// Treasure Chest #include "NW_O2_CONINCLUDE" void main() { object oItem = OBJECT_INVALID; // Clear all contents of the chest oItem = GetFirstItemInInventory(); while ( oItem != OBJECT_INVALID ) { //Make sure people don't stuff chest with plot items and break it SetPlotFlag(oItem, FALSE); DestroyObject( oItem, 0.0 ); oItem = GetNextItemInInventory(); } // Set respawntime float to the number of seconds. float respawntime = 600.00; if (GetLocalInt(OBJECT_SELF,"NW_DO_ONCE") != 0) { return; } object oLastOpener = GetLastOpener(); GenerateLowTreasure(oLastOpener, OBJECT_SELF); CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 80); CreatePotion(OBJECT_SELF, OBJECT_SELF); {int nRandom = d8(1); int nTreasureType = 1; if (nRandom == 1){ CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);} else if (nRandom == 2){ CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);} else if (nRandom == 3){ CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);} else if (nRandom == 4){ CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);} else if (nRandom == 5){ CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);} else if (nRandom == 6){ CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);} else if (nRandom == 7){ CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);} else if (nRandom == 8){ CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType); CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);}} { int nRandom = d4(1); if (nRandom == 1){ } else if (nRandom == 2){ CreateArcaneScroll(OBJECT_SELF, OBJECT_SELF);} else if (nRandom == 3){ CreateArcaneScroll(OBJECT_SELF, OBJECT_SELF); CreateArcaneScroll(OBJECT_SELF, OBJECT_SELF);} else if (nRandom == 4){ CreateDivineScroll(OBJECT_SELF, OBJECT_SELF); CreateArcaneScroll(OBJECT_SELF, OBJECT_SELF); CreateArcaneScroll(OBJECT_SELF, OBJECT_SELF);}} { int nRandom = d8(1); if (nRandom == 1){ } else if (nRandom == 2){ CreatePotion(OBJECT_SELF, OBJECT_SELF);} else if (nRandom == 3){ CreatePotion(OBJECT_SELF, OBJECT_SELF);} else if (nRandom == 4){ CreatePotion(OBJECT_SELF, OBJECT_SELF); CreatePotion(OBJECT_SELF, OBJECT_SELF);} else if (nRandom == 5){ CreatePotion(OBJECT_SELF, OBJECT_SELF); CreatePotion(OBJECT_SELF, OBJECT_SELF);} else if (nRandom == 6){ CreatePotion(OBJECT_SELF, OBJECT_SELF); CreatePotion(OBJECT_SELF, OBJECT_SELF); CreatePotion(OBJECT_SELF, OBJECT_SELF);} else if (nRandom == 7){ CreatePotion(OBJECT_SELF, OBJECT_SELF); CreatePotion(OBJECT_SELF, OBJECT_SELF); CreatePotion(OBJECT_SELF, OBJECT_SELF);} else if (nRandom == 8){ CreatePotion(OBJECT_SELF, OBJECT_SELF); CreatePotion(OBJECT_SELF, OBJECT_SELF); CreatePotion(OBJECT_SELF, OBJECT_SELF); CreatePotion(OBJECT_SELF, OBJECT_SELF);}} SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1); ShoutDisturbed(); // Command added to delay the respawn AssignCommand( OBJECT_SELF, DelayCommand (respawntime, SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",0) ) ); }