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Wood Elementals
i Made a Wood elemental system but im having a problem with it loading in the Lumberjacking.cs
this is the error im getting:
this is my lumberjacking.cs, the edits i made are in red:
thank you guys...again
i Made a Wood elemental system but im having a problem with it loading in the Lumberjacking.cs
this is the error im getting:
Code:
Errors:
+ Engines/Harvest/Lumberjacking.cs:
CS0103: Line 212: The name 'm_log' does not exist in the current contex
CS0103: Line 237: The name 'm_log' does not exist in the current contex
this is my lumberjacking.cs, the edits i made are in red:
Code:
using System;
using System.Collections;
using Server;
using Server.Mobiles;
using Server.Items;
namespace Server.Engines.Harvest
{
public class Lumberjacking : HarvestSystem
{
private static Lumberjacking m_System;
public static Lumberjacking System
{
get
{
if ( m_System == null )
m_System = new Lumberjacking();
return m_System;
}
}
private HarvestDefinition m_Definition;
public HarvestDefinition Definition
{
get{ return m_Definition; }
}
private Lumberjacking()
{
HarvestResource[] res;
HarvestVein[] veins;
#region Lumberjacking
HarvestDefinition lumber = new HarvestDefinition();
// Resource banks are every 4x3 tiles
lumber.BankWidth = 4;
lumber.BankHeight = 3;
// Every bank holds from 20 to 45 logs
lumber.MinTotal = 20;
lumber.MaxTotal = 45;
// A resource bank will respawn its content every 20 to 30 minutes
lumber.MinRespawn = TimeSpan.FromMinutes( 20.0 );
lumber.MaxRespawn = TimeSpan.FromMinutes( 30.0 );
// Skill checking is done on the Lumberjacking skill
lumber.Skill = SkillName.Lumberjacking;
// Set the list of harvestable tiles
lumber.Tiles = m_TreeTiles;
// Players must be within 2 tiles to harvest
lumber.MaxRange = 2;
// Ten logs per harvest action
lumber.ConsumedPerHarvest = 10;
lumber.ConsumedPerFeluccaHarvest = 20;
// The chopping effect
lumber.EffectActions = new int[]{ 13 };
lumber.EffectSounds = new int[]{ 0x13E };
lumber.EffectCounts = new int[]{ 1, 2, 2, 2, 3 };
lumber.EffectDelay = TimeSpan.FromSeconds( 1.6 );
lumber.EffectSoundDelay = TimeSpan.FromSeconds( 0.9 );
lumber.NoResourcesMessage = 500493; // There's not enough wood here to harvest.
lumber.FailMessage = 500495; // You hack at the tree for a while, but fail to produce any useable wood.
lumber.OutOfRangeMessage = 500446; // That is too far away.
lumber.PackFullMessage = 500497; // You can't place any wood into your backpack!
lumber.ToolBrokeMessage = 500499; // You broke your axe.
res = new HarvestResource[]
{
new HarvestResource( 00.0, 00.0, 100.0, 1072540, typeof( Log ) ),
#region Mondain's Legacy
new HarvestResource( 65.0, 50.0, 105.0, 1072541, typeof( OakLog ), typeof( OakElemental ) ),
new HarvestResource( 80.0, 60.0, 110.0, 1072542, typeof( AshLog ), typeof( AshElemental ) ),
new HarvestResource( 95.0, 70.0, 115.0, 1072543, typeof( YewLog ), typeof( YewElemental ) ),
new HarvestResource( 100.0, 80.0, 120.0, 1072544, typeof( HeartwoodLog ), typeof( HeartwoodElemental ) ),
new HarvestResource( 100.0, 90.0, 125.0, 1072545, typeof( BloodwoodLog ), typeof( BloodwoodElemental ) ),
new HarvestResource( 100.0, 100.0, 130.0, 1072546, typeof( FrostwoodLog ), typeof( FrostwoodElemental ) )
#endregion
};
veins = new HarvestVein[]
{
new HarvestVein( 60.0, 0.0, res[0], null ),
#region Mondain's Legacy
new HarvestVein( 30.0, 0.0, res[1], res[0] ),
new HarvestVein( 10.0, 0.5, res[2], res[0] ),
new HarvestVein( 1.0, 0.5, res[3], res[0] ),
new HarvestVein( 0.5, 0.5, res[4], res[0] ),
new HarvestVein( 0.1, 0.5, res[5], res[0] ),
new HarvestVein( 0.05, 0.5, res[6], res[0] )
#endregion
};
lumber.Resources = res;
lumber.Veins = veins;
lumber.RaceBonus = Core.ML;
m_Definition = lumber;
Definitions.Add( lumber );
#endregion
}
public override bool CheckHarvest( Mobile from, Item tool )
{
if ( !base.CheckHarvest( from, tool ) )
return false;
if ( tool.Parent != from )
{
from.SendLocalizedMessage( 500487 ); // The axe must be equipped for any serious wood chopping.
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 ( tool.Parent != from )
{
from.SendLocalizedMessage( 500487 ); // The axe must be equipped for any serious wood chopping.
return false;
}
return true;
}
#region Mondain's Legacy
public override bool Give( Mobile m, Item item, bool placeAtFeet )
{
if ( m.Skills.Lumberjacking.Value >= 100 )
{
if ( Utility.RandomDouble() < 0.15 )
{
Item sitem = null;
int message = 0;
double chance = Utility.RandomDouble();
if ( chance < 0.0025 ) // not completely sure
{
sitem = new BrilliantAmber();
message = 1072551; // You found a brilliant amber!
}
else if ( chance < 0.05 )
{
sitem = new ParasiticPlant();
message = 1072549; // You found a parasitic plant!
}
else if ( chance < 0.35 )
{
if ( Utility.RandomBool() )
{
sitem = new Switch();
message = 1072547; // You found a switch!
}
else
{
sitem = new LuminescentFungi();
message = 1072550; // You found a luminescent fungi!
}
}
else
{
sitem = new BarkFragment();
message = 1072548; // You found a bark fragment!
}
if ( sitem != null && !m.PlaceInBackpack( sitem ) && placeAtFeet )
{
ArrayList atFeet = new ArrayList();
foreach ( Item obj in m.GetItemsInRange( 0 ) )
atFeet.Add( obj );
for ( int i = 0; i < atFeet.Count; ++i )
{
Item check = (Item)atFeet[i];
if ( check.StackWith( m, sitem, false ) )
return base.Give( m, item, placeAtFeet );
}
sitem.MoveToWorld( m.Location, m.Map );
}
m.SendLocalizedMessage( message );
}
}
return base.Give( m, item, placeAtFeet );
}
#endregion
[COLOR="Red"]//beginaxe[/COLOR]
public override HarvestVein MutateVein( Mobile from, Item tool, HarvestDefinition def, HarvestBank bank, object toHarvest, HarvestVein vein )
{
if ( tool is GargoylesWoodaxe && def == m_log )
{
int veinIndex = Array.IndexOf( def.Veins, vein );
if ( veinIndex >= 0 && veinIndex < (def.Veins.Length - 1) )
return def.Veins[veinIndex + 1];
}
return base.MutateVein( from, tool, def, bank, toHarvest, vein );
}
private static int[] m_Offsets = new int[]
{
-1, -1,
-1, 0,
-1, 1,
0, -1,
0, 1,
1, -1,
1, 0,
1, 1
};
public override void OnHarvestFinished( Mobile from, Item tool, HarvestDefinition def, HarvestVein vein, HarvestBank bank, HarvestResource resource, object harvested )
{
if ( tool is GargoylesWoodaxe && def == m_log && 0.1 > Utility.RandomDouble() )
{
HarvestResource res = vein.PrimaryResource;
if ( res == resource && res.Types.Length >= 3 )
{
try
{
Map map = from.Map;
if ( map == null )
return;
BaseCreature spawned = Activator.CreateInstance( res.Types[2], new object[]{ 25 } ) as BaseCreature;
if ( spawned != null )
{
int offset = Utility.Random( 8 ) * 2;
for ( int i = 0; i < m_Offsets.Length; i += 2 )
{
int x = from.X + m_Offsets[(offset + i) % m_Offsets.Length];
int y = from.Y + m_Offsets[(offset + i + 1) % m_Offsets.Length];
if ( map.CanSpawnMobile( x, y, from.Z ) )
{
spawned.MoveToWorld( new Point3D( x, y, from.Z ), map );
spawned.Combatant = from;
return;
}
else
{
int z = map.GetAverageZ( x, y );
if ( map.CanSpawnMobile( x, y, z ) )
{
spawned.MoveToWorld( new Point3D( x, y, z ), map );
spawned.Combatant = from;
return;
}
}
}
spawned.MoveToWorld( from.Location, from.Map );
spawned.Combatant = from;
}
}
catch
{
}
}
}
}
[COLOR="Red"]//endaxe[/COLOR]
public override void OnBadHarvestTarget( Mobile from, Item tool, object toHarvest )
{
from.SendLocalizedMessage( 500489 ); // You can't use an axe on that.
}
public static void Initialize()
{
Array.Sort( m_TreeTiles );
}
#region Tile lists
private static int[] m_TreeTiles = new int[]
{
0x4CCA, 0x4CCB, 0x4CCC, 0x4CCD, 0x4CD0, 0x4CD3, 0x4CD6, 0x4CD8,
0x4CDA, 0x4CDD, 0x4CE0, 0x4CE3, 0x4CE6, 0x4CF8, 0x4CFB, 0x4CFE,
0x4D01, 0x4D41, 0x4D42, 0x4D43, 0x4D44, 0x4D57, 0x4D58, 0x4D59,
0x4D5A, 0x4D5B, 0x4D6E, 0x4D6F, 0x4D70, 0x4D71, 0x4D72, 0x4D84,
0x4D85, 0x4D86, 0x52B5, 0x52B6, 0x52B7, 0x52B8, 0x52B9, 0x52BA,
0x52BB, 0x52BC, 0x52BD,
0x4CCE, 0x4CCF, 0x4CD1, 0x4CD2, 0x4CD4, 0x4CD5, 0x4CD7, 0x4CD9,
0x4CDB, 0x4CDC, 0x4CDE, 0x4CDF, 0x4CE1, 0x4CE2, 0x4CE4, 0x4CE5,
0x4CE7, 0x4CE8, 0x4CF9, 0x4CFA, 0x4CFC, 0x4CFD, 0x4CFF, 0x4D00,
0x4D02, 0x4D03, 0x4D45, 0x4D46, 0x4D47, 0x4D48, 0x4D49, 0x4D4A,
0x4D4B, 0x4D4C, 0x4D4D, 0x4D4E, 0x4D4F, 0x4D50, 0x4D51, 0x4D52,
0x4D53, 0x4D5C, 0x4D5D, 0x4D5E, 0x4D5F, 0x4D60, 0x4D61, 0x4D62,
0x4D63, 0x4D64, 0x4D65, 0x4D66, 0x4D67, 0x4D68, 0x4D69, 0x4D73,
0x4D74, 0x4D75, 0x4D76, 0x4D77, 0x4D78, 0x4D79, 0x4D7A, 0x4D7B,
0x4D7C, 0x4D7D, 0x4D7E, 0x4D7F, 0x4D87, 0x4D88, 0x4D89, 0x4D8A,
0x4D8B, 0x4D8C, 0x4D8D, 0x4D8E, 0x4D8F, 0x4D90, 0x4D95, 0x4D96,
0x4D97, 0x4D99, 0x4D9A, 0x4D9B, 0x4D9D, 0x4D9E, 0x4D9F, 0x4DA1,
0x4DA2, 0x4DA3, 0x4DA5, 0x4DA6, 0x4DA7, 0x4DA9, 0x4DAA, 0x4DAB,
0x52BE, 0x52BF, 0x52C0, 0x52C1, 0x52C2, 0x52C3, 0x52C4, 0x52C5,
0x52C6, 0x52C7
};
#endregion
}
}
thank you guys...again