Modding help augments

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Modding help augments

Basically I want to mod in a purchasable medic skill but i'm new to xml programming. Basically can someone look at my code and point out any mistakes because it is always stuck at "Updating template-based items. row:0". There is probably a lot of mistakes and basically i have just been copying the main code from augments and trying to amend them to my purpose.

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database name="neogame">
table name="itemtypes">
column name="id">538 /column>
column name="nGroupID">90 /column>
column name="nSubgroupID">150 /column>
column name="strName">trait: Medic /column>
column name="strDesc">Medical training /column>
column name="strDescAlt"> /column>
column name="nCondID">1 /column>
column name="vImageList"> /column>
column name="vSpriteList"> /column>
column name="vImageUsage">0,0,0,0,0,0 /column>
column name="fWeight">50 /column>
column name="fMonetaryValue">0 /column>
column name="fMonetaryValueAlt">0 /column>
column name="fDurability">1 /column>
column name="fDegradePerHour">0 /column>
column name="fEquipDegradePerHour">0 /column>
column name="fDegradePerUse">0 /column>
column name="vDegradeTreasureIDs">3,3 /column>
column name="aEquipConditions"> /column>
column name="aPossessConditions"> /column>
column name="aUseConditions"> /column>
column name="aCapacities"> /column>
column name="vEquipSlots">-1 /column>
column name="vUseSlots"> /column>
column name="bSocketLocked">0 /column>
column name="vProperties">86 /column>
column name="aContentIDs"> /column>
column name="nFormatID">4 /column>
column name="nTreasureID">0 /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">cuePickup,cuePutdown /column>
/table>
table name="encounters">
column name="id">861 /column>
column name="strName">Upstairs to Prosthetic and Augmentation Procedures /column>
column name="strDesc">You begin speaking with an attendant, who reviews your eligibility test results.

Unfortunately, initial testing indicates that you are not a good candidate for any of the prosthetic nor augmentation procedures. This is probably due to either previous surgery, or synthetic rejection complications.

However, you may still browse the procedures. /column>
column name="strImg">EncHaggertyHealthClinic.png /column>
column name="nTreasureID">3 /column>
column name="nRemoveTreasureID">3 /column>
column name="aConditions">1 /column>
column name="aPreConditions">809 /column>
column name="fPrice">0 /column>
column name="aResponses">90.9x1=860x1x0x0x0,90.81x1=870x1x0x0x0,90.82x1=873x1x0x0x0,90.83x1=879x1x0x0x0,90.84x1=881x1x0x0x0,=861x1x0x0x0,90.150x1=2262x1x0x0x0 /column>
column name="aMinimapHexes"> /column>
column name="bRemoveCreatures">0 /column>
column name="bRemoveUsed">0 /column>
column name="nItemsID">330 /column>
column name="nCreatureID">0 /column>
column name="ptCreatureHex">0,0 /column>
column name="ptTeleport">0,0 /column>
column name="ptEditor">9858,-24162 /column>
column name="nType">0 /column>
column name="fLootChance">0 /column>
column name="fAccidentChance">0 /column>
column name="fCreatureChance">0 /column>
column name="vAccidents">0 /column>
column name="vLoot">0 /column>
/table>
table name="treasuretable">
column name="id">330 /column>
column name="strName">Haggerty upstairs services /column>
column name="aTreasures">90.81x1x1-1,90.82x1.0x1-1,90.83x1.0x1-1,90.84x1.0x1-1,90.9x1.0x1-1,91.1x1x1-1,90.150x1x1-1 /column>
column name="bNested">0 /column>
column name="bSuppress">1 /column>
column name="bIdentify">0 /column>
/table>
` table name="encounters">
column name="id">2262 /column>
column name="strName">Medical training /column>
column name="strDesc">Medical training doesn't come cheap.

Cost: $5600 /column>
column name="strImg"> /column>
column name="nTreasureID">3 /column>
column name="nRemoveTreasureID">3 /column>
column name="aConditions">1 /column>
column name="aPreConditions">-358, -53 /column>
column name="fPrice">0 /column>
column name="aResponses">90.7x1=2263x1x0x0x0,90.6x1=878x1x0x0x0,90.6x1=861x1x0x0x0 /column>
column name="aMinimapHexes"> /column>
column name="bRemoveCreatures">0 /column>
column name="bRemoveUsed">0 /column>
column name="nItemsID">79 /column>
column name="nCreatureID">0 /column>
column name="ptCreatureHex">0,0 /column>
column name="ptTeleport">0,0 /column>
column name="ptEditor">11001,-24848 /column>
column name="nType">0 /column>
column name="fLootChance">0 /column>
column name="fAccidentChance">0 /column>
column name="fCreatureChance">0 /column>
column name="vAccidents">0 /column>
column name="vLoot">0 /column>
/table>
table name="encounters">
column name="id">2263 /column>
column name="strName">Medic training /column>
column name="strDesc">You have some people teach you the ins and outs of medical training. /column>
column name="strImg"> /column>
column name="nTreasureID">3 /column>
column name="nRemoveTreasureID">3 /column>
column name="aConditions">354, 829, 53 /column>
column name="aPreConditions">-809 /column>
column name="fPrice">6000 /column>
column name="aResponses">=2264x1x0x0x0 /column>
column name="aMinimapHexes"> /column>
column name="bRemoveCreatures">0 /column>
column name="bRemoveUsed">0 /column>
column name="nItemsID">3 /column>
column name="nCreatureID">0 /column>
column name="ptCreatureHex">0,0 /column>
column name="ptTeleport">0,0 /column>
column name="ptEditor">13005,-24826 /column>
column name="nType">0 /column>
column name="fLootChance">0 /column>
column name="fAccidentChance">0 /column>
column name="fCreatureChance">0 /column>
column name="vAccidents">0 /column>
column name="vLoot">0 /column>
/table>
table name="encounters">
column name="id">2264 /column>
column name="strName">Medic training Cont'd /column>
column name="strDesc">You then are tested at the knowledge you have retained and get a fully fledged medical licence. /column>
column name="strImg"> /column>
column name="nTreasureID">3 /column>
column name="nRemoveTreasureID">3 /column>
column name="aConditions">808 /column>
column name="aPreConditions"> /column>
column name="fPrice">0 /column>
column name="aResponses">=860x1x0x0x0 /column>
column name="aMinimapHexes"> /column>
column name="bRemoveCreatures">0 /column>
column name="bRemoveUsed">0 /column>
column name="nItemsID">3 /column>
column name="nCreatureID">0 /column>
column name="ptCreatureHex">0,0 /column>
column name="ptTeleport">0,0 /column>
column name="ptEditor">13724,-24814 /column>
column name="nType">0 /column>
column name="fLootChance">0 /column>
column name="fAccidentChance">0 /column>
column name="fCreatureChance">0 /column>
column name="vAccidents">0 /column>
column name="vLoot">0 /column>
/table>

Quick point, XML isn't programming. At best it's scripting, but even that's arguable.. What you're really doing is supply data in tables (as a database) to an actual program.

Changing the input to a process isn't the same as programming, basically.

Yeah I know sorry for that. I have just been doing visual basic and python and want to try something new.

I've only been messing with the XML for a few days, but I've spotted a few things (well a lot of the same thing) that will cause it to become stuck at "Updating template-based items. row:0", so I'll try to help. Assuming you're using a mod folder (e.g SampleModFolder) and editing the neogame.xml inside that, that file will use every line of information such as "nTreasureID">3< and look for a "treasuretable" entry with the ID of 3, within your modded neogame.xml. (if it doesn't exist, you'll encounter a loading hang) however if you add a 0: in front of the ID ("nTresureID">0:3<), it will call for the "treasuretable" with the ID of 3 from the original neogame.xml. This goes for a lot of the entry lines, like vProperties (which I personally won't ever create my own entry for) that some will contain long strings of numbers, without the 0: in front of each property (unless calling from your own .xml file), it will look for those vProperties inside your .xml, and cause the loading to hang.

Hopefully that made some kind of sense, I've never tried to explain something like this before. If you haven't already open up the SampleMod .xml files and have a look at how the itemtype entry for the shopping bag uses 0: to call from the default .xml. I also found it easier to add each table block one at a time and load up the game to make sure it's not hanging at load over adding two or three and then trying to figure out which one wasn't reading to the right places.

Hope this helps some! Plus I'm not sure if it's just because you've copied the entries to the forum to post, but it should be formatted like this: <column name="nSubgroupID">1</column>

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RZU Weapons Mod ALPHA

Thx for the help I understood what you said and I'm getting closer to it getting to run. I'm stuck on encounters now but the itemtype and the treasuretable parsed. ill try my best to figure it out. Also with the format of my code is like what you put up. When I copied the code into the spoiler it kept on hiding everything but only showed some variables. I have no idea why it did it. Anyway thanks for the help.