Aetherius Shadowblade
Member
Yes, I am trying to edit the treasuechestmod.cs file so only the treasure gets spawned and not the whole chest.
Why? Lets just say that I would like to put it in a certain spot and have it spawn there all the time. When it spawns, it may turn to one direction that what I want. My OCD is looking at this chest and just screaming at me to make it look right. This is where I need your help, I have been getting these errors when trying to do that:
+ Customs/treasures.cs:
CS1520: Line 17: Method must have a return type
CS1031: Line 17: Type expected
CS1520: Line 17: Method must have a return type
CS1031: Line 17: Type expected
CS1520: Line 18: Method must have a return type
CS1031: Line 18: Type expected
CS1520: Line 18: Method must have a return type
CS1031: Line 18: Type expected
CS1520: Line 19: Method must have a return type
CS1001: Line 19: Identifier expected
CS1520: Line 21: Method must have a return type
CS1001: Line 21: Identifier expected
CS1520: Line 22: Method must have a return type
CS1001: Line 22: Identifier expected
CS1520: Line 23: Method must have a return type
CS1001: Line 23: Identifier expected
CS1519: Line 25: Invalid token '>' in class, struct, or interface member declaration
CS1519: Line 25: Invalid token '--' in class, struct, or interface member declaration
CS1520: Line 26: Method must have a return type
CS1001: Line 26: Identifier expected
CS1518: Line 29: Expected class, delegate, enum, interface, or struct
CS1518: Line 33: Expected class, delegate, enum, interface, or struct
CS1518: Line 40: Expected class, delegate, enum, interface, or struct
CS1520: Line 51: Method must have a return type
CS1031: Line 51: Type expected
CS1520: Line 51: Method must have a return type
CS1031: Line 51: Type expected
CS1520: Line 52: Method must have a return type
CS1031: Line 52: Type expected
CS1520: Line 52: Method must have a return type
CS1031: Line 52: Type expected
CS1519: Line 53: Invalid token '(' in class, struct, or interface member declaration
CS1520: Line 55: Method must have a return type
CS1031: Line 55: Type expected
CS1520: Line 55: Method must have a return type
CS1002: Line 55: ; expected
CS1520: Line 56: Method must have a return type
CS1031: Line 56: Type expected
CS1520: Line 56: Method must have a return type
CS1002: Line 56: ; expected
CS1520: Line 57: Method must have a return type
CS1031: Line 57: Type expected
CS1520: Line 57: Method must have a return type
CS1002: Line 57: ; expected
CS1520: Line 58: Method must have a return type
CS1031: Line 58: Type expected
CS1520: Line 58: Method must have a return type
CS1002: Line 58: ; expected
CS1520: Line 59: Method must have a return type
CS1031: Line 59: Type expected
CS1520: Line 59: Method must have a return type
CS1002: Line 59: ; expected
CS1520: Line 60: Method must have a return type
CS1031: Line 60: Type expected
CS1520: Line 60: Method must have a return type
CS1002: Line 60: ; expected
CS0116: Line 62: A namespace cannot directly contain members such as fields or methods
CS1518: Line 64: Expected class, delegate, enum, interface, or struct
CS1518: Line 65: Expected class, delegate, enum, interface, or struct
CS1022: Line 66: Type or namespace definition, or end-of-file expected
Here is the code I have so far, which has stumped me:
Appreciate any and all help.
Why? Lets just say that I would like to put it in a certain spot and have it spawn there all the time. When it spawns, it may turn to one direction that what I want. My OCD is looking at this chest and just screaming at me to make it look right. This is where I need your help, I have been getting these errors when trying to do that:
+ Customs/treasures.cs:
CS1520: Line 17: Method must have a return type
CS1031: Line 17: Type expected
CS1520: Line 17: Method must have a return type
CS1031: Line 17: Type expected
CS1520: Line 18: Method must have a return type
CS1031: Line 18: Type expected
CS1520: Line 18: Method must have a return type
CS1031: Line 18: Type expected
CS1520: Line 19: Method must have a return type
CS1001: Line 19: Identifier expected
CS1520: Line 21: Method must have a return type
CS1001: Line 21: Identifier expected
CS1520: Line 22: Method must have a return type
CS1001: Line 22: Identifier expected
CS1520: Line 23: Method must have a return type
CS1001: Line 23: Identifier expected
CS1519: Line 25: Invalid token '>' in class, struct, or interface member declaration
CS1519: Line 25: Invalid token '--' in class, struct, or interface member declaration
CS1520: Line 26: Method must have a return type
CS1001: Line 26: Identifier expected
CS1518: Line 29: Expected class, delegate, enum, interface, or struct
CS1518: Line 33: Expected class, delegate, enum, interface, or struct
CS1518: Line 40: Expected class, delegate, enum, interface, or struct
CS1520: Line 51: Method must have a return type
CS1031: Line 51: Type expected
CS1520: Line 51: Method must have a return type
CS1031: Line 51: Type expected
CS1520: Line 52: Method must have a return type
CS1031: Line 52: Type expected
CS1520: Line 52: Method must have a return type
CS1031: Line 52: Type expected
CS1519: Line 53: Invalid token '(' in class, struct, or interface member declaration
CS1520: Line 55: Method must have a return type
CS1031: Line 55: Type expected
CS1520: Line 55: Method must have a return type
CS1002: Line 55: ; expected
CS1520: Line 56: Method must have a return type
CS1031: Line 56: Type expected
CS1520: Line 56: Method must have a return type
CS1002: Line 56: ; expected
CS1520: Line 57: Method must have a return type
CS1031: Line 57: Type expected
CS1520: Line 57: Method must have a return type
CS1002: Line 57: ; expected
CS1520: Line 58: Method must have a return type
CS1031: Line 58: Type expected
CS1520: Line 58: Method must have a return type
CS1002: Line 58: ; expected
CS1520: Line 59: Method must have a return type
CS1031: Line 59: Type expected
CS1520: Line 59: Method must have a return type
CS1002: Line 59: ; expected
CS1520: Line 60: Method must have a return type
CS1031: Line 60: Type expected
CS1520: Line 60: Method must have a return type
CS1002: Line 60: ; expected
CS0116: Line 62: A namespace cannot directly contain members such as fields or methods
CS1518: Line 64: Expected class, delegate, enum, interface, or struct
CS1518: Line 65: Expected class, delegate, enum, interface, or struct
CS1022: Line 66: Type or namespace definition, or end-of-file expected
Here is the code I have so far, which has stumped me:
Code:
// Treasure Chest Pack - Version 0.99I
// By Nerun
using Server;
using Server.Items;
using Server.Multis;
using Server.Network;
using System;
namespace Server.Items
{
// ---------- [Level 1] ----------
public class Treasure1
{
DropItem(new Gold(30, 100));
DropItem(new Bolt(10));
DropItem(Loot.RandomClothing());
AddLoot(Loot.RandomWeapon());
AddLoot(Loot.RandomArmorOrShield());
AddLoot(Loot.RandomJewelry());
for (int i = Utility.Random(3) + 1; i > 0; i--) // random 1 to 3
DropItem( Loot.RandomGem() );
}
public Treasure1( 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();
}
}
// ---------- [Level 1 Hybrid] ----------
public class Treasure1h
{
DropItem( new Gold( 10, 40 ) );
DropItem( new Bolt( 5 ) );
switch ( Utility.Random( 6 ))
{
case 0: DropItem( new Candelabra() ); break;
case 1: DropItem( new Candle() ); break;
case 2: DropItem( new CandleLarge() ); break;
case 3: DropItem( new CandleLong() ); break;
case 4: DropItem( new CandleShort() ); break;
case 5: DropItem( new CandleSkull() ); break;
}
switch ( Utility.Random( 2 ))
{
case 0: DropItem( new Shoes( Utility.Random( 1, 2 ) ) ); break;
case 1: DropItem( new Sandals( Utility.Random( 1, 2 ) ) ); break;
}
switch ( Utility.Random( 3 ))
{
case 0: DropItem( new BeverageBottle(BeverageType.Ale) ); break;
case 1: DropItem( new BeverageBottle(BeverageType.Liquor) ); break;
case 2: DropItem( new Jug(BeverageType.Cider) ); break;
}
public Treasure1h( 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();
}
}
// ---------- [Level 2] ----------
public class Treasure2
{
DropItem( new Gold( 70, 100 ) );
DropItem( new Arrow( 10 ) );
DropItem( Loot.RandomPotion() );
for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
{
Item ReagentLoot = Loot.RandomReagent();
ReagentLoot.Amount = Utility.Random( 1, 2 );
DropItem( ReagentLoot );
}
if (Utility.RandomBool()) //50% chance
for (int i = Utility.Random(8) + 1; i > 0; i--)
DropItem(Loot.RandomScroll(0, 39, SpellbookType.Regular));
if (Utility.RandomBool()) //50% chance
for (int i = Utility.Random(6) + 1; i > 0; i--)
DropItem( Loot.RandomGem() );
public Treasure2( 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();
}
}
// ---------- [Level 3] ----------
public class Treasure3
{
DropItem( new Gold( 180, 240 ) );
DropItem( new Arrow( 10 ) );
for( int i = Utility.Random( 1, 3 ); i > 1; i-- )
{
Item ReagentLoot = Loot.RandomReagent();
ReagentLoot.Amount = Utility.Random( 1, 9 );
DropItem( ReagentLoot );
}
for ( int i = Utility.Random( 1, 3 ); i > 1; i-- )
DropItem( Loot.RandomPotion() );
if ( 0.67 > Utility.RandomDouble() ) //67% chance = 2/3
for (int i = Utility.Random(12) + 1; i > 0; i--)
DropItem(Loot.RandomScroll(0, 47, SpellbookType.Regular));
if ( 0.67 > Utility.RandomDouble() ) //67% chance = 2/3
for (int i = Utility.Random(9) + 1; i > 0; i--)
DropItem( Loot.RandomGem() );
for( int i = Utility.Random( 1, 3 ); i > 1; i-- )
DropItem( Loot.RandomWand() );
// Magical ArmorOrWeapon
for( int i = Utility.Random( 1, 3 ); i > 1; i-- )
{
Item item = Loot.RandomArmorOrShieldOrWeapon();
if (!Core.AOS)
{
if (item is BaseWeapon)
{
BaseWeapon weapon = (BaseWeapon)item;
weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(3);
weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(3);
weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(3);
weapon.Quality = WeaponQuality.Regular;
}
else if (item is BaseArmor)
{
BaseArmor armor = (BaseArmor)item;
armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(3);
armor.Durability = (ArmorDurabilityLevel)Utility.Random(3);
armor.Quality = ArmorQuality.Regular;
}
}
else
AddLoot(item);
}
for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
AddLoot( Loot.RandomClothing() );
for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
AddLoot(Loot.RandomJewelry());
// Magic clothing (not implemented)
// Magic jewelry (not implemented)
public Treasure3( 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();
}
}
// ---------- [Level 4] ----------
public class Treasure4
{
DropItem( new Gold( 200, 400 ) );
DropItem( new BlankScroll( Utility.Random( 1, 4 ) ) );
for( int i = Utility.Random( 1, 4 ); i > 1; i-- )
{
Item ReagentLoot = Loot.RandomReagent();
ReagentLoot.Amount = Utility.Random( 6, 12 );
DropItem( ReagentLoot );
}
for ( int i = Utility.Random( 1, 4 ); i > 1; i-- )
DropItem( Loot.RandomPotion() );
if ( 0.75 > Utility.RandomDouble() ) //75% chance = 3/4
for (int i = Utility.RandomMinMax(8,16); i > 0; i--)
DropItem(Loot.RandomScroll(0, 47, SpellbookType.Regular));
if ( 0.75 > Utility.RandomDouble() ) //75% chance = 3/4
for (int i = Utility.RandomMinMax(6,12) + 1; i > 0; i--)
DropItem( Loot.RandomGem() );
for( int i = Utility.Random( 1, 4 ); i > 1; i-- )
DropItem( Loot.RandomWand() );
// Magical ArmorOrWeapon
for( int i = Utility.Random( 1, 4 ); i > 1; i-- )
{
Item item = Loot.RandomArmorOrShieldOrWeapon();
if (!Core.AOS)
{
if (item is BaseWeapon)
{
BaseWeapon weapon = (BaseWeapon)item;
weapon.DamageLevel = (WeaponDamageLevel)Utility.Random(4);
weapon.AccuracyLevel = (WeaponAccuracyLevel)Utility.Random(4);
weapon.DurabilityLevel = (WeaponDurabilityLevel)Utility.Random(4);
weapon.Quality = WeaponQuality.Regular;
}
else if (item is BaseArmor)
{
BaseArmor armor = (BaseArmor)item;
armor.ProtectionLevel = (ArmorProtectionLevel)Utility.Random(4);
armor.Durability = (ArmorDurabilityLevel)Utility.Random(4);
armor.Quality = ArmorQuality.Regular;
}
}
else
AddLoot(item);
}
for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
AddLoot( Loot.RandomClothing() );
for( int i = Utility.Random( 1, 2 ); i > 1; i-- )
AddLoot( Loot.RandomJewelry() );
DropItem( new MagicCrystalBall() );
// Magic clothing (not implemented)
// Magic jewelry (not implemented)
public Treasure4( 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();
}
}
}
Appreciate any and all help.