Need Help/ Error: Creating attackmodes dictionary.row:1

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Need Help/ Error: Creating attackmodes dictionary.row:1

Hey Everyone,
Im new at modding Neo and need help,

My code is this:

Spoiler: Highlight to view
<?xml version="1.0" encoding="utf-8"?> <!-- - phpMyAdmin XML Dump - version 3.4.0 - http://www.phpmyadmin.net - - Host: localhost - Generation Time: Jun 04, 2014 at 02:16 PM - Server version: 5.6.16 - PHP Version: 5.2.17 --> <pma_xml_export version="1.0"> <!-- - Database: 'neogame' --> <database name="neogame"> <!-- Table attackmodes --> <table name="attackmodes"> <column name="id">1</column> <column name="strName">Blinky shot</column> <column name="strNotes"></column> <column name="nRange">25</column> <column name="fDamageCut">0.6</column> <column name="fDamageBlunt">0</column> <column name="strChargeProfiles">1</column> <column name="nPenetration">1</column> <column name="nType">1</column> <column name="strSnd">cuePistolLaser</column> <column name="bTransfer">0</column> <column name="vAttackerConditions">211x1.0</column> <column name="strIMG">AModeLaserRifle.png</column> <column name="fMorale">0.3</column> <column name="strWieldPhrase"></column> <column name="vAttackPhrases"></column> </table> <!-- Table barterhexes --> <!-- Table battlemoves --> <!-- Table camptypes --> <!-- Table chargeprofiles --> <table name="chargeprofiles"> <column name="nID">1</column> <column name="strName">Blinky shot</column> <column name="strItemID">10.3</column> <column name="fPerUse">4</column> <column name="fPerHour">0</column> <column name="fPerHourEquipped">0</column> <column name="fPerHex">0</column> <column name="bDegrade">0</column> </table> <!-- Table conditions --> <!-- Table containertypes --> <!-- Table creatures --> <!-- Table creaturesources --> <!-- Table datafiles --> <!-- Table encounters --> <!-- Table encountertriggers --> <!-- Table factions --> <!-- Table forbiddenhexes --> <!-- Table headlines --> <!-- Table hextypes --> <!-- Table ingredients --> <!-- Table itemprops --> <!-- Table itemtypes --> <table name="itemtypes"> <column name="id">1</column> <column name="nGroupID">100</column> <column name="nSubgroupID">1</column> <column name="strName">pistol</column> <column name="strDesc">strange blinky pistol</column> <column name="strDescAlt">Markshift Laser Pistol</column> <column name="nCondID">87</column> <column name="vImageList">ItmLaserRifle.png,ItmLaserRifleStored.png,ItmLaserRifleHeld.png</column> <column name="vSpriteList">6=CreItmHuntingRifleShoulderR.png,5=CreItmHuntingRifleHeldL.png,7=CreItmHuntingRifleHeldR.png</column> <column name="vImageUsage">1,1,0,0,2,2</column> <column name="fWeight">3.6</column> <column name="fMonetaryValue">1800</column> <column name="fMonetaryValueAlt">1800</column> <column name="fDurability">1</column> <column name="fDegradePerHour">0</column> <column name="fEquipDegradePerHour">0.0001</column> <column name="fDegradePerUse">0.003</column> <column name="vDegradeTreasureIDs">35,35</column> <column name="aEquipConditions"></column> <column name="aPossessConditions"></column> <column name="aUseConditions"></column> <column name="aCapacities">1x1</column> <column name="vEquipSlots">14=0=0,21=2=2,20=2=2</column> <column name="vUseSlots"></column> <column name="bSocketLocked">0</column> <column name="vProperties">2,9,10,17,28,32,48,50,75,87</column> <column name="aContentIDs">9</column> <column name="nFormatID">3</column> <column name="nTreasureID">37</column> <column name="nComponentID">3</column> <column name="bMirrored">0</column> <column name="nSlotDepth">0</column> <column name="strChargeProfiles"></column> <column name="aAttackModes">20=1,21=1</column> <column name="nStackLimit">1</column> <column name="aSwitchIDs"></column> <column name="aSounds">cueRiflePickup,cueRifleScope1Putdown</column> </table> <table name="itemtypes"> <column name="id">2</column> <column name="nGroupID">101</column> <column name="nSubgroupID">1</column> <column name="strName">ammo</column> <column name="strDesc">battery</column> <column name="strDescAlt">Markshift Blinky Pistol Power Cell</column> <column name="nCondID">1</column> <column name="vImageList">ItmLaserPistolPowerCell.png</column> <column name="vSpriteList"></column> <column name="vImageUsage">0,0,0,0,0,0</column> <column name="fWeight">1</column> <column name="fMonetaryValue">50</column> <column name="fMonetaryValueAlt">50</column> <column name="fDurability">1</column> <column name="fDegradePerHour">0</column> <column name="fEquipDegradePerHour">0</column> <column name="fDegradePerUse">0</column> <column name="vDegradeTreasureIDs">31,31</column> <column name="aEquipConditions"></column> <column name="aPossessConditions"></column> <column name="aUseConditions"></column> <column name="aCapacities">1x1</column> <column name="vEquipSlots">21,20</column> <column name="vUseSlots"></column> <column name="bSocketLocked">0</column> <column name="vProperties">9,10,15,28,48,50,75,87</column> <column name="aContentIDs">10</column> <column name="nFormatID">9</column> <column name="nTreasureID">36</column> <column name="nComponentID">3</column> <column name="bMirrored">0</column> <column name="nSlotDepth">0</column> <column name="strChargeProfiles"></column> <column name="aAttackModes"></column> <column name="nStackLimit">1</column> <column name="aSwitchIDs"></column> <column name="aSounds">cueLargeBatteryCellPickup,cueLargeBatteryCellPutdown</column> </table> <!-- Table maps --> <!-- Table recipes --> <table name="recipes"> <column name="nID">1</column> <column name="strName">Markshift Blinky pistol</column> <column name="strSecretName"></column> <column name="strTools"></column> <column name="strConsumed">1x37</column> <column name="strDestroyed"></column> <column name="nTreasureID">1</column> <column name="fHours">1</column> <column name="nReverse">0</column> <column name="nHiddenID">0:0</column> <column name="bIdentify">0</column> <column name="bTransferComponents">0</column> <column name="vAlsoTry"></column> <column name="nTempTreasureID">0:3</column> <column name="bDegradeOutput">0</column> </table> <!-- Table treasuretable --> <table name="treasuretable"> <column name="id">1</column> <column name="strName">LaserPistol</column> <column name="aTreasures">100.1x1x1,101.1x1x1</column> <column name="bNested">0</column> <column name="bSuppress">0</column> <column name="bIdentify">0</column> </table> </database> </pma_xml_export>

Its stop loading at 65% when it creating attackmodes dictionary.row:1.
Images are given in the xml file.

Thanks for everything, and sry if it hard to read.

I fixed that for you this time, but to correctly show the game code in you posts you need to use the [codeX] and [/codeX] tags (without those big X) at the, respectively, beginning and end of the code part. Otherwise it will be this weird string like in your original post.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Ahh... thanks.
I love games with good support like this :D.

Now, about the code itself.

Whenever your mod calls for a data from the main game, you need to add a "0:" prefix to that data ID or Group number. Otherwise the game will look for that ID in your mod and not in the base game. So if, for example, your attackmode has:
<column name="vAttackerConditions">[color=red]211[/color]x1.0</column>
The game is looking for the condition 211 in your mod. You don't have that condition, so there's a conflict.

Correct way to call for that condition would be:
<column name="vAttackerConditions">[color=red]0:211[/color]x1.0</column>

There is a lot of that, especially in the itemtypes and treasuretables.

<!-- Table itemtypes --> <table name="itemtypes"> <column name="id">1</column> <column name="nGroupID">100</column> <column name="nSubgroupID">1</column> <column name="strName">pistol</column> <column name="strDesc">strange blinky pistol</column> <column name="strDescAlt">Markshift Laser Pistol</column> <column name="nCondID">[color=red]0:[/color]87</column> <column name="vImageList">[color=red]0:[/color]ItmLaserRifle.png,[color=red]0:[/color]ItmLaserRifleStored.png,[color=red]0:[/color]ItmLaserRifleHeld.png</column> <column name="vSpriteList">6=[color=red]0:[/color]CreItmHuntingRifleShoulderR.png,5=[color=red]0:[/color]CreItmHuntingRifleHeldL.png,7=[color=red]0:[/color]CreItmHuntingRifleHeldR.png</column> [color=red]<-- Items from the base game need that too[/color] <column name="vImageUsage">1,1,0,0,2,2</column> <column name="fWeight">3.6</column> <column name="fMonetaryValue">1800</column> <column name="fMonetaryValueAlt">1800</column> <column name="fDurability">1</column> <column name="fDegradePerHour">0</column> <column name="fEquipDegradePerHour">0.0001</column> <column name="fDegradePerUse">0.003</column> <column name="vDegradeTreasureIDs">[color=red]0:[/color]35,[color=red]0:[/color]35</column> <column name="aEquipConditions"></column> <column name="aPossessConditions"></column> <column name="aUseConditions"></column> <column name="aCapacities">1x1</column> <column name="vEquipSlots">14=0=0,21=2=2,20=2=2</column> <column name="vUseSlots"></column> <column name="bSocketLocked">0</column> <column name="vProperties">[color=red]0:[/color]2,[color=red]0:[/color]9,[color=red]0:[/color]10,[color=red]0:[/color]17,[color=red]0:[/color]28,[color=red]0:[/color]32,[color=red]0:[/color]48,[color=red]0:[/color]50,[color=red]0:[/color]75,[color=red]0:[/color]87</column> <column name="aContentIDs">[color=red]0:[/color]9</column> <column name="nFormatID">[color=red]0:[/color]3</column> <column name="nTreasureID">[color=red]0:[/color]37</column> <column name="nComponentID">[color=red]0:[/color]3</column> <column name="bMirrored">0</column> <column name="nSlotDepth">0</column> <column name="strChargeProfiles"></column> <column name="aAttackModes">20=1,21=1</column> <column name="nStackLimit">1</column> <column name="aSwitchIDs"></column> <column name="aSounds">[color=red]0:[/color]cueRiflePickup,[color=red]0:[/color]cueRifleScope1Putdown</column> [color=red]<-- sounds too[/color] </table>

So you will have to revise all your code, and add those "0:" whenever the game calls for a moddable part of the main game - the stuff like EquipSlots don't need that, because they are not moddable and will always be called from the vanilla game.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Mhhh thanks but i have one question about the id's left.
If i want a new item can i set this Id to one of the same as in the normal game?
So lets say i want a can of tuna:

Mod Name: Can of tuna
Groupid:15
SubGroupid:1

Normal Name:Can of soup
Groupid:15
SupGroupid:1

but the normal (or of a another mod) game has already somethink at this id, are there will conflicting themselves?

Yes, you can (and should) set the fresh subGroups. The game always loads the data according to the order in which the mods are listed in the "getmods.php" file: vanilla data first, then the overwrite folder (it contains all the changes made by your mod to the main game data) and then the mods data, separately. So, if everything is set correctly, there should be no conflict.

Some more advanced mods, that make a lot of changes to the native data (via the overwrite mod) might conflict with one another over such overwrites, but for a simple addition of items, attack modes and such stuff, there should be no problem.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Thanks everything works fine now.