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Old 09-17-2005, 04:01 PM   #1 (permalink)
 
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Default Tattooed Hands. Increased Fists damage V 1.0

This code only works properly sometimes. It disappears and uses the item when dropped into the backpack of the mobile. It sets the default weapon to this new weapon. But, it when you restart the server the regular Fists are your default weapon again. Fists.cs has:
Code:
		public static void Initialize()
		{
			Mobile.DefaultWeapon = new Fists();
                          }
So I think when you restart the server it sets the players mobile to the everytime.

Here is my code:
Code:
using System;
using Server.Network;
using Server.Items;

namespace Server.Items
{
	public class TatooedHands12to14: Fists
	{

		public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.DoubleStrike; } }
		public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.Disarm; } }

		public override int AosMinDamage{ get{ return 12; } }
		public override int AosMaxDamage{ get{ return 14; } }
		public override int AosSpeed{ get{ return 50; } }

		public override int OldMinDamage{ get{ return 8; } }
		public override int OldMaxDamage{ get{ return 32; } }
		public override int OldSpeed{ get{ return 30; } }

		public override int InitMinHits{ get{ return 31; } }
		public override int InitMaxHits{ get{ return 70; } }

		public override int DefHitSound{ get{ return -1; } }
		public override int DefMissSound{ get{ return -1; } }

		public override SkillName DefSkill{ get{ return SkillName.Wrestling; } }
		public override WeaponType DefType{ get{ return WeaponType.Fists; } }
		public override WeaponAnimation DefAnimation{ get{ return WeaponAnimation.Wrestle; } }

		[Constructable]
		public TatooedHands12to14() : base()
		{
			Name = "Tatooed Hands";
			Hue = 0x0;
			Visible = true;
			Movable = true;
			Weight = 0.0;
		}

		public TatooedHands12to14( Serial serial ) : base( serial )
		{
		}
		
		public override void OnDoubleClick( Mobile from )
		{
			Mobile.DefaultWeapon = new TatooedHands12to14();
		}

		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();
		}
	}
}
I have my default weapon on DoubleClick but it never gives you the chance to double click. I want it to be a deed like a power scroll and use it self up.
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Old 09-17-2005, 06:47 PM   #2 (permalink)
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1st. How do you want to see an item with ItemID 0? Give it a visible ItemID, so you can properly access it.
Code:
		public override void OnDoubleClick( Mobile from )
		{
			Mobile.DefaultWeapon = new TatooedHands12to14();
		}
you create a new instance of TatooedHands here...
What you want is delete this hands you just doubleclicked and add a new property to the PlayerMobile, which you got to save, since the defaultweapon is not saved in the Mobile itself and gets generated after each serverrestart.
Well... not the easiest task you got here... maybe you would rather work around it by giving the player a not movable item, which he can activate to replace his DefaultWeapon with the TatooedHands12to14.
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Old 09-18-2005, 11:58 AM   #3 (permalink)
 
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Quote:
Originally Posted by Kamuflaro
1st. How do you want to see an item with ItemID 0? Give it a visible ItemID, so you can properly access it.
Code:
		public override void OnDoubleClick( Mobile from )
		{
			Mobile.DefaultWeapon = new TatooedHands12to14();
		}
you create a new instance of TatooedHands here...
What you want is delete this hands you just doubleclicked and add a new property to the PlayerMobile, which you got to save, since the defaultweapon is not saved in the Mobile itself and gets generated after each serverrestart.
Well... not the easiest task you got here... maybe you would rather work around it by giving the player a not movable item, which he can activate to replace his DefaultWeapon with the TatooedHands12to14.
OK I added this into playermobel.cs:
Code:
namespace Server.Mobiles
{
	[Flags]
	public enum PlayerFlag // First 16 bits are reserved for default-distro use, start custom flags at 0x00010000
	{
		None			= 0x00000000,
		Glassblowing		= 0x00000001,
		Masonry			= 0x00000002,
		SandMining		= 0x00000004,
		StoneMining		= 0x00000008,
		ToggleMiningStone	= 0x00000010,
		KarmaLocked		= 0x00000020,
		AutoRenewInsurance	= 0x00000040,
		UseOwnFilter		= 0x00000080,
		PublicMyRunUO		= 0x00000100,
		PagingSquelched		= 0x00000200,
		Young			= 0x00000400,
		TatooedHands		= 0x00010001
	}
Now how can I use an item like a deed to set this to something? And how can I make the mobile.DefaultWeapon stay to what I set it? I have three sets of tatooed hands so I will need a way to differentiate. I figure if I set the TatooedHands field to 0 for default then 1 2 or 3 depending on which set of hands they aqquire. But do I add code to playermobile for the default weapon? Where do I add it?
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Old 09-18-2005, 01:04 PM   #4 (permalink)
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I can't help you more here. :/ You will have to code it somehow. But you did a mistake there, since you are not totally familliar with how the flags work.
0x00010000 <<< use that instead of 0x00010001... the last 1 is refering to glassblowing already. ^^
For another pair you could use 0x00020000, then 0x00040000 and so on. Have a closer look at the glassblowing stuff to understand this playerflag.

the reason why I can't help you much is, because I do not know when it will Initialize your default weapon... You will have to try things out. maybe by overriding the default weapon, I donno. Sorry.
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Old 09-18-2005, 01:15 PM   #5 (permalink)
 
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Quote:
Originally Posted by Kamuflaro
I can't help you more here. :/ You will have to code it somehow. But you did a mistake there, since you are not totally familliar with how the flags work.
0x00010000 <<< use that instead of 0x00010001... the last 1 is refering to glassblowing already. ^^
For another pair you could use 0x00020000, then 0x00040000 and so on. Have a closer look at the glassblowing stuff to understand this playerflag.

the reason why I can't help you much is, because I do not know when it will Initialize your default weapon... You will have to try things out. maybe by overriding the default weapon, I donno. Sorry.
OK I will try a few things out and post my results.
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Old 09-18-2005, 02:12 PM   #6 (permalink)
 
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OK I added this to PlayerMobile.cs:
Code:
		private int m_TattooedHands;

		[CommandProperty( AccessLevel.GameMaster )]
		public int TattooedHands
		{
			get{ return m_TattooedHands; }
			set{ m_TattooedHands = value; }
		}
And now it shows up in props and can be changed however I like. That is good.

I changed this in Fists.cs

Code:
			Mobile.DefaultWeapon = new Fists();
To this

Code:
			if ( Mobile.TattooedHands = 0x1 )
			{
				Mobile.DefaultWeapon = new TattooedHands12to14();
			}
			else if ( Mobile.TattooedHands = 0x2 )
			{
				Mobile.DefaultWeapon = new TattooedHands22to30();
			}
			else if ( Mobile.TattooedHands = 0x3 )
			{
				Mobile.DefaultWeapon = new TattooedHands32to40();
			}
			else
			{
				Mobile.DefaultWeapon = new Fists();
			}
And now I am getting this error

Code:
 - Error: Scripts\Items\Weapons\Fists.cs: CS0117: (Line 11, column 9) 'Server.Mobile' does not contain a definition for 'TattooedHands'
 - Error: Scripts\Items\Weapons\Fists.cs: CS0117: (Line 15, column 14) 'Server.Mobile' does not contain a definition for 'TattooedHands'
 - Error: Scripts\Items\Weapons\Fists.cs: CS0117: (Line 19, column 14) 'Server.Mobile' does not contain a definition for 'TattooedHands'
What should I be calling TatooedHands from if not mobile or player mobile? Neither worked.
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Old 09-18-2005, 02:40 PM   #7 (permalink)
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Quote:
Originally Posted by MaK2000
OK I added this to PlayerMobile.cs:
Quote:
Originally Posted by MaK2000
And now I am getting this error

Code:
 - Error: Scripts\Items\Weapons\Fists.cs: CS0117: (Line 11, column 9) 'Server.Mobile' does not contain a definition for 'TattooedHands'
 - Error: Scripts\Items\Weapons\Fists.cs: CS0117: (Line 15, column 14) 'Server.Mobile' does not contain a definition for 'TattooedHands'
 - Error: Scripts\Items\Weapons\Fists.cs: CS0117: (Line 19, column 14) 'Server.Mobile' does not contain a definition for 'TattooedHands'
What should I be calling TatooedHands from if not mobile or player mobile? Neither worked.
You adde it to PlayerMobile like you stated but you try to access it using a mobile object.
You need to check if the mobile is playermobile and if so than cast it as playermobile and access this property using the playermobile instead.
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Old 09-18-2005, 03:23 PM   #8 (permalink)
 
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Quote:
Originally Posted by daat99
You adde it to PlayerMobile like you stated but you try to access it using a mobile object.
You need to check if the mobile is playermobile and if so than cast it as playermobile and access this property using the playermobile instead.
I Don't know where to put this in PlayerMobile.cs

Code:
			
			if ( TattooedHands = 0x1 )
			{
				Mobile.DefaultWeapon = new TattooedHands12to14();
			}
			else if ( TattooedHands = 0x2 )
			{
				Mobile.DefaultWeapon = new TattooedHands22to30();
			}
			else if ( TattooedHands = 0x3 )
			{
				Mobile.DefaultWeapon = new TattooedHands32to40();
			}
			else
			{
				Mobile.DefaultWeapon = new Fists();
			}
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Old 09-18-2005, 04:29 PM   #9 (permalink)
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Quote:
Originally Posted by MaK2000
I Don't know where to put this in PlayerMobile.cs

Code:
			
			if ( TattooedHands = 0x1 )
			{
				Mobile.DefaultWeapon = new TattooedHands12to14();
			}
			else if ( TattooedHands = 0x2 )
			{
				Mobile.DefaultWeapon = new TattooedHands22to30();
			}
			else if ( TattooedHands = 0x3 )
			{
				Mobile.DefaultWeapon = new TattooedHands32to40();
			}
			else
			{
				Mobile.DefaultWeapon = new Fists();
			}

this:
Code:
if ( Mobile.TattooedHands = 0x1 )
should be:
Code:
if ( Mobile.DefaultWeapon == 0x1 )
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Old 09-18-2005, 04:35 PM   #10 (permalink)
 
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Quote:
Originally Posted by Axle
this:
Code:
if ( Mobile.TattooedHands = 0x1 )
should be:
Code:
if ( Mobile.DefaultWeapon == 0x1 )
No it shouldn't. I am checking my int TattooedHands for its value. I just cannot find where to stick that segment in playermobile.cs. But, you are half right. It should be if ( Mobile.TattooedHands == 0x1 )
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Old 09-18-2005, 04:57 PM   #11 (permalink)
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Quote:
Originally Posted by MaK2000
No it shouldn't. I am checking my int TattooedHands for its value. I just cannot find where to stick that segment in playermobile.cs. But, you are half right. It should be if ( Mobile.TattooedHands == 0x1 )
You can't arbitrarily replace Mobile.DefaultWeapon with Mobile.TattooedHands.

what you need to do is this:

edit loginstats.cs and add an if else statement. First cast the playermobile

Code:
PlayerMobile mob = m as PlayerMobile;

If( mob.Class == ClassType.Monk )
{
       If( Mobile.DefaultWeapon is Fists )
       {
            If( mob.TattooedHands <= 1 )
            {
                mob.DefaultWeapon = new TattooedHands12to24() ;
            }
            else if
Of course this assumes you have a class system in place.

Quote:
Originally Posted by MaK2000
No it shouldn't. I am checking my int TattooedHands for its value. I just cannot find where to stick that segment in playermobile.cs. But, you are half right. It should be if ( Mobile.TattooedHands == 0x1 ))
This won't work, you have no definition for TattooedHands in your mobile.cs, it's in your playermobile.cs, so you have perform a cast. How you increment your int TattooedHands is up to you. I suggest wrestling skill, tactics or anatomy, or perhaps all 3.

As a general rule of thumb and forum etiquette, don't argue with people offering support.
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Old 09-18-2005, 05:56 PM   #12 (permalink)
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A couple of typos in that code there Axle. *drools*
But anyways, where should he put that? It won't work in the Initialize, would it?
Code:
mob.Class == ClassType.Monk
And he doesn't need a classSystem, he needs to make a bool in the PlayerMobille, which tells, if the player has special fists.
Code:
// Added for fists start
		[CommandProperty( AccessLevel.GameMaster )]
		public bool HasTatooedHands		{
			get{ return GetFlag( PlayerFlag.TatooedHands); }
			set{ SetFlag( PlayerFlag.TatooedHands, value ); }
		}
// Fists end
Make sure you got the following in the PlayerFlag enum:
TatooedHands = 0x00010000

Then you just check for the Fists with if ( playermobileinstance.HasTatooedHands )
{
//DoCode
}
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Old 09-18-2005, 06:11 PM   #13 (permalink)
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Quote:
Originally Posted by Kamuflaro
A couple of typos in that code there Axle. *drools*
But anyways, where should he put that? It won't work in the Initialize, would it?
Code:
mob.Class == ClassType.Monk
And he doesn't need a classSystem, he needs to make a bool in the PlayerMobille, which tells, if the player has special fists.
Code:
// Added for fists start
		[CommandProperty( AccessLevel.GameMaster )]
		public bool HasTatooedHands		{
			get{ return GetFlag( PlayerFlag.TatooedHands); }
			set{ SetFlag( PlayerFlag.TatooedHands, value ); }
		}
// Fists end
Make sure you got the following in the PlayerFlag enum:
TatooedHands = 0x00010000

Then you just check for the Fists with if ( playermobileinstance.HasTatooedHands )
{
//DoCode
}
I thought I seen a reference to a monk class, so I was under the assumption he only wanted these for the monk class. However, after further review, I see no reference, so maybe it was another thread or something.

I don't see where a flag is really needed in this case, because fists are initialized by default.

Oh yea, and somewhere underneath this:

Code:
Mobile m = args.Mobile;
in loginstats.cs
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Old 09-18-2005, 06:30 PM   #14 (permalink)
 
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Have to work on those recommendations tomorrow. Thx guys. Looks like something along those lines should work. Now just have to code the deed to change int TattooedHands. I cannot use bool because I have 3 different hands. True Flase won't worth. Thx guys.
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Old 09-18-2005, 06:30 PM   #15 (permalink)
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Quote:
Originally Posted by Axle
Oh yea, and somewhere underneath this:

Code:
Mobile m = args.Mobile;
in loginstats.cs
That's a good idea, I'd give that a shot.
And the idea for a PlayerFlag comes from having multiple fists bools without having to change the PlayerMobile's ser/deser. Just natural not to touch that, hehe.
Note: As long, as you don't have more than 4 fists... you should really do it with the playerflag. :P
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Old 09-18-2005, 07:09 PM   #16 (permalink)
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Quote:
Originally Posted by MaK2000
Have to work on those recommendations tomorrow. Thx guys. Looks like something along those lines should work. Now just have to code the deed to change int TattooedHands. I cannot use bool because I have 3 different hands. True Flase won't worth. Thx guys.
You really should give more detail as to how the process is supposed to work.

If you want the tattoedhands to be specific to a class, or if you want all players to have access to these items.

If you want it to be specific to classes, then do this:

Code:
PlayerMobile mob = m as PlayerMobile;

If( mob.Class == ClassType.Monk )
{
       If( Mobile.DefaultWeapon is Fists )
       {
            If( mob.TattooedHands <= 1 )
            {
                mob.DefaultWeapon = new TattooedHands12to24() ;
            }
            else if
If you want all players do this:

Code:
Mobile.DefaultWeapon = new TattoedHands12to24();

if( Mobile.DefaultWeapon is TattoedHands12to24 
{
        // statements to check int TattoedHands
}
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Old 09-19-2005, 11:48 AM   #17 (permalink)
 
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Quote:
Originally Posted by Axle
You really should give more detail as to how the process is supposed to work.

If you want the tattoedhands to be specific to a class, or if you want all players to have access to these items.

If you want it to be specific to classes, then do this:

Code:
PlayerMobile mob = m as PlayerMobile;

If( mob.Class == ClassType.Monk )
{
       If( Mobile.DefaultWeapon is Fists )
       {
            If( mob.TattooedHands <= 1 )
            {
                mob.DefaultWeapon = new TattooedHands12to24() ;
            }
            else if
If you want all players do this:

Code:
Mobile.DefaultWeapon = new TattoedHands12to24();

if( Mobile.DefaultWeapon is TattoedHands12to24 
{
        // statements to check int TattoedHands
}

I want it to be a quest item. When you finish the monk quest you get Tattooed Hands and I will be writing a Ki skill to go along with it.

I put this in loginstats.cs
Code:
			if ( TattooedHands = true )
			{
				Mobile.DefaultWeapon = new TattooedHands12to14();
			}
			else
			{
				Mobile.DefaultWeapon = new Fists();
I get TattoedHands does not exists in loginstats.cs and The type or namespace for TatooedHands12to14 and Fists cannot be found.
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Old 09-19-2005, 02:35 PM   #18 (permalink)
 
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I still cannot find where to stick my if statement. Or the statement is not written correctly to be in the Initializer. When I try it in Fists.cs it says it does not know what TattooedHands is but I declared it public in PlayerMobile.cs so it should know about it. Please someone help me out here. I cannot get this to work.

Here is my if statement.
Code:
			if ( TattooedHands = true )
			{
				Mobile.DefaultWeapon = new TattooedHands12to14();
			}
			else
			{
				Mobile.DefaultWeapon = new Fists();
			}
Here is my code about TattooedHands in PlayerMobile.cs.
Code:
	[Flags]
	public enum PlayerFlag // First 16 bits are reserved for default-distro use, start custom flags at 0x00010000
	{
		None			= 0x00000000,
		Glassblowing		= 0x00000001,
		Masonry			= 0x00000002,
		SandMining		= 0x00000004,
		StoneMining		= 0x00000008,
		ToggleMiningStone	= 0x00000010,
		KarmaLocked		= 0x00000020,
		AutoRenewInsurance	= 0x00000040,
		UseOwnFilter		= 0x00000080,
		PublicMyRunUO		= 0x00000100,
		PagingSquelched		= 0x00000200,
		Young			= 0x00000400,
		TattooedHands		= 0x00010000
	}
and
Code:
		[CommandProperty( AccessLevel.GameMaster )]
		public bool TattooedHands
		{
			get{ return GetFlag( PlayerFlag.TattooedHands ); }
			set{ SetFlag( PlayerFlag.TattooedHands, value ); }
		}

How do you copy text out of RunUO? I keep having to type my error messages out.
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Old 09-19-2005, 02:45 PM   #19 (permalink)
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You need to use it like:

Code:
if ( pm.TattooedHands = true )
{
Mobile.DefaultWeapon = new TattooedHands12to14();
}
else
{
Mobile.DefaultWeapon = new Fists();
}
where pm is the PlayerMobile that is equipping the TattooedHands
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Old 09-19-2005, 02:49 PM   #20 (permalink)
 
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Quote:
Originally Posted by tobyjug
You need to use it like:

Code:
if ( pm.TattooedHands = true )
{
Mobile.DefaultWeapon = new TattooedHands12to14();
}
else
{
Mobile.DefaultWeapon = new Fists();
}
where pm is the PlayerMobile that is equipping the TattooedHands
That gives me the error the type or namespace pm could not be found. I am using my if statement in public static void Initialize() in PlayerMobile.cs
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Old 09-19-2005, 02:53 PM   #21 (permalink)
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Quote:
Originally Posted by tobyjug
You need to use it like:

Code:
if ( pm.TattooedHands = true )
{
Mobile.DefaultWeapon = new TattooedHands12to14();
}
else
{
Mobile.DefaultWeapon = new Fists();
}
where pm is the PlayerMobile that is equipping the TattooedHands
You unfortunately did a mistake there too...
if ( pm.TattooedHands = true )
will always execute the code and set TattooedHands true... you only write the bool, like if ( pm.TattooedHand ). But I don't see how it should work that way anyways.
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Old 09-19-2005, 03:00 PM   #22 (permalink)
 
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Quote:
Originally Posted by Kamuflaro
You unfortunately did a mistake there too...
if ( pm.TattooedHands = true )
will always execute the code and set TattooedHands true... you only write the bool, like if ( pm.TattooedHand ). But I don't see how it should work that way anyways.
All I need the code to do is check if the bool TattooedHands is set to true and if it is set the default weapon to my weapon and if it isn't set it to fists. I don't see why this is being so hard for me to do. Am I using the wrong code all together to make this work?
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Old 09-19-2005, 03:04 PM   #23 (permalink)
 
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Code:
			if ( TattooedHands == true)
			{
					Mobile.DefaultWeapon = new TattooedHands12to14();
			}
			else
			{
				Mobile.DefaultWeapon = new Fists();
			}
With this code in the Initialzer for PlayerMobile.cs it gives me an object reference is required for the nonstatics field, method or property. Is it because the Initializer is a static void?
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