Full Version : HELP!!!
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