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Old 06-01-2004, 08:06 AM   #12 (permalink)
zedar
 
Join Date: Jul 2003
Location: France
Age: 26
Posts: 34
Default i ve got a probleme

Compiling failed 2 errors

BaseShield.cs line13, colum 3 " Modifiers cannot be placed on property or event accessor declarations"
and
BaseShield.cs line13, colum 11 "a get or set accessor expected"

baseShield.cs


Code:
using System;
using System.Collections;
using Server;
using Server.Network;


namespace Server.Items
{
	public class BaseShield : BaseArmor
	{
		public override ArmorMaterialType MaterialType{ get{ return ArmorMaterialType.Plate; } 
// <Socketed Shield System> diablo 2 system
		private int m_UsedSockets, m_MaxSockets; // line 13
		private string m_SocketLabel, m_AugmentList;
		
		[CommandProperty( AccessLevel.GameMaster )]
		public string AugmentList
		{
			get{ return m_AugmentList; }
			set{ m_AugmentList = value; InvalidateProperties(); }
		}
		
		public virtual string SocketLabel{ get{ return m_SocketLabel; } set{ m_SocketLabel = value; } }
		
		[CommandProperty( AccessLevel.GameMaster )]
		public int UsedSockets
		{
			get{ return m_UsedSockets; }
			set{ m_UsedSockets = value; InvalidateProperties(); }
		}
		
		[CommandProperty( AccessLevel.GameMaster )]
		public int MaxSockets
		{
			get{ return m_MaxSockets; }
			set{ m_MaxSockets = value; InvalidateProperties(); }
		}
// </Socketed Shield System> diablo 2 system


		public BaseShield( int itemID ) : base( itemID )
		{
		}

		public BaseShield( Serial serial ) : base(serial)
		{
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );

			writer.Write( (int)0 );//version
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );

			int version = reader.ReadInt();
		}

		public override double ArmorRating
		{
			get
			{
				Mobile m = this.Parent as Mobile;
				double ar = base.ArmorRating;

				if ( m != null )
					return ( ( m.Skills[SkillName.Parry].Value * ar ) / 200.0 ) + 1.0;
				else
					return ar;
			}
		}

		public override int OnHit( BaseWeapon weapon, int damage )
		{
			Mobile owner = this.Parent as Mobile;
			if ( owner == null )
				return damage;
			
			double ar = this.ArmorRating;
			double chance = ( owner.Skills[SkillName.Parry].Value - ( ar * 2.0 ) ) / 100.0;

			if ( chance < 0.01 )
				chance = 0.01;
			/*
			FORMULA: Displayed AR = ((Parrying Skill * Base AR of Shield) รท 200) + 1 

			FORMULA: % Chance of Blocking = parry skill - (shieldAR * 2)

			FORMULA: Melee Damage Absorbed = (AR of Shield) / 2 | Archery Damage Absorbed = AR of Shield 
			*/
			if ( owner.CheckSkill( SkillName.Parry, chance ) )
			{
				if ( weapon.Skill == SkillName.Archery )
					damage -= (int)ar;
				else 
					damage -= (int)(ar / 2.0);

				if ( damage < 0 )
					damage = 0;

				owner.FixedEffect( 0x37B9, 10, 16 );

				if ( Utility.Random( 3 ) == 0 )
					HitPoints -= Utility.Random( 2 );
			}

			return damage;
		}
	}
}
i think that my baseShield.cs is good ...... i must look my basecreature ?
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