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.
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.
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.
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.
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.
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.