105 lines
5.1 KiB
Plaintext
105 lines
5.1 KiB
Plaintext
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// Treasure Chest
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#include "NW_O2_CONINCLUDE"
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void main()
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{
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object oItem = OBJECT_INVALID;
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// Clear all contents of the <span class="highlight">chest</span>
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oItem = GetFirstItemInInventory();
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while ( oItem != OBJECT_INVALID )
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{
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//Make sure people don't stuff <span class="highlight">chest</span> with plot items and break it
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SetPlotFlag(oItem, FALSE);
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DestroyObject( oItem, 0.0 );
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oItem = GetNextItemInInventory();
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}
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// Set respawntime float to the number of seconds.
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float respawntime = 600.00;
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if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0)
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{
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return;
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}
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object oLastOpener = GetLastOpener();
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GenerateLowTreasure(oLastOpener, OBJECT_SELF);
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GenerateLowTreasure(oLastOpener, OBJECT_SELF);
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{int nRandom = d8(1);
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int nTreasureType = 1;
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if (nRandom == 1){
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CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 3905);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);}
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else if (nRandom == 2){
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CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 7350);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);}
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else if (nRandom == 3){
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CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 11038);
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GenerateLowTreasure(oLastOpener, OBJECT_SELF);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);}
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else if (nRandom == 4){
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CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 15080);
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GenerateMediumTreasure(oLastOpener, OBJECT_SELF);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);}
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else if (nRandom == 5){
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CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 18745);
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GenerateMediumTreasure(oLastOpener, OBJECT_SELF);
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GenerateLowTreasure(oLastOpener, OBJECT_SELF);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);}
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else if (nRandom == 6){
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CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 22370);
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GenerateMediumTreasure(oLastOpener, OBJECT_SELF);
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GenerateMediumTreasure(oLastOpener, OBJECT_SELF);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);}
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else if (nRandom == 7){
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CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 26045);
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GenerateHighTreasure(oLastOpener, OBJECT_SELF);
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GenerateMediumTreasure(oLastOpener, OBJECT_SELF);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);}
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else if (nRandom == 8){
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CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 38680);
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GenerateHighTreasure(oLastOpener, OBJECT_SELF);
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GenerateHighTreasure(oLastOpener, OBJECT_SELF);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);
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CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);}}
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SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1);
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ShoutDisturbed();
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// Command added to delay the <span class="highlight">respawn</span>
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AssignCommand( OBJECT_SELF, DelayCommand (respawntime, SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",0) ) );
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}
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