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 ?