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!!New Custom Skills!!

atticus589

Sorceror
!!New Custom Skills!!

Wood Craft- V1.0
This Involves fishing skill, (I liked fishing it needed some spicing up though...) anyways, you have a chave of fishing up driftwood, and an octopuss, baby alligator, shark, seahorse, and a seaturtle. The ocean creatures can be given to any fisher, for a reward... Consisting of either Powerscrolls for fishing or rares somehow linked to fishing. With the drift wood, you can use a widdling tool, to make all sorts of stuff including a Custom fishing tool... A FISHING SPEAR!!!! lol yeah you know you wanna try it... :D and other stuff wind chimes, wooden swords, and more deco's.... Just a fun lil addition.

Installation:
There is one download, and 2 folders inside, all the files not in a folder just pop in your customs, One folder is with replacements, Replace those Files, the other is minor artifacts, if you have 1.0.0 then you don't need these if you don't run 1.0.0 drop in your customs.

Mage Craft- V1.0
This is just a nice lil invetion. The wands are there for use but never introduced, Also I noticed that Jewels were only for jewelry.... So I decided to make a skill to use jewels and wands together... I call it magecrafting.... It uses meditation skill and jewels to craft the wands that were originally the but never used... So this puts them to use... Especially good for mage... (I made wands Spell channel on my server for mages!) anywho... You need a good amount of meditation, and jewels to craft these wands...

Installation:
There is only custom files in this one just drop in customs and your set!

Last but not least...

Sword Jinxing- V1.0
This is a crafting skill for warriors... I don't like illish I think it is a waste of space and time, so I did notice paragons give minor artifacts... which really arent worth the time, so I decided to make it worth wile to fight, When you kill something it has a 1-10 chance of getting 1-15 magic gems, with 20 magic gems you can craft the minor artifact of your Choice.... but you have a very unlikely chance, so your shard dosent get swamped with paragon arties...

Installation:
Just put the files in the folder in your customs, If your running 1.0.0 ignore the minor artifact folder, but if not, add those to your customs also...

Thats it... Please Gimme feedback! Tell me what you think and give me suggestions....
 

Attachments

  • Wood Craft.zip
    15 KB · Views: 519
  • Mage Craft.zip
    1.8 KB · Views: 424
  • Sword Jinx.zip
    9.3 KB · Views: 383

Darkness_PR

Wanderer
Good....Now Players Train Other Skills!!!!

atticus589 said:
Wood Craft- V1.0
This Involves fishing skill, (I liked fishing it needed some spicing up though...) anyways, you have a chave of fishing up driftwood, and an octopuss, baby alligator, shark, seahorse, and a seaturtle. The ocean creatures can be given to any fisher, for a reward... Consisting of either Powerscrolls for fishing or rares somehow linked to fishing. With the drift wood, you can use a widdling tool, to make all sorts of stuff including a Custom fishing tool... A FISHING SPEAR!!!! lol yeah you know you wanna try it... :D and other stuff wind chimes, wooden swords, and more deco's.... Just a fun lil addition.

Installation:
There is one download, and 2 folders inside, all the files not in a folder just pop in your customs, One folder is with replacements, Replace those Files, the other is minor artifacts, if you have 1.0.0 then you don't need these if you don't run 1.0.0 drop in your customs.

Mage Craft- V1.0
This is just a nice lil invetion. The wands are there for use but never introduced, Also I noticed that Jewels were only for jewelry.... So I decided to make a skill to use jewels and wands together... I call it magecrafting.... It uses meditation skill and jewels to craft the wands that were originally the but never used... So this puts them to use... Especially good for mage... (I made wands Spell channel on my server for mages!) anywho... You need a good amount of meditation, and jewels to craft these wands...

Installation:
There is only custom files in this one just drop in customs and your set!

Last but not least...

Sword Jinxing- V1.0
This is a crafting skill for warriors... I don't like illish I think it is a waste of space and time, so I did notice paragons give minor artifacts... which really arent worth the time, so I decided to make it worth wile to fight, When you kill something it has a 1-10 chance of getting 1-15 magic gems, with 20 magic gems you can craft the minor artifact of your Choice.... but you have a very unlikely chance, so your shard dosent get swamped with paragon arties...

Installation:
Just put the files in the folder in your customs, If your running 1.0.0 ignore the minor artifact folder, but if not, add those to your customs also...

Thats it... Please Gimme feedback! Tell me what you think and give me suggestions....
Awsome...i might give it try =D...gives item so player train other skills =D...pretty good in deed......
thanks for sharing
 

Mekaylah

Wanderer
Wow talk about good timing! Some of my players just started really getting into fishing for some reason. They will have a blast with this. Can't wait to try it out. :)
 

Mekaylah

Wanderer
ok I got it all in with no errors and all but one of my gms and I have been fishing for an hour now non stop and all we have pulled out are the octopus and it says, You pull out a kraken. That is the only thing we are getting from fishing. Any ideas?? :confused:

Also, when you use the tool to make the special wands, it says you do not have enough sand. But when you click by it, it only says which gems you need and how many. It doesn't tell the players that they need sand and how much. How much sand do you need to make this stuff? Is there a way to fix that gump so it shows the sand too for the players?
 

atticus589

Sorceror
Try this:

Try this find the line that looks like this

[quote/]
new MutateEntry( 80.0, 80.0, 4080.0, true, typeof( Octopuss ) ),
new MutateEntry( 80.0, 80.0, 4080.0, true, typeof( SeeHorse ) ),
new MutateEntry( 80.0, 80.0, 4080.0, true, typeof( SeaTurtle ) ),
new MutateEntry( 80.0, 80.0, 4080.0, true, typeof( Shark ) ),
new MutateEntry( 80.0, 80.0, 4080.0, true, typeof( Croc ) ),
[\quote]

Change it to look like this:

[quote/]
new MutateEntry( 80.0, 80.0, 4080.0, true, typeof( Octopuss ) ), typeof( Croc ) ), typeof( SeeHorse ) ), typeof( SeaTurtle ) ), typeof( Shark ) ),
[quote\]


I think that might work, I still don't see why it would only pull out octopuss and say it caught a kraken, you might want to have an empty pack to they weigh 60 lbs, That might also be why (that is to make it so that you cant just turn in like 60 at once...) hopefully that might help you....
 

Jack_Dulan

Sorceror
Great work on this script. Everybody on mine is getting up now :)
I had the wrong names come up as well, so I changed a few things and got it working.

all I did was change:
Code:
					if ( (item.ItemData.Flags & TileFlag.ArticleA) != 0 )
						name = "a " + item.ItemData.Name;
					else if ( (item.ItemData.Flags & TileFlag.ArticleAn) != 0 )
						name = "an " + item.ItemData.Name;
					else
						name = item.ItemData.Name;
to
Code:
					if ( item is DriftWood )
						name = "a piece of " + item.Name;
					else
						name = item.Name;
and it got the names correct. ;)
 

The Noob

Wanderer
Code:
	private static MutateEntry[] m_MutateTable = new MutateEntry[]
			{
				new MutateEntry(  80.0, 80.0, 4080.0, true, typeof( Octopuss ), typeof( Croc ), typeof( SeeHorse ), typeof( SeaTurtle ), typeof( Shark ),
				new MutateEntry(  80.0,  80.0,  4080.0,  true, typeof( SpecialFishingNet ) ),
				new MutateEntry(  80.0,  80.0,  4080.0,  true, typeof( BigFish ) ),
				new MutateEntry(  90.0,  80.0,  4080.0,  true, typeof( TreasureMap ) ),
				new MutateEntry( 100.0,  80.0,  4080.0,  true, typeof( MessageInABottle ) ),
				new MutateEntry(   0.0, 125.0, -2375.0, false, typeof( PrizedFish ), typeof( WondrousFish ), typeof( TrulyRareFish ), typeof( PeculiarFish ) ),
				new MutateEntry(   0.0, 105.0,  -420.0, false, typeof( Boots ), typeof( Shoes ), typeof( Sandals ), typeof( ThighBoots ) ),
				new MutateEntry(   0.0, 125.0,  -420.0, false, typeof( DriftWood ) ),
				new MutateEntry(   0.0, 200.0,  -200.0, false, new Typ[1]( null ) ) 
			};



I did what you said before and it is now complaining about line 129, the

MutateEntry( 0.0, 200.0, -200.0, false, new Typ[1]( null ) )

line. It says it needs a } bracket at the end, but I can not figure out what it wants. Any ideas?
 

A_Li_N

Knight
Not meaning to flame or anything, but isn't your title a bit....misleading?
You have introduced 3 new CRAFT systems taht are based off of other skills. Nice systems they are, but they are still craft systems, not SKILLS. Skills are something you gain to do things like craft. And stating that you are offering "New Skills" is completely misleading.

But again, nice 3 additions :)
 

atticus589

Sorceror
Hmmf, looked at your code it seemed fine, Can you post the Whole error and all the errors you got, If all else fails try what JACK DUNLAN did... he said it works great now... A LI N I totally agree with you, They arent skills more of sub-skills.... I didnt think of it till you mentioned it... But its great to have someone of your status to be commenting well on one of my projects.... Thanks! :D
 

The Noob

Wanderer
Code:
using System;
using Server;
using Server.Items;
using Server.Mobiles;
using Server.Engines.Quests;
using Server.Engines.Quests.Collector;

namespace Server.Engines.Harvest
{
	public class Fishing : HarvestSystem
	{
		private static Fishing m_System;

		public static Fishing System
		{
			get
			{
				if ( m_System == null )
					m_System = new Fishing();

				return m_System;
			}
		}

		private HarvestDefinition m_Definition;

		public HarvestDefinition Definition
		{
			get{ return m_Definition; }
		}

		private Fishing()
		{
			HarvestResource[] res;
			HarvestVein[] veins;

			#region Fishing
			HarvestDefinition fish = new HarvestDefinition();

			// Resource banks are every 8x8 tiles
			fish.BankWidth = 8;
			fish.BankHeight = 8;

			// Every bank holds from 5 to 15 fish
			fish.MinTotal = 50;
			fish.MaxTotal = 150;

			// A resource bank will respawn its content every 10 to 20 minutes
			fish.MinRespawn = TimeSpan.FromMinutes( 10.0 );
			fish.MaxRespawn = TimeSpan.FromMinutes( 20.0 );

			// Skill checking is done on the Fishing skill
			fish.Skill = SkillName.Fishing;

			// Set the list of harvestable tiles
			fish.Tiles = m_WaterTiles;
			fish.RangedTiles = true;

			// Players must be within 4 tiles to harvest
			fish.MaxRange = 4;

			// One fish per harvest action
			fish.ConsumedPerHarvest = 1;
			fish.ConsumedPerFeluccaHarvest = 2;

			// The fishing
			fish.EffectActions = new int[]{ 12 };
			fish.EffectSounds = new int[0];
			fish.EffectCounts = new int[]{ 1 };
			fish.EffectDelay = TimeSpan.Zero;
			fish.EffectSoundDelay = TimeSpan.FromSeconds( 8.0 );

			fish.NoResourcesMessage = 503172; // The fish don't seem to be biting here.
			fish.FailMessage = 503171; // You fish a while, but fail to catch anything.
			fish.TimedOutOfRangeMessage = 500976; // You need to be closer to the water to fish!
			fish.OutOfRangeMessage = 500976; // You need to be closer to the water to fish!
			fish.PackFullMessage = 503176; // You do not have room in your backpack for a fish.
			fish.ToolBrokeMessage = 503174; // You broke your fishing pole.

			res = new HarvestResource[]
				{
					new HarvestResource( 00.0, 00.0, 100.0, 1043297, typeof( Fish ) )
				};

			veins = new HarvestVein[]
				{
					new HarvestVein( 100.0, 0.0, res[0], null )
				};

			fish.Resources = res;
			fish.Veins = veins;

			m_Definition = fish;
			Definitions.Add( fish );
			#endregion
		}

		public override void OnConcurrentHarvest( Mobile from, Item tool, HarvestDefinition def, object toHarvest )
		{
			from.SendLocalizedMessage( 500972 ); // You are already fishing.
		}

		private class MutateEntry
		{
			public double m_ReqSkill, m_MinSkill, m_MaxSkill;
			public bool m_DeepWater;
			public Type[] m_Types;

			public MutateEntry( double reqSkill, double minSkill, double maxSkill, bool deepWater, params Type[] types )
			{
				m_ReqSkill = reqSkill;
				m_MinSkill = minSkill;
				m_MaxSkill = maxSkill;
				m_DeepWater = deepWater;
				m_Types = types;
			}
		}

		private static MutateEntry[] m_MutateTable = new MutateEntry[]
			{
				new MutateEntry(  80.0, 80.0, 4080.0, true, typeof( Octopuss ), typeof( Croc ), typeof( SeeHorse ), typeof( SeaTurtle ), typeof( Shark ),
				new MutateEntry(  80.0,  80.0,  4080.0,  true, typeof( SpecialFishingNet ) ),
				new MutateEntry(  80.0,  80.0,  4080.0,  true, typeof( BigFish ) ),
				new MutateEntry(  90.0,  80.0,  4080.0,  true, typeof( TreasureMap ) ),
				new MutateEntry( 100.0,  80.0,  4080.0,  true, typeof( MessageInABottle ) ),
				new MutateEntry(   0.0, 125.0, -2375.0, false, typeof( PrizedFish ), typeof( WondrousFish ), typeof( TrulyRareFish ), typeof( PeculiarFish ) ),
				new MutateEntry(   0.0, 105.0,  -420.0, false, typeof( Boots ), typeof( Shoes ), typeof( Sandals ), typeof( ThighBoots ) ),
				new MutateEntry(   0.0, 125.0,  -420.0, false, typeof( DriftWood ) ),
[B]error line ----------> [/B] new MutateEntry(   0.0, 200.0,  -200.0, false, new Typ[1]( null ) ) 
			};

		public override bool SpecialHarvest( Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc )
		{
			PlayerMobile player = from as PlayerMobile;

			if ( player != null )
			{
				QuestSystem qs = player.Quest;

				if ( qs is CollectorQuest )
				{
					QuestObjective obj = qs.FindObjective( typeof( FishPearlsObjective ) );

					if ( obj != null && !obj.Completed )
					{
						if ( Utility.RandomDouble() < 0.5 )
						{
							player.SendLocalizedMessage( 1055086, "", 0x59 ); // You pull a shellfish out of the water, and find a rainbow pearl inside of it.

							obj.CurProgress++;
						}
						else
						{
							player.SendLocalizedMessage( 1055087, "", 0x2C ); // You pull a shellfish out of the water, but it doesn't have a rainbow pearl.
						}

						return true;
					}
				}
			}

			return false;
		}

		public override Type MutateType( Type type, Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc, HarvestResource resource )
		{
			bool deepWater = SpecialFishingNet.FullValidation( map, loc.X, loc.Y );

			double skillBase = from.Skills[SkillName.Fishing].Base;
			double skillValue = from.Skills[SkillName.Fishing].Value;

			for ( int i = 0; i < m_MutateTable.Length; ++i )
			{
				MutateEntry entry = m_MutateTable[i];

				if ( !deepWater && entry.m_DeepWater )
					continue;

				if ( skillBase >= entry.m_ReqSkill )
				{
					double chance = (skillValue - entry.m_MinSkill) / (entry.m_MaxSkill - entry.m_MinSkill);

					if ( chance > Utility.RandomDouble() )
						return entry.m_Types[Utility.Random( entry.m_Types.Length )];
				}
			}

			return type;
		}

		private static Map SafeMap( Map map )
		{
			if ( map == null || map == Map.Internal )
				return Map.Trammel;

			return map;
		}

		public override bool CheckResources( Mobile from, Item tool, HarvestDefinition def, Map map, Point3D loc, bool timed )
		{
			Container pack = from.Backpack;

			if ( pack != null )
			{
				Item[] messages = pack.FindItemsByType( typeof( SOS ) );

				for ( int i = 0; i < messages.Length; ++i )
				{
					SOS sos = (SOS)messages[i];

					if ( from.Map == sos.TargetMap && from.InRange( sos.TargetLocation, 60 ) )
						return true;
				}
			}

			return base.CheckResources( from, tool, def, map, loc, timed );
		}

		public override Item Construct( Type type, Mobile from )
		{
			if ( type == typeof( TreasureMap ) )
			{
				int level;
				if ( from is PlayerMobile && ((PlayerMobile)from).Young && from.Map == Map.Trammel && TreasureMap.IsInHavenIsland( from ) )
					level = 0;
				else
					level = 1;

				return new TreasureMap( level, from.Map == Map.Felucca ? Map.Felucca : Map.Trammel );
			}
			else if ( type == typeof( MessageInABottle ) )
			{
				return new MessageInABottle( SafeMap( from.Map ) );
			}

			Container pack = from.Backpack;

			if ( pack != null )
			{
				Item[] messages = pack.FindItemsByType( typeof( SOS ) );

				for ( int i = 0; i < messages.Length; ++i )
				{
					SOS sos = (SOS)messages[i];

					if ( from.Map == sos.TargetMap && from.InRange( sos.TargetLocation, 60 ) )
					{
						Item preLoot = null;

						switch ( Utility.Random( 7 ) )
						{
							case 0: // Body parts
							{
								int[] list = new int[]
									{
										0x1CDD, 0x1CE5, // arm
										0x1CE0, 0x1CE8, // torso
										0x1CE1, 0x1CE9, // head
										0x1CE2, 0x1CEC // leg
									};

								preLoot = new ShipwreckedItem( Utility.RandomList( list ) );
								break;
							}
							case 1: // Bone parts
							{
								int[] list = new int[]
									{
										0x1AE0, 0x1AE1, 0x1AE2, 0x1AE3, 0x1AE4, // skulls
										0x1B09, 0x1B0A, 0x1B0B, 0x1B0C, 0x1B0D, 0x1B0E, 0x1B0F, 0x1B10, // bone piles
										0x1B15, 0x1B16 // pelvis bones
									};

								preLoot = new ShipwreckedItem( Utility.RandomList( list ) );
								break;
							}
							case 2: // Paintings and portraits
							{
								preLoot = new ShipwreckedItem( Utility.Random( 0xE9F, 10 ) );
								break;
							}
							case 3: // Pillows
							{
								preLoot = new ShipwreckedItem( Utility.Random( 0x13A4, 11 ) );
								break;
							}
							case 4: // Shells
							{
								preLoot = new ShipwreckedItem( Utility.Random( 0xFC4, 9 ) );
								break;
							}
							case 5: // Misc
							{
								int[] list = new int[]
									{
										0x1EB5, // unfinished barrel
										0xA2A, // stool
										0xC1F, // broken clock
										0x1047, 0x1048, // globe
										0x1EB1, 0x1EB2, 0x1EB3, 0x1EB4 // barrel staves
									};

								preLoot = new ShipwreckedItem( Utility.RandomList( list ) );
								break;
							}
						}

						if ( preLoot != null )
							return preLoot;

						sos.Delete();

						WoodenChest chest = new WoodenChest();

						TreasureMapChest.Fill( chest, Utility.RandomMinMax( 1, 3 ) );

						// TODO: Are there chances on this? All MIB's I've done had nets..
						chest.DropItem( new SpecialFishingNet() );

						chest.Movable = true;
						chest.Locked = false;
						chest.TrapType = TrapType.None;
						chest.TrapPower = 0;

						return chest;
					}
				}
			}

			return base.Construct( type, from );
		}

		public override bool Give( Mobile m, Item item, bool placeAtFeet )
		{
			if ( item is TreasureMap || item is MessageInABottle || item is SpecialFishingNet )
			{
				BaseCreature serp;

				if ( 0.25 > Utility.RandomDouble() )
					serp = new DeepSeaSerpent();
				else
					serp = new SeaSerpent();

				int x = m.X, y = m.Y;

				Map map = m.Map;

				for ( int i = 0; map != null && i < 20; ++i )
				{
					int tx = m.X - 10 + Utility.Random( 21 );
					int ty = m.Y - 10 + Utility.Random( 21 );

					Tile t = map.Tiles.GetLandTile( tx, ty );

					if ( t.Z == -5 && ( (t.ID >= 0xA8 && t.ID <= 0xAB) || (t.ID >= 0x136 && t.ID <= 0x137) ) && !Spells.SpellHelper.CheckMulti( new Point3D( tx, ty, -5 ), map ) )
					{
						x = tx;
						y = ty;
						break;
					}
				}

				serp.MoveToWorld( new Point3D( x, y, -5 ), map );

				serp.Home = serp.Location;
				serp.RangeHome = 10;

				serp.PackItem( item );

				m.SendLocalizedMessage( 503170 ); // Uh oh! That doesn't look like a fish!

				return true; // we don't want to give the item to the player, it's on the serpent
			}

			if ( item is BigFish || item is WoodenChest )
				placeAtFeet = true;

			return base.Give( m, item, placeAtFeet );
		}

		public override void SendSuccessTo( Mobile from, Item item, HarvestResource resource )
		{
			if ( item is BigFish )
			{
				from.SendLocalizedMessage( 1042635 ); // Your fishing pole bends as you pull a big fish from the depths!

				((BigFish)item).Fisher = from;
			}
			else if ( item is WoodenChest )
			{
				from.SendLocalizedMessage( 503175 ); // You pull up a heavy chest from the depths of the ocean!
			}
			else
			{
				int number;
				string name;

				if ( item is BaseMagicFish )
				{
					number = 1008124;
					name = "a mess of small fish";
				}
				else if ( item is Fish )
				{
					number = 1008124;
					name = "a fish";
				}
				else if ( item is BaseShoes )
				{
					number = 1008124;
					name = item.ItemData.Name;
				}
				else if ( item is TreasureMap )
				{
					number = 1008125;
					name = "a sodden piece of parchment";
				}
				else if ( item is MessageInABottle )
				{
					number = 1008125;
					name = "a bottle, with a message in it";
				}
				else if ( item is SpecialFishingNet )
				{
					number = 1008125;
					name = "a special fishing net"; // TODO: this is just a guess--what should it really be named?
				}
				else
				{
					number = 1043297;

					if ( item is DriftWood ) name = "a piece of " + item.Name; else name = item.Name;
				}

				if ( number == 1043297 )
					from.SendLocalizedMessage( number, name );
				else
					from.SendLocalizedMessage( number, true, name );
			}
		}

		public override void OnHarvestStarted( Mobile from, Item tool, HarvestDefinition def, object toHarvest )
		{
			base.OnHarvestStarted( from, tool, def, toHarvest );

			int tileID;
			Map map;
			Point3D loc;

			if ( GetHarvestDetails( from, tool, toHarvest, out tileID, out map, out loc ) )
				Timer.DelayCall( TimeSpan.FromSeconds( 1.5 ), new TimerStateCallback( Splash_Callback ), new object[]{ loc, map } );
		}

		private void Splash_Callback( object state )
		{
			object[] args = (object[])state;
			Point3D loc = (Point3D)args[0];
			Map map = (Map)args[1];

			Effects.SendLocationEffect( loc, map, 0x352D, 16, 4 );
			Effects.PlaySound( loc, map, 0x364 );
		}

		public override object GetLock( Mobile from, Item tool, HarvestDefinition def, object toHarvest )
		{
			return this;
		}

		public override bool BeginHarvesting( Mobile from, Item tool )
		{
			if ( !base.BeginHarvesting( from, tool ) )
				return false;

			from.SendLocalizedMessage( 500974 ); // What water do you want to fish in?
			return true;
		}

		public override bool CheckHarvest( Mobile from, Item tool )
		{
			if ( !base.CheckHarvest( from, tool ) )
				return false;

			if ( from.Mounted )
			{
				from.SendLocalizedMessage( 500971 ); // You can't fish while riding!
				return false;
			}

			return true;
		}

		public override bool CheckHarvest( Mobile from, Item tool, HarvestDefinition def, object toHarvest )
		{
			if ( !base.CheckHarvest( from, tool, def, toHarvest ) )
				return false;

			if ( from.Mounted )
			{
				from.SendLocalizedMessage( 500971 ); // You can't fish while riding!
				return false;
			}

			return true;
		}

		private static int[] m_WaterTiles = new int[]
			{
				0x00A8, 0x00AB,
				0x0136, 0x0137,
				0x5797, 0x579C,
				0x746E, 0x7485,
				0x7490, 0x74AB,
				0x74B5, 0x75D5
			};
	}
}

that is the entire script

the error is:
Error: Scripts\Base\Engines\Harvest\Fishing.cs: CS1026: <Line 129, column 72> } expected

My dad couldn't figure out what was wrong with it, and he has 18 years of experience with computers and programming. :(

Actually, I already had done what Jack had said to do.
 

Jack_Dulan

Sorceror
I had a look and it is like the error said, you missed a ) out
this is yours
Code:
new MutateEntry(  80.0, 80.0, 4080.0, true, typeof( Shark ), typeof( Octopuss ), typeof( Croc ), typeof( SeeHorse ), typeof( SeaTurtle ),
and this one works
Code:
new MutateEntry(  80.0,  80.0,  4080.0,  true, typeof( Shark ), typeof( Octopuss ), typeof( Croc ), typeof( SeaTurtle ), typeof( SeeHorse ) [COLOR=Red])[/COLOR],

so simple :D
 

atticus589

Sorceror
yeah that is horrible with

c# is soo horrible in that aspect ive had to redo like 600 scripts only to find i was just missing a comma... Its pretty disfunctional... But the excitement you get from haveing new toys to play with each day is enough for me... :D
 

The Noob

Wanderer
That worked thanks. Now I am having the error

Error: Scripts\Base\Engines\Harvest\Fishing.cs: 0149: <line 129, column 52> Method name expected

Code:
		private static MutateEntry[] m_MutateTable = new MutateEntry[]
			{
				new MutateEntry(  80.0,  80.0,  4080.0,  true, typeof( Octopuss ), typeof( Croc ), typeof( SeeHorse ), typeof( SeaTurtle ), typeof( Shark ) ),
				new MutateEntry(  80.0,  80.0,  4080.0,  true, typeof( SpecialFishingNet ) ),
				new MutateEntry(  80.0,  80.0,  4080.0,  true, typeof( BigFish ) ),
				new MutateEntry(  90.0,  80.0,  4080.0,  true, typeof( TreasureMap ) ),
				new MutateEntry( 100.0,  80.0,  4080.0,  true, typeof( MessageInABottle ) ),
				new MutateEntry(   0.0, 125.0, -2375.0, false, typeof( PrizedFish ), typeof( WondrousFish ), typeof( TrulyRareFish ), typeof( PeculiarFish ) ),
				new MutateEntry(   0.0, 105.0,  -420.0, false, typeof( Boots ), typeof( Shoes ), typeof( Sandals ), typeof( ThighBoots ) ),
				new MutateEntry(   0.0, 125.0,  -420.0, false, typeof( DriftWood ) ),
				new MutateEntry(   0.0, 200.0,  -200.0, false, new Type[1]( null ) ) 
			};
That is the code around it, and it is still the same line it's complaining about.
 

Jack_Dulan

Sorceror
Try changing the brackets,
Code:
				new MutateEntry(   0.0, 200.0,  -200.0, false, new Type[1][COLOR=Red]([/COLOR] null [COLOR=Red])[/COLOR] )
to
Code:
				new MutateEntry(   0.0, 200.0,  -200.0, false, new Type[1][COLOR=Red]{[/COLOR] null [COLOR=Red]}[/COLOR] )

see if that fixes it.
 

Freya

Wanderer
This is a great script.... and I love what it brings to fishing, but I have one question, I've been trying to find where I can modify it to make the special fished up items hard to get.... when I tested it, I was pulling out the shark, octopus' and such right away, pulled up about 10 of the special fished up items in about 30 mins.... with 100 fishing. I couldn't quite see where to modify the chance of fishing up these items. Can anyone offer some help? Thank you.

Ok, upon fishing for a SOS I noticed another problem, lol After changing the part in the script to fix the message it gives when pulling up one of the special items.... now when pulling up anything else, like items from a SOS.... they give the message "You pull out ~1_ITEM_NAME~!" instead of the name of the items being pulled up.... lol Any suggestions on how to fix this, but keep it giving the name of the special items you pull up as well? Thanks :)
 

Tark

Wanderer
hmm i think its in fishing.cs, you change the skill values...set the minimum to 100 instead of 80, not sure though.

Hey freya, you ever play sphereserver shards? I remember a gm named freya on a shard, when i was a freeshard noob :)

ahh i can never go back to pre-aos now...
 

milva

Sorceror
Would love the fishing script also- has this been updated so it compiles with no errors or no?
 
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