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Erica- 04-08-2007
Hi can you tell me what i need to fix here for this warning
CODE
Warnings:
+ Custom Scripts 2.0/Zeus/Zeus Weapons/SwordOfZeus.cs:
   CS0108: Line 94: 'Server.Items.SwordOfZeus.OnHit(Server.Mobile, Server.Mobil
e)' hides inherited member 'Server.Items.BaseWeapon.OnHit(Server.Mobile, Server.
Mobile)'. Use the new keyword if hiding was intended.
And heres the script
CODE
using System;
using Server;
using Server.Network;
using Server.Items;

using Server.Targeting;
using Server.Misc;
using System.Collections;

namespace Server.Items
{
  public class SwordOfZeus : BaseSword
  {
     
     public override int ArtifactRarity{ get{ return 69; } }
     
     public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.Disarm; } }
     //public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ArmorIgnore; } }  
     public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ParalyzingBlow; } }
     //public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.MortalStrike; } }

     public override int AosMinDamage{ get{ return 20; } }
     public override int AosMaxDamage{ get{ return 25; } }
     public override int AosSpeed{ get{ return 30; } }

     public override int OldMinDamage{ get{ return 20; } }
     public override int OldMaxDamage{ get{ return 25; } }
     public override int OldSpeed{ get{ return 30; } }

     public override int DefMaxRange{ get{return 3; } }
     
     public override int DefHitSound{ get{ return 0x237; } }
  public override int DefMissSound{ get{ return 0x23A; } }

     private DateTime timeTalk = DateTime.Now; // To set delay time for sword speech
     
     [Constructable]
     public SwordOfZeus() : base( 0x26CF )
     {
        Name = "Sword Of Zeus";
        Weight = 1.0;
        Hue = 1175;
   
   /*AccuracyLevel = WeaponAccuracyLevel.Supremely;
        DurabilityLevel = WeaponDurabilityLevel.Indestructible;*/
        DamageLevel = WeaponDamageLevel.Vanq;
        Quality = WeaponQuality.Exceptional;
     
     //Resource = CraftResource.Valorite;
               
     Attributes.AttackChance = 50;
  //Attributes.WeaponDamage = 20;
  Attributes.Luck = 200;
 
  //Attributes.RegenMana = 5;
  //Attributes.RegenHits = 5;
  //Attributes.RegenStam = 5;
 
  //Attributes.BonusDex = 20;
  //Attributes.BonusStr = 20;
  //Attributes.BonusInt = 20;
 
  Attributes.SpellChanneling = 1;
 
  //AosWeaponAttribute
  WeaponAttributes.SelfRepair = 5;
  Attributes.WeaponSpeed = 30;
  WeaponAttributes.HitLeechMana = 20;
  WeaponAttributes.HitLeechHits = 15;
           WeaponAttributes.HitLeechStam = 15;
     
  WeaponAttributes.HitHarm = 20;
 
  WeaponAttributes.HitLowerAttack = 20;
  WeaponAttributes.HitLowerDefend = 15;
 
  WeaponAttributes.HitDispel = 15;
  WeaponAttributes.HitFireball = 30;
       WeaponAttributes.HitLightning = 10;
         
        //LootType = LootType.Blessed;
     }


public override void GetDamageTypes( Mobile weilder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
 {  
  phys = 20;
  nrgy = 18;
  pois = 18;
  fire = 20;
  cold = 18;
 }

public void OnHit( Mobile attacker, Mobile defender )
{
base.OnHit( attacker, defender );

if( DateTime.Now >= timeTalk )
{
switch ( Utility.Random( 8 ))
{
case 0: attacker.SendMessage( "You feel the power of Zeus aiding you in combat!" ); break;
case 1: attacker.Say( "Curse thine Offspring!" ); break;
case 2: attacker.Say( "Thy blood shall soil the land!" ); break;
case 3: attacker.Say( "Feel the wrath of Zeus!" ); break;
case 4: attacker.Say( "Your death is at hand fiend!" ); break;
case 5: attacker.Say( "There can be only one!" ); break;
case 6: attacker.Say( "I have something to say, it's better to burn out than to fade away!" ); break;
case 7: attacker.Say( "Suffer the wrath of Zeus rogue!" ); break;
//defender.Say( "Forgive my ignorance please!" );
}
timeTalk = DateTime.Now + TimeSpan.FromSeconds(2.5); // To set delay time for sword speech

}

}
//public Poison HitPoison{ get{ return Poison.Lethal; } }

     public SwordOfZeus( 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();
     }
  }
}


Erica- 04-08-2007
QUOTE (Erica @ April 08, 2007 11:36 am)
Hi can you tell me what i need to fix here for this warning
CODE
Warnings:
+ Custom Scripts 2.0/Zeus/Zeus Weapons/SwordOfZeus.cs:
   CS0108: Line 94: 'Server.Items.SwordOfZeus.OnHit(Server.Mobile, Server.Mobil
e)' hides inherited member 'Server.Items.BaseWeapon.OnHit(Server.Mobile, Server.
Mobile)'. Use the new keyword if hiding was intended.
And heres the script
CODE
using System;
using Server;
using Server.Network;
using Server.Items;

using Server.Targeting;
using Server.Misc;
using System.Collections;

namespace Server.Items
{
  public class SwordOfZeus : BaseSword
  {
     
     public override int ArtifactRarity{ get{ return 69; } }
     
     public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.Disarm; } }
     //public override WeaponAbility PrimaryAbility{ get{ return WeaponAbility.ArmorIgnore; } }  
     public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.ParalyzingBlow; } }
     //public override WeaponAbility SecondaryAbility{ get{ return WeaponAbility.MortalStrike; } }

     public override int AosMinDamage{ get{ return 20; } }
     public override int AosMaxDamage{ get{ return 25; } }
     public override int AosSpeed{ get{ return 30; } }

     public override int OldMinDamage{ get{ return 20; } }
     public override int OldMaxDamage{ get{ return 25; } }
     public override int OldSpeed{ get{ return 30; } }

     public override int DefMaxRange{ get{return 3; } }
     
     public override int DefHitSound{ get{ return 0x237; } }
  public override int DefMissSound{ get{ return 0x23A; } }

     private DateTime timeTalk = DateTime.Now; // To set delay time for sword speech
     
     [Constructable]
     public SwordOfZeus() : base( 0x26CF )
     {
        Name = "Sword Of Zeus";
        Weight = 1.0;
        Hue = 1175;
   
   /*AccuracyLevel = WeaponAccuracyLevel.Supremely;
        DurabilityLevel = WeaponDurabilityLevel.Indestructible;*/
        DamageLevel = WeaponDamageLevel.Vanq;
        Quality = WeaponQuality.Exceptional;
     
     //Resource = CraftResource.Valorite;
               
     Attributes.AttackChance = 50;
  //Attributes.WeaponDamage = 20;
  Attributes.Luck = 200;
 
  //Attributes.RegenMana = 5;
  //Attributes.RegenHits = 5;
  //Attributes.RegenStam = 5;
 
  //Attributes.BonusDex = 20;
  //Attributes.BonusStr = 20;
  //Attributes.BonusInt = 20;
 
  Attributes.SpellChanneling = 1;
 
  //AosWeaponAttribute
  WeaponAttributes.SelfRepair = 5;
  Attributes.WeaponSpeed = 30;
  WeaponAttributes.HitLeechMana = 20;
  WeaponAttributes.HitLeechHits = 15;
           WeaponAttributes.HitLeechStam = 15;
     
  WeaponAttributes.HitHarm = 20;
 
  WeaponAttributes.HitLowerAttack = 20;
  WeaponAttributes.HitLowerDefend = 15;
 
  WeaponAttributes.HitDispel = 15;
  WeaponAttributes.HitFireball = 30;
       WeaponAttributes.HitLightning = 10;
         
        //LootType = LootType.Blessed;
     }


public override void GetDamageTypes( Mobile weilder, out int phys, out int fire, out int cold, out int pois, out int nrgy )
 {  
  phys = 20;
  nrgy = 18;
  pois = 18;
  fire = 20;
  cold = 18;
 }

public void OnHit( Mobile attacker, Mobile defender )
{
base.OnHit( attacker, defender );

if( DateTime.Now >= timeTalk )
{
switch ( Utility.Random( 8 ))
{
case 0: attacker.SendMessage( "You feel the power of Zeus aiding you in combat!" ); break;
case 1: attacker.Say( "Curse thine Offspring!" ); break;
case 2: attacker.Say( "Thy blood shall soil the land!" ); break;
case 3: attacker.Say( "Feel the wrath of Zeus!" ); break;
case 4: attacker.Say( "Your death is at hand fiend!" ); break;
case 5: attacker.Say( "There can be only one!" ); break;
case 6: attacker.Say( "I have something to say, it's better to burn out than to fade away!" ); break;
case 7: attacker.Say( "Suffer the wrath of Zeus rogue!" ); break;
//defender.Say( "Forgive my ignorance please!" );
}
timeTalk = DateTime.Now + TimeSpan.FromSeconds(2.5); // To set delay time for sword speech

}

}
//public Poison HitPoison{ get{ return Poison.Lethal; } }

     public SwordOfZeus( 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();
     }
  }
}

Never Mind got the warning fixed and there was something else wrong with the script so got that as well fixed