- Ultima Expansion
- Renaissance
Hello,
Today I've been trying to create a new monster that has certain items equipped which I've done before, but for some reason, I keep getting errors...
I know this is a simple fix but I'm just not understanding why. I would also like to make the items equipped; only be equipped and not lootable. Below is the line of code.
Thank you in advance.
Error:
CS0246: Line 45: The type or namespace name 'Bandage' could not be found (are you missing a using directive or an assembly reference?)
CS0246: Line 47: The type or namespace name 'PlateGloves' could not be found (are you missing a using directive or an assembly reference?)
CS0246: Line 48: The type or namespace name 'LongSword' could not be found (are you missing a using directive or an assembly reference?)
CS0246: Line 49: The type or namespace name 'DeathShroud' could not be found (are you missing a using directive or an assembly reference?)
Today I've been trying to create a new monster that has certain items equipped which I've done before, but for some reason, I keep getting errors...
I know this is a simple fix but I'm just not understanding why. I would also like to make the items equipped; only be equipped and not lootable. Below is the line of code.
Thank you in advance.
Error:
CS0246: Line 45: The type or namespace name 'Bandage' could not be found (are you missing a using directive or an assembly reference?)
CS0246: Line 47: The type or namespace name 'PlateGloves' could not be found (are you missing a using directive or an assembly reference?)
CS0246: Line 48: The type or namespace name 'LongSword' could not be found (are you missing a using directive or an assembly reference?)
CS0246: Line 49: The type or namespace name 'DeathShroud' could not be found (are you missing a using directive or an assembly reference?)
C#:
using System;
using System.Collections.Generic;
using Server.ContextMenus;
namespace Server.Mobiles
{
[CorpseName("a ghostly corpse")]
public class FallenRider : BaseCreature
{
[Constructable]
public FallenRider()
: base(AIType.AI_Melee, FightMode.Closest, 10, 1, 0.4, 0.8)
{
this.Name = "fallen rider";
this.Body = 0x190;
this.Hue = 0x497;
this.SetStr(986, 1185);
this.SetDex(177, 255);
this.SetInt(151, 250);
this.SetHits(592, 711);
this.SetDamage(22, 29);
this.SetDamageType(ResistanceType.Physical, 100);
this.SetResistance(ResistanceType.Physical, 50);
this.SetResistance(ResistanceType.Fire, 25);
this.SetResistance(ResistanceType.Cold, 50, 60);
this.SetResistance(ResistanceType.Poison, 100);
this.SetResistance(ResistanceType.Energy, 40, 50);
this.SetSkill(SkillName.MagicResist, 100.5, 150.0);
this.SetSkill(SkillName.Swords, 120.0);
this.SetSkill(SkillName.Tactics, 120.0);
this.SetSkill(SkillName.Anatomy, 120.0);
this.SetSkill(SkillName.Lumberjacking, 120.0);
this.Fame = 24000;
this.Karma = -24000;
this.VirtualArmor = 90;
this.PackItem(new Bandage(Utility.RandomMinMax(1, 25)));
this.AddItem(new PlateGloves());
this.AddItem(new LongSword());
this.AddItem(new DeathShroud());