize( GenericWriter writer )
 {
  base.Serialize( writer );

  writer.Write( (int) 0 ); // version
 }

 public override void Deserialize( GenericReader reader )
 {
  base.Deserialize( reader );

  int version = reader.ReadInt();
 }
}

// ---------- [Level 4] ----------
// Wooden, Metal and Metal Golden Chest
[FlipableAttribute( 0xe41, 0xe40 )]
public class TreasureChestLevel4 : BaseTreasureChestMod
{
 [Constructable]
 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)
 }

 public TreasureChestLevel4( Serial serial ) : base( serial )
 {
 }

 public override void Serialize( GenericWriter writer )
 {
  base.Serialize( writer );

  writer.Write( (int) 0 ); // version
 }

 public override void Deserialize( GenericReader reader )
 {
  base.Deserialize( reader );

  int version = reader.ReadInt();
 }
}

}


ambak- 01-31-2006
eheh ok i fix it thanks anyway smile.gif