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Simple Player Dueling.

crameep

Sorceror
Re

Yeah, i got it now, feel like a complete noob but I had accidentally put an extra character in part of the code.
 

crameep

Sorceror
New crash

Ok, everythings working fine for the most part, but i found another way to crash the script. If i have 2 duels going at the same time. After the last one ends i get this crash log

Code:
Server Crash Report
===================

RunUO Version 2.0, Build 3490.1232
Operating System: Microsoft Windows NT 6.0.6002 Service Pack 2
.NET Framework: 2.0.50727.4016
Time: 12/19/2009 7:11:46 AM
Mobiles: 4813
Items: 127581
Exception:
System.NullReferenceException: Object reference not set to an instance of an object.
   at Server.Dueling.DuelController.LoadPlayer(PlayerMobile pm) in c:\Users\Crameep\Desktop\Test Center\Scripts\Customs\Dueling\Base\DuelController.cs:line 489
   at Server.Dueling.DuelController.EndDuel(Int32 teamid) in c:\Users\Crameep\Desktop\Test Center\Scripts\Customs\Dueling\Base\DuelController.cs:line 251
   at Server.Dueling.DuelController.HandleDeath(Object o) in c:\Users\Crameep\Desktop\Test Center\Scripts\Customs\Dueling\Base\DuelController.cs:line 360
   at Server.Timer.Slice()
   at Server.Core.Main(String[] args)
Any Suggestions?
 

Alex21

Sorceror
crameep;822043 said:
Ok, everythings working fine for the most part, but i found another way to crash the script. If i have 2 duels going at the same time. After the last one ends i get this crash log

Code:
Server Crash Report
===================

RunUO Version 2.0, Build 3490.1232
Operating System: Microsoft Windows NT 6.0.6002 Service Pack 2
.NET Framework: 2.0.50727.4016
Time: 12/19/2009 7:11:46 AM
Mobiles: 4813
Items: 127581
Exception:
System.NullReferenceException: Object reference not set to an instance of an object.
   at Server.Dueling.DuelController.LoadPlayer(PlayerMobile pm) in c:\Users\Crameep\Desktop\Test Center\Scripts\Customs\Dueling\Base\DuelController.cs:line 489
   at Server.Dueling.DuelController.EndDuel(Int32 teamid) in c:\Users\Crameep\Desktop\Test Center\Scripts\Customs\Dueling\Base\DuelController.cs:line 251
   at Server.Dueling.DuelController.HandleDeath(Object o) in c:\Users\Crameep\Desktop\Test Center\Scripts\Customs\Dueling\Base\DuelController.cs:line 360
   at Server.Timer.Slice()
   at Server.Core.Main(String[] args)
Any Suggestions?

Can you post
Code:
c:\Users\Crameep\Desktop\Test Center\Scripts\Customs\Dueling\Base\DuelController.cs:line 489
Line 489?
 

Alex21

Sorceror
Friendly_Bob;822307 said:
no there isnt .... :)

Well simplest way to do it would be add a Point3D proerty to the duelcontroller, use this property to specify the location where the duel gate will teleport them if they choose to go to that arena.

Then script a gate item which will display a gump when someone walks over it.

This gump should enumerate through the duelcontrollers adding entries for each duel controller and if they click to go to one then simply have code to move them to the specified location by the new duelcontroller property.
 

mortenbub

Wanderer
im getting errors in line notoriety.cs for line for line 17 and 35

server.misc contains a definition for NotorietyHandlers

and

server.misc.notorietyhandlers contains definition for guild status


help?
 
question

After the Duel is Complete My characters do not get resurrected.
Iis there a way to make it so they are teleported out of the arena and resurrected?
 

Friendly_Bob

Sorceror
i think it has something do with the region its self cause you die you dont get ressurected. i think its cause the region is ment for 1.0 there has to be something different.
 

Erucid

Sorceror
trackmage;791763 said:
Scripts: Compiling C# scripts...failed (1 errors, 8 warnings)
Warnings:
+ Customs/Dueling/Regions/DuelRegion.cs:
CS0105: Line 26: The using directive for 'Server.Regions' appeared previousl
y in this namespace
+ Commands/EvensCommand.cs:
CS0108: Line 30: 'Server.Items.EventControl.Map' hides inherited member 'Ser
ver.Item.Map'. Use the new keyword if hiding was intended.
+ Customs/Dueling/Base/Classes/Duel.cs:
CS0252: Line 285: Possible unintended reference comparison; to get a value c
omparison, cast the left hand side to type 'string'
+ Customs/Dueling/Base/DuelController.cs:
CS0252: Line 301: Possible unintended reference comparison; to get a value c
omparison, cast the left hand side to type 'string'
CS0252: Line 304: Possible unintended reference comparison; to get a value c
omparison, cast the left hand side to type 'string'
+ Customs/Dueling/Gumps/DuelSetup_Main.cs:
CS0252: Line 61: Possible unintended reference comparison; to get a value co
mparison, cast the left hand side to type 'string'
CS0252: Line 137: Possible unintended reference comparison; to get a value c
omparison, cast the left hand side to type 'string'
+ Customs/Dueling/Gumps/DuelSetup_ParticipantSetup.cs:
CS0252: Line 46: Possible unintended reference comparison; to get a value co
mparison, cast the left hand side to type 'string'
CS0252: Line 66: Possible unintended reference comparison; to get a value co
mparison, cast the left hand side to type 'string'
CS0252: Line 109: Possible unintended reference comparison; to get a value c
omparison, cast the left hand side to type 'string'
CS0252: Line 135: Possible unintended reference comparison; to get a value c
omparison, cast the left hand side to type 'string'
+ Customs/Dueling/Gumps/DuelSetup_Pending.cs:
CS0252: Line 70: Possible unintended reference comparison; to get a value co
mparison, cast the left hand side to type 'string'
+ Customs/Dueling/Gumps/Duel_ViewRules.cs:
CS0252: Line 81: Possible unintended reference comparison; to get a value co
mparison, cast the left hand side to type 'string'
CS0252: Line 216: Possible unintended reference comparison; to get a value c
omparison, cast the left hand side to type 'string'
Errors:
+ Customs/Dueling/Base/DuelController.cs:
CS0117: Line 106: 'Server.Misc.NotorietyHandlers' does not contain a definit
ion for 'MobileNotoriety2'
CS0117: Line 114: 'Server.Misc.NotorietyHandlers' does not contain a definit
ion for 'MobileNotoriety2'
CS0117: Line 117: 'Server.Misc.NotorietyHandlers' does not contain a definit
ion for 'MobileNotoriety2'
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.:cool:
You havn't done the distro install correctly.
Underdog;791695 said:
I got it ;)
That post has a file with the distro edit's already made, use it, or compare it to your own..
From post #136

SO, I'm getting the same warnings. I'm on a linux system. And I downloaded the "I got it" notoriety.cs. Any other advice? Can these warning be ignored? Although, they do spam my console. I'd love to use this system. Help please.
 

Foster

Account Terminated
i am having trouble finding how to get my players oput of the arena after a duel is there a way to make it so when the players have finishe d the duel they are moved to a location i specify and also how to check the duel time how long the duel goes for this would be great otherwise a great script
 
Everything is working in 2.1 but when someone kills the opponent they just stay dead. They do not win or anything did I miss something.
 

Rubadubb

Wanderer
using System;
using System.Collections;
using System.Collections.Generic;
using Server;
using Server.Items;
using Server.Guilds;
using Server.Multis;
using Server.Mobiles;
using Server.Engines.PartySystem;
using Server.Dueling;
using Server.Spells.Necromancy;
using Server.Spells.Ninjitsu;
using Server.Spells;
using Server.Dueling; //dualing system
if (source is PlayerMobile && target is PlayerMobile)
{
if (Duel_Config.InADuel((PlayerMobile)source) && Duel_Config.InADuel((PlayerMobile)target))
return DuelController.NotoHandler(source, target);
}
namespace Server.Misc
{
public class NotorietyHandlers
{
public static void Initialize()
{
Notoriety.Hues[Notoriety.Innocent] = 0x59;
Notoriety.Hues[Notoriety.Ally] = 0x3F;
Notoriety.Hues[Notoriety.CanBeAttacked] = 0x3B2;
Notoriety.Hues[Notoriety.Criminal] = 0x3B2;
Notoriety.Hues[Notoriety.Enemy] = 0x90;
Notoriety.Hues[Notoriety.Murderer] = 0x22;
Notoriety.Hues[Notoriety.Invulnerable] = 0x35;
Notoriety.Handler = new NotorietyHandler( MobileNotoriety );
Mobile.AllowBeneficialHandler = new AllowBeneficialHandler( Mobile_AllowBeneficial );
Mobile.AllowHarmfulHandler = new AllowHarmfulHandler( Mobile_AllowHarmful );
}
private enum GuildStatus { None, Peaceful, Waring }
private static GuildStatus GetGuildStatus( Mobile m )
{
if( m.Guild == null )
return GuildStatus.None;
else if( ((Guild)m.Guild).Enemies.Count == 0 && m.Guild.Type == GuildType.Regular )
return GuildStatus.Peaceful;
return GuildStatus.Waring;
}
private static bool CheckBeneficialStatus( GuildStatus from, GuildStatus target )
{
if( from == GuildStatus.Waring || target == GuildStatus.Waring )
return false;
return true;
}
/*private static bool CheckHarmfulStatus( GuildStatus from, GuildStatus target )
{
if ( from == GuildStatus.Waring && target == GuildStatus.Waring )
return true;
return false;
}*/
public static bool Mobile_AllowBeneficial( Mobile from, Mobile target )
{
if( from == null || target == null || from.AccessLevel > AccessLevel.Player || target.AccessLevel > AccessLevel.Player )
return true;
Map map = from.Map;
#region Factions
Faction targetFaction = Faction.Find( target, true );
if( (!Core.ML || map == Faction.Facet) && targetFaction != null )
{
if( Faction.Find( from, true ) != targetFaction )
return false;
}
#endregion

if( map != null && (map.Rules & MapRules.BeneficialRestrictions) == 0 )
return true; // In felucca, anything goes
if( !from.Player )
return true; // NPCs have no restrictions
if( target is BaseCreature && !((BaseCreature)target).Controlled )
return false; // Players cannot heal uncontrolled mobiles
if( from is PlayerMobile && ((PlayerMobile)from).Young && (!(target is PlayerMobile) || !((PlayerMobile)target).Young) )
return false; // Young players cannot perform beneficial actions towards older players
Guild fromGuild = from.Guild as Guild;
Guild targetGuild = target.Guild as Guild;
if( fromGuild != null && targetGuild != null && (targetGuild == fromGuild || fromGuild.IsAlly( targetGuild )) )
return true; // Guild members can be beneficial
return CheckBeneficialStatus( GetGuildStatus( from ), GetGuildStatus( target ) );
}
public static bool Mobile_AllowHarmful( Mobile from, Mobile target )
{
if( from == null || target == null || from.AccessLevel > AccessLevel.Player || target.AccessLevel > AccessLevel.Player )
return true;
Map map = from.Map;
if( map != null && (map.Rules & MapRules.HarmfulRestrictions) == 0 )
return true; // In felucca, anything goes
BaseCreature bc = from as BaseCreature;
if( !from.Player && !(bc != null && bc.GetMaster() != null && bc.GetMaster().AccessLevel == AccessLevel.Player ) )
{
if( !CheckAggressor( from.Aggressors, target ) && !CheckAggressed( from.Aggressed, target ) && target is PlayerMobile && ((PlayerMobile)target).CheckYoungProtection( from ) )
return false;
return true; // Uncontrolled NPCs are only restricted by the young system
}
Guild fromGuild = GetGuildFor( from.Guild as Guild, from );
Guild targetGuild = GetGuildFor( target.Guild as Guild, target );
if( fromGuild != null && targetGuild != null && (fromGuild == targetGuild || fromGuild.IsAlly( targetGuild ) || fromGuild.IsEnemy( targetGuild )) )
return true; // Guild allies or enemies can be harmful
if( target is BaseCreature && (((BaseCreature)target).Controlled || (((BaseCreature)target).Summoned && from != ((BaseCreature)target).SummonMaster)) )
return false; // Cannot harm other controlled mobiles
if( target.Player )
return false; // Cannot harm other players
if( !(target is BaseCreature && ((BaseCreature)target).InitialInnocent) )
{
if( Notoriety.Compute( from, target ) == Notoriety.Innocent )
return false; // Cannot harm innocent mobiles
}
return true;
}
public static Guild GetGuildFor( Guild def, Mobile m )
{
Guild g = def;
BaseCreature c = m as BaseCreature;
if( c != null && c.Controlled && c.ControlMaster != null )
{
c.DisplayGuildTitle = false;
if( c.Map != Map.Internal && (Core.AOS || Guild.NewGuildSystem || c.ControlOrder == OrderType.Attack || c.ControlOrder == OrderType.Guard) )
g = (Guild)(c.Guild = c.ControlMaster.Guild);
else if( c.Map == Map.Internal || c.ControlMaster.Guild == null )
g = (Guild)(c.Guild = null);
}
return g;
}
public static int CorpseNotoriety( Mobile source, Corpse target )
{
if( target.AccessLevel > AccessLevel.Player )
return Notoriety.CanBeAttacked;
Body body = (Body)target.Amount;
BaseCreature cretOwner = target.Owner as BaseCreature;
if( cretOwner != null )
{
Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
Guild targetGuild = GetGuildFor( target.Guild as Guild, target.Owner );
if( sourceGuild != null && targetGuild != null )
{
if( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
return Notoriety.Ally;
else if( sourceGuild.IsEnemy( targetGuild ) )
return Notoriety.Enemy;
}
Faction srcFaction = Faction.Find( source, true, true );
Faction trgFaction = Faction.Find( target.Owner, true, true );
if( srcFaction != null && trgFaction != null && srcFaction != trgFaction && source.Map == Faction.Facet )
return Notoriety.Enemy;
if( CheckHouseFlag( source, target.Owner, target.Location, target.Map ) )
return Notoriety.CanBeAttacked;
int actual = Notoriety.CanBeAttacked;
if( target.Kills >= 5 || (body.IsMonster && IsSummoned( target.Owner as BaseCreature )) || (target.Owner is BaseCreature && (((BaseCreature)target.Owner).AlwaysMurderer || ((BaseCreature)target.Owner).IsAnimatedDead)) )
actual = Notoriety.Murderer;
if( DateTime.Now >= (target.TimeOfDeath + Corpse.MonsterLootRightSacrifice) )
return actual;
Party sourceParty = Party.Get( source );
List<Mobile> list = target.Aggressors;
for( int i = 0; i < list.Count; ++i )
{
if( list == source || (sourceParty != null && Party.Get( list ) == sourceParty) )
return actual;
}
return Notoriety.Innocent;
}
else
{
if( target.Kills >= 5 || (body.IsMonster && IsSummoned( target.Owner as BaseCreature )) || (target.Owner is BaseCreature && (((BaseCreature)target.Owner).AlwaysMurderer || ((BaseCreature)target.Owner).IsAnimatedDead)) )
return Notoriety.Murderer;
if( target.Criminal )
return Notoriety.Criminal;
Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
Guild targetGuild = GetGuildFor( target.Guild as Guild, target.Owner );
if( sourceGuild != null && targetGuild != null )
{
if( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
return Notoriety.Ally;
else if( sourceGuild.IsEnemy( targetGuild ) )
return Notoriety.Enemy;
}
Faction srcFaction = Faction.Find( source, true, true );
Faction trgFaction = Faction.Find( target.Owner, true, true );
if( srcFaction != null && trgFaction != null && srcFaction != trgFaction && source.Map == Faction.Facet )
{
List<Mobile> secondList = target.Aggressors;
for( int i = 0; i < secondList.Count; ++i )
{
if( secondList == source || secondList is BaseFactionGuard )
return Notoriety.Enemy;
}
}
if( target.Owner != null && target.Owner is BaseCreature && ((BaseCreature)target.Owner).AlwaysAttackable )
return Notoriety.CanBeAttacked;
if( CheckHouseFlag( source, target.Owner, target.Location, target.Map ) )
return Notoriety.CanBeAttacked;
if( !(target.Owner is PlayerMobile) && !IsPet( target.Owner as BaseCreature ) )
return Notoriety.CanBeAttacked;
List<Mobile> list = target.Aggressors;
for( int i = 0; i < list.Count; ++i )
{
if( list == source )
return Notoriety.CanBeAttacked;
}
return Notoriety.Innocent;
}
}
public static int MobileNotoriety( Mobile source, Mobile target )
public static int MobileNotoriety2( Mobile source, Mobile target )
{
if( Core.AOS && (target.Blessed || (target is BaseVendor && ((BaseVendor)target).IsInvulnerable) || target is PlayerVendor || target is TownCrier) )
return Notoriety.Invulnerable;
if( target.AccessLevel > AccessLevel.Player )
return Notoriety.CanBeAttacked;
if( source.Player && !target.Player && source is PlayerMobile && target is BaseCreature )
{
BaseCreature bc = (BaseCreature)target;
Mobile master = bc.GetMaster();
if ( master != null && master.AccessLevel > AccessLevel.Player )
return Notoriety.CanBeAttacked;
if( !bc.Summoned && !bc.Controlled && ((PlayerMobile)source).EnemyOfOneType == target.GetType() )
return Notoriety.Enemy;
}
if ( target.Kills >= 5 || ( target.Body.IsMonster && IsSummoned( target as BaseCreature ) && !( target is BaseFamiliar ) && !( target is ArcaneFey ) && !( target is Golem ) ) || ( target is BaseCreature && ( ( (BaseCreature)target ).AlwaysMurderer || ( (BaseCreature)target ).IsAnimatedDead ) ) )
return Notoriety.Murderer;
if( target.Criminal )
return Notoriety.Criminal;
Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
Guild targetGuild = GetGuildFor( target.Guild as Guild, target );
if( sourceGuild != null && targetGuild != null )
{
if( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
return Notoriety.Ally;
else if( sourceGuild.IsEnemy( targetGuild ) )
return Notoriety.Enemy;
}
Faction srcFaction = Faction.Find( source, true, true );
Faction trgFaction = Faction.Find( target, true, true );
if( srcFaction != null && trgFaction != null && srcFaction != trgFaction && source.Map == Faction.Facet )
return Notoriety.Enemy;
if( SkillHandlers.Stealing.ClassicMode && target is PlayerMobile && ((PlayerMobile)target).PermaFlags.Contains( source ) )
return Notoriety.CanBeAttacked;
if( target is BaseCreature && ((BaseCreature)target).AlwaysAttackable )
return Notoriety.CanBeAttacked;
if( CheckHouseFlag( source, target, target.Location, target.Map ) )
return Notoriety.CanBeAttacked;
if( !(target is BaseCreature && ((BaseCreature)target).InitialInnocent) )
{
if( !target.Body.IsHuman && !target.Body.IsGhost && !IsPet( target as BaseCreature ) && !TransformationSpellHelper.UnderTransformation( target ) && !AnimalForm.UnderTransformation( target ) )
return Notoriety.CanBeAttacked;
}
if( CheckAggressor( source.Aggressors, target ) )
return Notoriety.CanBeAttacked;
if( CheckAggressed( source.Aggressed, target ) )
return Notoriety.CanBeAttacked;
if( target is BaseCreature )
{
BaseCreature bc = (BaseCreature)target;
if( bc.Controlled && bc.ControlOrder == OrderType.Guard && bc.ControlTarget == source )
return Notoriety.CanBeAttacked;
}
if( source is BaseCreature )
{
BaseCreature bc = (BaseCreature)source;
Mobile master = bc.GetMaster();
if( master != null && CheckAggressor( master.Aggressors, target ) )
return Notoriety.CanBeAttacked;
}
return Notoriety.Innocent;
}
//Dual system code starts here
public static int MobileNotoriety2( Mobile source, Mobile target )
{
if (source is PlayerMobile && target is PlayerMobile)
{
if (Duel_Config.InADuel((PlayerMobile)source) && Duel_Config.InADuel((PlayerMobile)target))
return DuelController.NotoHandler(source, target);
}
if( Core.AOS && (target.Blessed || (target is BaseVendor && ((BaseVendor)target).IsInvulnerable) || target is PlayerVendor || target is TownCrier) )
return Notoriety.Invulnerable;
if( target.AccessLevel > AccessLevel.Player )
return Notoriety.CanBeAttacked;
if( source.Player && !target.Player && source is PlayerMobile && target is BaseCreature )
{
BaseCreature bc = (BaseCreature)target;
Mobile master = bc.GetMaster();
if ( master != null && master.AccessLevel > AccessLevel.Player )
return Notoriety.CanBeAttacked;
if( !bc.Summoned && !bc.Controlled && ((PlayerMobile)source).EnemyOfOneType == target.GetType() )
return Notoriety.Enemy;
}
if ( target.Kills >= 5 || ( target.Body.IsMonster && IsSummoned( target as BaseCreature ) && !( target is BaseFamiliar ) && !( target is ArcaneFey ) && !( target is Golem ) ) || ( target is BaseCreature && ( ( (BaseCreature)target ).AlwaysMurderer || ( (BaseCreature)target ).IsAnimatedDead ) ) )
return Notoriety.Murderer;
if( target.Criminal )
return Notoriety.Criminal;
Guild sourceGuild = GetGuildFor( source.Guild as Guild, source );
Guild targetGuild = GetGuildFor( target.Guild as Guild, target );
if( sourceGuild != null && targetGuild != null )
{
if( sourceGuild == targetGuild || sourceGuild.IsAlly( targetGuild ) )
return Notoriety.Ally;
else if( sourceGuild.IsEnemy( targetGuild ) )
return Notoriety.Enemy;
}
Faction srcFaction = Faction.Find( source, true, true );
Faction trgFaction = Faction.Find( target, true, true );
if( srcFaction != null && trgFaction != null && srcFaction != trgFaction && source.Map == Faction.Facet )
return Notoriety.Enemy;
if( SkillHandlers.Stealing.ClassicMode && target is PlayerMobile && ((PlayerMobile)target).PermaFlags.Contains( source ) )
return Notoriety.CanBeAttacked;
if( target is BaseCreature && ((BaseCreature)target).AlwaysAttackable )
return Notoriety.CanBeAttacked;
if( CheckHouseFlag( source, target, target.Location, target.Map ) )
return Notoriety.CanBeAttacked;
if( !(target is BaseCreature && ((BaseCreature)target).InitialInnocent) )
{
if( !target.Body.IsHuman && !target.Body.IsGhost && !IsPet( target as BaseCreature ) && !TransformationSpellHelper.UnderTransformation( target ) && !AnimalForm.UnderTransformation( target ) )
return Notoriety.CanBeAttacked;
}
if( CheckAggressor( source.Aggressors, target ) )
return Notoriety.CanBeAttacked;
if( CheckAggressed( source.Aggressed, target ) )
return Notoriety.CanBeAttacked;
if( target is BaseCreature )
{
BaseCreature bc = (BaseCreature)target;
if( bc.Controlled && bc.ControlOrder == OrderType.Guard && bc.ControlTarget == source )
return Notoriety.CanBeAttacked;
}
if( source is BaseCreature )
{
BaseCreature bc = (BaseCreature)source;
Mobile master = bc.GetMaster();
if( master != null && CheckAggressor( master.Aggressors, target ) )
return Notoriety.CanBeAttacked;
}
return Notoriety.Innocent;
}
//Dual system code ends here
public static bool CheckHouseFlag( Mobile from, Mobile m, Point3D p, Map map )
{
BaseHouse house = BaseHouse.FindHouseAt( p, map, 16 );
if( house == null || house.Public || !house.IsFriend( from ) )
return false;
if( m != null && house.IsFriend( m ) )
return false;
BaseCreature c = m as BaseCreature;
if( c != null && !c.Deleted && c.Controlled && c.ControlMaster != null )
return !house.IsFriend( c.ControlMaster );
return true;
}
public static bool IsPet( BaseCreature c )
{
return (c != null && c.Controlled);
}
public static bool IsSummoned( BaseCreature c )
{
return (c != null && /*c.Controlled &&*/ c.Summoned);
}
public static bool CheckAggressor( List<AggressorInfo> list, Mobile target )
{
for( int i = 0; i < list.Count; ++i )
if( list.Attacker == target )
return true;
return false;
}
public static bool CheckAggressed( List<AggressorInfo> list, Mobile target )
{
for( int i = 0; i < list.Count; ++i )
{
AggressorInfo info = list;
if( !info.CriminalAggression && info.Defender == target )
return true;
}
return false;
}
}
}
and i get the error : RunUO - [www.runuo.com] Version 2.1, Build 3995.28114
Core: Running on .NET Framework Version 2.0.50727
Core: Optimizing for 2 64-bit processors
Scripts: Compiling C# scripts...failed (1 errors, 0 warnings)
Errors:
+ Misc/Notoriety.cs:
CS0116: Line 16: A namespace does not directly contain members such as field
s or methods
CS1002: Line 273: ; expected
Scripts: One or more scripts failed to compile or no script files were found.
- Press return to exit, or R to try again.
PLEASE advise
 

millarrjm

Squire
The winner of my duel never recieves money, and is stuck in combat mode.. I used your notority file for neruns 2.1 svn is that no good?
 
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