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Old 07-16-2005, 07:29 PM   #9 (permalink)
dwaynelm
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Join Date: Jul 2003
Location: USA
Age: 31
Posts: 34
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This is a great tool my only bug is but its easy to fix in the scripts that it makes.
Code:
// Created by Script Creator
// From Aries at Revenge of the Gods
using System;
using Server;
namespace Server.Items
{
 public class test : BaseSword
 public class test : BaseArmor
 {
 public override int InitMinHits{ get{ return 255;}}
 public override int InitMaxHits{ get{ return 255;}}
 [Constructable]
 public test() : base( 0x13FF )
 public test() : base(  )
     {
         Hue = 1109;
         Name = "test";
         Attributes.AttackChance = 100;
         Attributes.DefendChance = 100;
         WeaponAttributes.HitLeechHits = 100;
         WeaponAttributes.HitLeechMana = 100;
         WeaponAttributes.HitLeechStam = 100;
         WeaponAttributes.HitPhysicalArea = 100;
         WeaponAttributes.HitPoisonArea = 100;
         WeaponAttributes.SelfRepair = 100;
         WeaponAttributes.UseBestSkill = 1;
         Attributes.LowerManaCost = 100;
         Attributes.LowerRegCost = 100;
         Attributes.Luck = 200;
         Attributes.ReflectPhysical = 100;
         Attributes.RegenHits = 100;
         Attributes.SpellChanneling = 1;
         Attributes.WeaponSpeed = 46;
         StrRequirement = 25;
         LootType = LootType.Blessed;
          Slayer = SlayerName.Silver;
     }
public override void GetDamageTypes( Mobile wielder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
    {
            phys = 100;
            cold = 0;
            fire = 0;
            nrgy = 0;
            pois = 0;
     }
public test( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
     base.Serialize( writer );
     writer.Write( (int) 0 );
 }
     public override void Deserialize(GenericReader reader)
         {
             base.Deserialize( reader );
             int version = reader.ReadInt();
         }
     }
}
The changes to make them work without any errors is in this section of the script.
Code:
// Created by Script Creator
// From Aries at Revenge of the Gods
using System;
using Server;
namespace Server.Items
{
 public class test : BaseSword
 public class test : BaseArmor
 {
 public override int InitMinHits{ get{ return 255;}}
 public override int InitMaxHits{ get{ return 255;}}
 [Constructable]
 public test() : base( 0x13FF )
 public test() : base(  )
Remove public class test : BaseArmor, public test() : base( 0x13FF ), and edit public class test : BaseSword change the base sword to the type of weapon you picked like this one was suppose to be a test katana so I edited the script to look like this.
Code:
// Created by Script Creator
// From Aries at Revenge of the Gods
using System;
using Server;
namespace Server.Items
{
 public class test : Katana
 {
 public override int InitMinHits{ get{ return 255;}}
 public override int InitMaxHits{ get{ return 255;}}
 
  [Constructable]
  public test() : base(  )
     {
The bug doesnt happen all the time just in between uses on my end if I go and make one weapon and test it it works but when I go back and make another it comes out messed up to where I get errors which are simple to fix, and is what I posted to show how to manually fix.
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