// Treasure Chest
#include "X0_I0_TREASURE"
void main()
{
    object oItem = OBJECT_INVALID;
// Clear all contents of the <span class="highlight">chest</span>
    oItem = GetFirstItemInInventory();
    while ( oItem != OBJECT_INVALID )
        {
        //Make sure people don't stuff <span class="highlight">chest</span> 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);
    GenerateHighTreasure(oLastOpener, OBJECT_SELF);
    {int nRandom = d12(1);
    if (nRandom == 1){
      CreateItemOnObject("NW_WAMBU001", OBJECT_SELF, 1);}
    else if (nRandom == 2){
      CreateItemOnObject("NW_WAMBU001", OBJECT_SELF, 1);}
    else if (nRandom == 3){
      CreateItemOnObject("NW_WAMBU001", OBJECT_SELF, 1);}
    else if (nRandom == 4){
      CreateItemOnObject("NW_WAMBU001", OBJECT_SELF, 1);}
    else if (nRandom == 5){
      CreateItemOnObject("NW_WAMBU001", OBJECT_SELF, 2);}
    else if (nRandom == 6){
      CreateItemOnObject("NW_WAMBU001", OBJECT_SELF, 2);}
    else if (nRandom == 7){
      CreateItemOnObject("NW_WAMBU001", OBJECT_SELF, 2);}
    else if (nRandom == 8){
      CreateItemOnObject("NW_WAMMBU007", OBJECT_SELF, 1);}}
    SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",1);
    ShoutDisturbed();
    // Command added to delay the <span class="highlight">respawn</span>
    AssignCommand( OBJECT_SELF, DelayCommand (respawntime, SetLocalInt(OBJECT_SELF,"NW_DO_ONCE",0) ) );
}