[-.- 1 Error that Makes 47 Errors more -.-]

Hi Guys :smile: Ok. This may Seems little Noobish. but when i Fix 1 Minor Error. It make 47 Errors More! :open_mouth:
I am New at Forums so Please If i do something Noobish Wrong. Don’t get mad at me :frowning:
Just Please don’t Push me like i am a noob. It has been Repeated 10 Times so Please! :slight_smile:
I Beg you For Helping Me :slight_smile: Ok so Here are the Scripts:

using UnityEngine;
using System.Collections;
using System;

public class BaseCharacter : MonoBehaviour {
	private string _name;
	private int _level;
	private uint _freeExp;
	
	private Attribute[] _primaryAttribute;
	private Vital[] _vital;
	private Skill[] _skill;
	
	public void Awake () {
		_name = String.Empty;
		_level = 0;
		_freeExp = 0;
		
		_primaryAttribute = new Attribute[Enum.GetValues(typeof(AttributeName)).Length];
		_vital = new Attribute[Enum.GetValues(typeof(VitalName)).Length];
		_skill = new Attribute[Enum.GetValues(typeof(SkillName)).Length];
		
		SetupPrimaryAttributes();
		SetupVitals();
		SetupSkills();
	}

	// Use this for initialization
	void Start () {
	
	}
	
	// Update is called once per frame
	void Update () {
	
	}
	
	public string Name {
		get{ return _name; }
		set { _name = value; }
	}
	
	public int Level {
		get{ return _level; }
		set { _level = value; }
	}
	
	public uint FreeExp {
		get{ return _freeExp; }
		set { _freeExp = value; }
	}
	
	public void AddExp (uint exp){
		_freeExp += exp;
		
		CalculateLevel();
	}
	
	public void CalculateLevel() {
	}
	
	private void SetupPrimaryAttributes() {
		for(int cnt = 0; cnt < _primaryAttribute.Length; cnt++) {
			_primaryAttribute[cnt] = new Attribute();
		}
	}
	
	private void SetupVitals() {
		for(int cnt = 0; cnt < _vital.Length; cnt++) {
			_vital[cnt] = new Vital();
		}
	}
	
	private void SetupSkills() {
		for(int cnt = 0; cnt < _skill.Length; cnt++) {
			_skill[cnt] = new Skill();
		}
	}
	
	public Attribute GetPrimaryAttribute(int index) {
		return _primaryAttribute[index];
	}
	
	public Vital GetVital(int index) {
		return _vital[index];
	}
	
	public Skill GetSkill(int index) {
		return _skill[index];
	}
	
	private void SetupVitalModifiers() {
		//Health
		GetVital((int)VitalName.Health).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Vitality), .5f));
		//Energy
		GetVital((int)VitalName.Energy).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Stamina), .5f));
		//Mana
		GetVital((int)VitalName.Mana).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Intelligent), .5f));
	}
	
	private void SetupSkillModifiers() {
	//melee offence
	GetSkill((int)SkillName.Melee_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Power), .33f));
	//melee defence
	GetSkill((int)SkillName.Melee_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Defence), .33f));
	//magic offence
	GetSkill((int)SkillName.Magic_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Intelligent), .33f));
	//magic defence
	GetSkill((int)SkillName.Magic_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Intelligent), .33f));
	//Ranged Offence
	GetSkill((int)SkillName.Ranged_Offence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
	//Ranged Defence
	GetSkill((int)SkillName.Ranged_Defence).AddModifier(new ModifyingAttribute(GetPrimaryAttribute((int)AttributeName.Speed), .33f));
		
	}
	
	public void StatUpdate() {
		for(int cnt = 0; cnt < _vital.Length; cnt++)
			_vital[cnt].Update();
		
		for(int cnt = 0; cnt < _skill.Length; cnt++)
			_skill[cnt].Update();
	}
	
}

Error:

Before i Place “void” Before Awake: Assets/Scripts/Character Classes/BaseCharacter.cs(14,16): errorCS1520: Class, struct, or interface method must have a return type

After:

To much. Needs a Picture:

I’ll put this as politely as I can.

No. A thousand times no.

No one is going to debug a 100+ line file with 29 compile errors in it for you.

I know now one thing here. The Community Sucks Here.

Why? Because we won’t fix your errors at the drop of a hat?

Btw, if you think the community sucks then why do you post here?

Its probably not as big as a problem as it may seam. What could be happening is one or two variables are off or mispelled. But it creates 10 or more errors from it. Double click on one of the errors and it should take you to the line where its occuring. Start with the top one and work your way down. It also tells you what line number the error is on at the bottom of the screen.

What is really happening is that someone is way over their head and refuses to take the time necessary to learn basic programming which is a prerequisite to using Unity.

I noticed the script is the same as the burgzerg hack and slash script. Same name but bugged out code.

Fixing 1 error didn’t create 47 more. You had 48 errors, but the first one was masking all the rest. Go through each one and read the error and figure out what’s going wrong.

No it doesn’t. It’s not the responsibility of the volunteers on this board to write and debug your code for you.

I’ll throw this out there for you too - all those errors, all of them, are errors in your semantics. They have nothing to do with Unity. For example - the first one in your screenshot is because you’re passing either the wrong number or the wrong type of arguments into a function.

Folks here are more than happy to help and answer questions but you need to put in the effort too. No amount of smilies in your posts is going to make up for that.

CHAIN REACTION! Check the header of the script.

Thanks Roger :slight_smile: YOU SAVED MY LIFE! :smile:

You’re following a tutorial on youtube before posting shouldn’t you go over the videos ?

Nope. They never answer there. I am now Moving to Unity ANSWERS :smile: