View Single Post
Old 07-31-2007, 05:52 PM   #6 (permalink)
nadious
Forum Novice
 
nadious's Avatar
 
Join Date: Jan 2003
Location: (Near) Atlanta, GA
Posts: 527
Default

KILLER SCRIPT! WE LOVE IT!

Question for you, (and maybe this isn't the right place to put it... but I figure since it involves these deeds...)

I'm using The Avalon Script Creator (which is pretty cool) to make a custom monster that will drop these deeds. I've made what I call a 'Weapon Elemental' that will have a chance to drop a weapon enhancement deed. All is great, until it tries to define the loot on the monster. When I try to compile, I get this:

Code:
Errors:
 + Customs/Enhancement Deeds/Deed Guardians/WeaponElemental.cs:
    CS0246: Line 56: The type or namespace name 'WeaponEnhancementDeed' could no
t be found (are you missing a using directive or an assembly reference?)
    CS1502: Line 56: The best overloaded method match for 'Server.Items.Containe
r.DropItem(Server.Item)' has some invalid arguments
    CS1503: Line 56: Argument '1': cannot convert from 'WeaponEnhancementDeed' t
o 'Server.Item'
Now, the deeds are there... because I can use them and add them using the WeaponEnhancementDeed on an [add command. I guess, what I'm trying to figure out is to I need to place these deeds in a different folder, or am I doing something that it doesn't recognize the deed first, before the mobile is loaded? (I checked to make sure it's spelled right.)

Here's my mobile script that was generated:

Code:
/*
*   Scripter : Nadious
*   Author : Lord Mashadow // Avalon Team
*   Generator : Avalon Script Creator
*   Created at :  7/31/2007 5:08:11 PM
*   Thank you for using this tool, feel free to visit our web site  www.avalon.gen.tr
*/
using System;
using Server;
using Server.Items;
using Server.Mobiles;

namespace Server.Mobiles
{
    [CorpseName( "Weapon Elemental Corpse" )]
    public class WeaponElemental : BaseCreature
    {
        [Constructable]
        public WeaponElemental() : base( AIType.AI_Melee, FightMode.Aggressor, 30, 1, 0.3, 0.5 )
        {
            this.Name = "Weapon Elemental";
            this.Hue = 32;
            this.Body = 14;
            this.BaseSoundID = 616;

            this.SetStr( 300 );
            this.SetDex( 150 );
            this.SetInt( 160 );
            this.SetHits( 160 );
            this.SetDamage( 30, 60 );
            this.SetDamageType( ResistanceType.Physical, 100 );
            this.SetDamageType( ResistanceType.Fire, 10 );
            this.SetResistance( ResistanceType.Physical, 50 );
            this.SetResistance( ResistanceType.Cold, 30 );
            this.SetResistance( ResistanceType.Fire, 30 );
            this.SetResistance( ResistanceType.Energy, 30 );
            this.SetResistance( ResistanceType.Poison, 30 );
            this.Fame = 5000;
            this.Karma = 4000;
            this.VirtualArmor = 70;
        }

        public override bool AutoDispel{ get{ return true; } }
        public override bool CanRummageCorpses{ get{ return true; } }
        public override bool Unprovokable{ get{ return true; } }
        public override FoodType FavoriteFood{ get{ return FoodType.Meat; } }

		public override void OnDeath( Container c )
		{
			base.OnDeath( c );

            if ( 10 < Utility.Random(100))
                return;

            c.DropItem( new Gold(1000));
            c.DropItem( new WeaponEnhancementDeed(1));
            c.DropItem( new IronOre(25));
            c.DropItem( new SulfurousAsh(10));
        }

		public override WeaponAbility GetWeaponAbility()
		{
			switch ( Utility.Random(3 ) )
			{
				default:
                case 0: return WeaponAbility.ConcussionBlow;
                case 1: return WeaponAbility.Dismount;
                case 2: return WeaponAbility.Dismount;
            }
        }

        public WeaponElemental( 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();
        }
    }
}
Any ideas? Gotta be something simple.... I'm sure it's something so easy that even I should have been able to fix it.
nadious is offline   Reply With Quote