// Treasure Chest
#include "X2_inc_treasure"
#include "X0_I0_TREASURE"
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);
GenerateLowTreasure(oLastOpener, OBJECT_SELF);
GenerateLowTreasure(oLastOpener, OBJECT_SELF);
GenerateLowTreasure(oLastOpener, OBJECT_SELF);
GenerateLowTreasure(oLastOpener, OBJECT_SELF);
GenerateLowTreasure(oLastOpener, OBJECT_SELF);
GenerateLowTreasure(oLastOpener, OBJECT_SELF);
GenerateMediumTreasure(oLastOpener, OBJECT_SELF);
GenerateMediumTreasure(oLastOpener, 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) ) );
}