Topic:Talus 2 Treasure Chests
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You are reading Talus 2 - Area Specs - Treasure Chests
Place a chest in a location inaccessible to players. Optionally use any kind of object and give it an inventory. Make sure Plot is checked too. Give this placeable a unique tag. I would suggest something like : LD_ALERRA_DGN_SRC_CHEST_1
LD = my initials, ALERRA_DGN for Alerra Dungeon, SRC_CHEST_1 meaning it's Source Chest number 1 for the Alerra Dungeon.
Right click the chest and choose "Variables"
add a variable as follows:
| Name | Optional | Type | Value | Description |
| iFiniteItems | Yes | int | 0 or 1 | If set to 1, items in this chest will be deleted as they are received by players. A server reload refreshes all chests. |
Now, place an accessible chest. Make sure it is usable, and replace the OnOpen script with "ld_std_chest"
Edit this chest's variables as follows:
| Name | Optional | Type | Value | Description |
| iGoldMin | No | int | 0-? | Minimum amount of random gold this chest should have |
| iGoldMax | No | int | 0-? | Maximum amount of random gold this chest should have |
| iTimer | No | int | 0-? | Minimum time delay in seconds before chest will generate treasure again |
| iResetWhenAreaEmpty | Yes | int | 0 or 1 | If set to 1, chest will wait another <iTimer value> seconds before being able to generate treasure if there are players in the area when the timer runs out |
| iMaxItems | Yes | int | 1-? | Maximum number of items to load from source chest. 1 is assumed if not set |
| sSourceChest | No | string | <tag> | Tag of source chest |
Treasure Chest Demo Module
That should do it.
-Lanthar