sahisahi
Member
Hello i have a skill
deed script (it increase a skill by X amount),
im able to add a skilldeed in game: .add skilldeed 7 1
that creates a skilldeed blacksmithy +1
how can i create a skilldeed blacksmithy +1 inside a script? ive tried:
CS1502: Line 97: The best overloaded method match for 'Server.Mobile.AddToBa
kpack(Server.Item, bool)' has some invalid arguments
CS1503: Line 97: Argument '2': cannot convert from 'int' to 'bool'
Also tried:
CS1526: Line 97: A new expression requires (), [], or {} after type
This is the skilldeed.cs
Thanks! and sorry for my noob questions
deed script (it increase a skill by X amount),
im able to add a skilldeed in game: .add skilldeed 7 1

that creates a skilldeed blacksmithy +1
how can i create a skilldeed blacksmithy +1 inside a script? ive tried:
Code:
case 0: from.AddToBackpack(new skillDeed (7), Utility.RandomMinMax(1, 1 )); break;
CS1502: Line 97: The best overloaded method match for 'Server.Mobile.AddToBa
kpack(Server.Item, bool)' has some invalid arguments
CS1503: Line 97: Argument '2': cannot convert from 'int' to 'bool'
Also tried:
Code:
case 0: from.AddToBackpack(new skillDeed ,7, Utility.RandomMinMax(1, 1 )); break;
CS1526: Line 97: A new expression requires (), [], or {} after type
This is the skilldeed.cs
Code:
using System;
using Server;
using Server.Mobiles;
using Server.Network;
using Server.Multis;
namespace Server.Items
{
public class skillDeed : Item
{
private String nameSkill = "null";
private SkillName skillType = (SkillName)0;
private double gainAmt = 5.0;
public override string DefaultName
{
get { return nameSkill;}
}//END METHOD
[Constructable]
//public skillDeed(int wSkill,int wPower) : base( 0x14F0 )
public skillDeed(int wSkill,int wPower) : base( 7986 )
{
SkillInfo[] sTable = SkillInfo.Table;
if (wSkill < 0 || wSkill > 48)
wSkill = skillDeedInfo.allSkill[Utility.RandomMinMax(0,skillDeedInfo.allSkill.Length-1)];
skillType = (SkillName)wSkill;
if (wPower < 1 || wPower > 10)
wPower = Utility.RandomMinMax(1,10);
gainAmt = (double)wPower;
// nameSkill =" " + sTable[wSkill].Name.ToLower() + " Scroll +" + gainAmt;
nameSkill ="Powerscroll +" + gainAmt + " " + sTable[wSkill].Name.ToLower();
Weight = 1.0;
Hue = 0x481;
LootType = LootType.Regular;
}//END CONSTRUC
public skillDeed( Serial serial ) : base( serial )
{
}//END CONSTRUC
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write(nameSkill);
writer.Write((int)skillType);
writer.Write((int)gainAmt);
writer.Write( (int)0 ); //version
}//END METHOD
public override void Deserialize( GenericReader reader )
{
base.Deserialize( reader );
nameSkill = reader.ReadString();
skillType = (SkillName)reader.ReadInt();
gainAmt = reader.ReadInt();
int version = reader.ReadInt();
}//END METHOD
public override void OnDoubleClick( Mobile from )
{
if ( !IsChildOf( from.Backpack ) )
{
from.SendMessage( "Debe estar en tu mochila" ); // That must be in your pack for you to use it.
}else{
double totalSP = from.Skills[skillType].Base;
double capSP = from.Skills[skillType].Cap;
bool canGain = true;
double tempGain = gainAmt;
if (totalSP >= capSP || from.Skills[skillType].Lock == SkillLock.Locked || from.Skills[skillType].Lock == SkillLock.Down){
return;
}//END IF STATEMENT
if ( (totalSP + tempGain) > capSP)
tempGain = capSP - totalSP;
if ( (from.SkillsTotal + tempGain*10) > from.SkillsCap){
canGain = false;
for ( int i = 0; i <= 48; i++ )
{
if (from.Skills[i].Lock == SkillLock.Down && from.Skills[i].Base >= tempGain )
{
from.Skills[i].Base = from.Skills[i].Base - tempGain;
canGain = true;
break;
}//END IF STATEMENT
}//END FOR LOOP
if (!canGain){
return;
}//END IF STATEMENT
}//END IF STATEMENT
if (totalSP + tempGain > capSP){
from.Skills[skillType].Base = capSP;
}else{
from.Skills[skillType].Base = totalSP + tempGain;
}//END IF/ELSE STATEMENT
from.FixedParticles( 0x376A, 1, 62, 9923, 3, 3, EffectLayer.Waist );
from.FixedParticles( 0x3779, 1, 46, 9502, 5, 3, EffectLayer.Waist );
from.SendAsciiMessage(2548, "You raise your skill." );
from.PlaySound( 488 );
this.Delete();
}//END IF/ELSE STATEMENT
}//END METHOD
}//END CLASS
}//END NAMESPACE
Thanks! and sorry for my noob questions