// 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();
GenerateMediumTreasure(oLastOpener, OBJECT_SELF);
GenerateHighTreasure(oLastOpener, OBJECT_SELF);
{int nRandom = d6(1);
int nTreasureType = 2;
if (nRandom == 1){
CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 787);
CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);}
else if (nRandom == 2){
CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 1152);
CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);}
else if (nRandom == 3){
CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 1847);
CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);}
else if (nRandom == 4){
CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 2131);
GenerateHighTreasure(oLastOpener, OBJECT_SELF);
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){
CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 2857);
GenerateHighTreasure(oLastOpener, OBJECT_SELF);
CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);
CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);}
else if (nRandom == 6){
CreateItemOnObject("NW_IT_GOLD001", OBJECT_SELF, 3570);
CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
CreateGem(OBJECT_SELF, OBJECT_SELF, nTreasureType);
CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);
CreateJewel(OBJECT_SELF, OBJECT_SELF, nTreasureType);}}
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) ) );
}