Full Version : A warning on script
xmlspawner >>Scripting Support >>A warning on script
<< Prev | Next >>
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