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Guest dixo1

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Oka i edited a script and now i get compling errors :( Can anyone help me ?

Error

1>------ Build started: Project: ScriptDev2, Configuration: Release Win32 ------
1>Extracting Revision
1>d:\\mangos\\src\\bindings\\ScriptDev2\\VC90>cd "D:\\mangos\\src\\bindings\\ScriptDev2\\" 
1>D:\\mangos\\src\\bindings\\ScriptDev2>"..\\..\\..\\win\\VC90\\genrevision__Win32_Release\\genrevision.exe"
1>D:\\mangos\\src\\bindings\\ScriptDev2>if errorlevel 1 goto VCReportError 
1>D:\\mangos\\src\\bindings\\ScriptDev2>goto VCEnd 
1>Compiling...
1>custom_example.cpp
1>..\\scripts\\custom\\custom_example.cpp(149) : error C2059: syntax error : 'if'
1>..\\scripts\\custom\\custom_example.cpp(150) : error C2334: unexpected token(s) preceding '{'; skipping apparent function body
1>..\\scripts\\custom\\custom_example.cpp(154) : error C2059: syntax error : 'else'
1>..\\scripts\\custom\\custom_example.cpp(154) : error C2238: unexpected token(s) preceding ';'
1>..\\scripts\\custom\\custom_example.cpp(156) : error C2059: syntax error : 'if'
1>..\\scripts\\custom\\custom_example.cpp(158) : error C2334: unexpected token(s) preceding '{'; skipping apparent function body
1>..\\scripts\\custom\\custom_example.cpp(164) : error C2059: syntax error : 'else'
1>..\\scripts\\custom\\custom_example.cpp(164) : error C2238: unexpected token(s) preceding ';'
1>..\\scripts\\custom\\custom_example.cpp(166) : error C2059: syntax error : 'if'
1>..\\scripts\\custom\\custom_example.cpp(168) : error C2334: unexpected token(s) preceding '{'; skipping apparent function body
1>..\\scripts\\custom\\custom_example.cpp(172) : error C2059: syntax error : 'else'
1>..\\scripts\\custom\\custom_example.cpp(172) : error C2238: unexpected token(s) preceding ';'
1>..\\scripts\\custom\\custom_example.cpp(174) : error C4430: missing type specifier - int assumed. Note: C++ does not support default-int
1>..\\scripts\\custom\\custom_example.cpp(174) : warning C4183: 'DoMeleeAttackIfReady': missing return type; assumed to be a member function returning 'int'
1>..\\scripts\\custom\\custom_example.cpp(176) : error C2143: syntax error : missing ';' before '}'
1>..\\scripts\\custom\\custom_example.cpp(176) : error C2059: syntax error : '}'
1>..\\scripts\\custom\\custom_example.cpp(176) : error C2143: syntax error : missing ';' before '}'
1>..\\scripts\\custom\\custom_example.cpp(176) : error C2059: syntax error : '}'
1>Build log was saved at "file://d:\\mangos\\src\\bindings\\ScriptDev2\\VC90\\ScriptDev2__Win32_Release\\BuildLog.htm"
1>ScriptDev2 - 17 error(s), 1 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

custom_example.cpp

#include "precompiled.h"

#define SPELL_BUFF      25661
#define SPELL_ONE       27079
#define SPELL_ONE_ALT   27079
#define SPELL_TWO       27228
#define SPELL_THREE     27243
#define SPELL_FOUR     1020
#define SPELL_FIVE     27154
#define SPELL_SIX   30546
#define SPELL_ENRAGE    23537
#define SPELL_BESERK    32309

#define SAY_AGGRO       "Let the games begin."
#define SAY_RANDOM_0    "I see endless suffering. I see torment. I see rage. I see everything."
#define SAY_RANDOM_1    "Muahahahaha"
#define SAY_RANDOM_2    "These mortal infedels my lord, they have invaded your sanctum and seek to steal your secrets."
#define SAY_RANDOM_3    "You are already dead."
#define SAY_RANDOM_4    "Where to go? What to do? So many choices that all end in pain, end in death."
#define SAY_BESERK      "$N, I sentance you to death!"
#define SAY_PHASE       "The suffering has just begun!"

#define GOSSIP_ITEM     "I'm looking for a fight"
#define SAY_DANCE       "I always thought I was a good dancer"
#define SAY_SALUTE      "Move out Soldier!"

struct MANGOS_DLL_DECL custom_exampleAI : public ScriptedAI
{
   custom_exampleAI(Creature *c) : ScriptedAI(c) {Reset();}

   uint32 Say_Timer;
   uint32 Rebuff_Timer;
   uint32 Spell_1_Timer;
   uint32 Spell_2_Timer;
   uint32 Spell_3_Timer;
   uint32 Spell_4_Timer;
   uint32 Spell_5_Timer;
   uint32 Spell_6_Timer;
   uint32 Beserk_Timer;
   uint32 Phase;
   uint32 Phase_Timer;

   void Reset()
   {
       Phase = 1;
       Phase_Timer = 60000;
       Spell_1_Timer = 10000;
       Spell_2_Timer = 29000;
       Spell_3_Timer = 50000;
       Spell_4_Timer = 300000;
       Spell_5_Timer = 302000;
       Spell_6_Timer = 31000;
       Beserk_Timer = 320000;
   }

   void Aggro(Unit *who)
   {
       DoSay(SAY_AGGRO,LANG_UNIVERSAL,NULL);
       DoPlaySoundToSet(m_creature,8280);
   }

   void UpdateAI(const uint32 diff)
   {
       if (!m_creature->getVictim())
       {
           if (Say_Timer < diff)
           {
               switch (rand()%5)
               {
                   case 0:
                       DoYell(SAY_RANDOM_0,LANG_UNIVERSAL,NULL);
                       DoPlaySoundToSet(m_creature,8831);  //8831 is the index of the sound we are playing. You find these numbers in SoundEntries.dbc
                       break;

                   case 1:
                       DoYell(SAY_RANDOM_1,LANG_UNIVERSAL,NULL);
                       DoPlaySoundToSet(m_creature,8818);
                       break;

                   case 2:
                       DoYell(SAY_RANDOM_2,LANG_UNIVERSAL,NULL);
                       DoPlaySoundToSet(m_creature,8041);
                       break;

                   case 3:
                       DoYell(SAY_RANDOM_3,LANG_UNIVERSAL,NULL);
                       DoPlaySoundToSet(m_creature,8581);
                       break;

                   case 4:
                       DoYell(SAY_RANDOM_4,LANG_UNIVERSAL,NULL);
                       DoPlaySoundToSet(m_creature,8791);
                       break;
               }

               Say_Timer = 45000;                          //Say something agian in 45 seconds
           }else Say_Timer -= diff;

           if (Rebuff_Timer < diff)
           {
               DoCast(m_creature,SPELL_BUFF);
               Rebuff_Timer = 900000;                      //Rebuff agian in 15 minutes
           }else Rebuff_Timer -= diff;
       }

       if (!m_creature->SelectHostilTarget() || !m_creature->getVictim())
           return;

       if (Spell_1_Timer < diff)
       {
           if (rand()%50 > 10)
               DoCast(m_creature->getVictim(),SPELL_ONE_ALT);
           else if (m_creature->GetDistance(m_creature->getVictim()) < 25)
               DoCast(m_creature->getVictim(),SPELL_ONE);

           Spell_1_Timer = 10000;
       }else Spell_1_Timer -= diff;

       if (Spell_2_Timer < diff)
       {
           DoCast(m_creature->getVictim(),SPELL_TWO);

           Spell_2_Timer = 29000;
       }else Spell_2_Timer -= diff;

       if (Phase > 1)
           if (Spell_3_Timer < diff)
       {
           DoCast(m_creature->getVictim(),SPELL_THREE);

           Spell_3_Timer = 50000;
       }else Spell_3_Timer -= diff;

       if (Phase > 1)
           if (Spell_4_Timer < diff)
       {
           DoCast(m_creature->getVictim(),SPELL_FOUR);

           Spell_4_Timer = 300000;
       }else Spell_4_Timer -= diff;

           if (Spell_5_Timer < diff)
           {
               DoCast(m_creature,SPELL_FIVE);
               Spell_5_Timer = 302000;
           }else Spell_5_Timer -= diff;
       }
            //cast spell
           if (Spell_6_Timer < diff)
       {
           DoCast(m_creature->getVictim(),SPELL_SIX);

           Spell_6_Timer = 31000;
       }else Spell_6_Timer -= diff;

       if (Phase > 1)
           if (Beserk_Timer < diff)
       {
           DoPlaySoundToSet(m_creature,8588);
           DoYell(SAY_BESERK,LANG_UNIVERSAL,m_creature->getVictim());
           DoCast(m_creature->getVictim(),SPELL_BESERK);

           Beserk_Timer = 320000;
       }else Beserk_Timer -= diff;

       if (Phase == 1)
           if (Phase_Timer < diff)
       {
           Phase++;
           DoYell(SAY_PHASE,LANG_UNIVERSAL,NULL);
           DoCast(m_creature,SPELL_ENRAGE);
       }else Phase_Timer -= diff;

       DoMeleeAttackIfReady();
   }
};

CreatureAI* GetAI_custom_example(Creature *_Creature)
{
   return new custom_exampleAI (_Creature);
}

void SendDefaultMenu_custom_example(Player *player, Creature *_Creature, uint32 action)
{
   if (action == GOSSIP_ACTION_INFO_DEF + 1)
   {
       _Creature->setFaction(24);
       _Creature->Attack(player, true);
       player->PlayerTalkClass->CloseGossip();
   }
}

bool GossipSelect_custom_example(Player *player, Creature *_Creature, uint32 sender, uint32 action )
{
   if (sender == GOSSIP_SENDER_MAIN)
       SendDefaultMenu_custom_example(player, _Creature, action);

   return true;
}

bool GossipHello_custom_example(Player *player, Creature *_Creature)
{
   player->ADD_GOSSIP_ITEM( 0, GOSSIP_ITEM        , GOSSIP_SENDER_MAIN, GOSSIP_ACTION_INFO_DEF + 1);
   player->PlayerTalkClass->SendGossipMenu(907,_Creature->GetGUID());

   return true;
}

bool ReceiveEmote_custom_example(Player *player, Creature *_Creature, uint32 emote)
{
   _Creature->HandleEmoteCommand(emote);

   if (emote == TEXTEMOTE_DANCE)
       ((custom_exampleAI*)_Creature->AI())->DoSay(SAY_DANCE,LANG_UNIVERSAL,NULL);

   if (emote == TEXTEMOTE_SALUTE)
       ((custom_exampleAI*)_Creature->AI())->DoSay(SAY_SALUTE,LANG_UNIVERSAL,NULL);

   return true;
}

void AddSC_custom_example()
{
   Script *newscript;

   newscript = new Script;
   newscript->Name = "custom_example";
   newscript->GetAI = &GetAI_custom_example;
   newscript->pGossipHello = &GossipHello_custom_example;
   newscript->pGossipSelect = &GossipSelect_custom_example;
   newscript->pReceiveEmote = &ReceiveEmote_custom_example;
   newscript->RegisterSelf();
}

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