Error with neck armours?

Discussion in 'Modding' started by GreyZ0mbie, Nov 19, 2012.

  1. GreyZ0mbie

    GreyZ0mbie Member

    Today i worked on my own mod, but had found a probably bug.
    In skillDB.xml there is line about loadout, like:
    Code:
    <loadout type="reagent"subtype="Gold Ingot"always="1"amount="2"/>
    I wanted to add Time Lord Scarf (this), but game crashes immediately after typing name of character with this skill. I tryed this versions of loadout:
    Code:
    <loadout type="armour" subtype="Time Lord Scarf" always="1" amount="1"/>
    because i based on information "Other things that can be put in this field are "weapon", "armour" (which includes things like rings, shields, and necklaces)..." here. Next try was like that:
    Code:
    <loadout type="neck" subtype="Time Lord Scarf" always="1" amount="1"/>
    So doesnt work too. So i though, that error may be caused because Time Lord Scarf located in "expansion/game/itemDB.xml", not "game/itemDB.xml". So i tryed this, with necklace from standart itemDB.xml:
    Code:
    <loadout type="armour" subtype="Copper Torc" always="1" amount="1"/>
    Code:
    <loadout type="neck" subtype="Copper Torc" always="1" amount="1"/>
    This doesnt work too, meh.

    Btw, my mod.xml file:
    Code:
     <dredmormod>
        <revision text="1.0"/>
        <author text="GreyFerret"/>
        <name text="Enigma of time"/>
        <description text="Placeholder"/>
        <info totalconversion="0"/>
    <require expansion="1" />
    <require expansion="2" />
    </dredmormod>
    Is this bug or where is my error in working with this necklace?
     
  2. Daynab

    Daynab Community Moderator Staff Member

    Neck is accessory/jewelery, not armor. I'm not sure what the exact term for the loadout is though. Look for the same as rings.
     
  3. GreyZ0mbie

    GreyZ0mbie Member

    As I said before, I wrote "armour" just because found this phrase:
    from here
    Its kind of strange, I know. :confused:

    Will try "necklace", just because I am not sure, that I did it before.
     
  4. Daynab

    Daynab Community Moderator Staff Member

    Oh, my bad. This is why I don't usually try to give help about modding mechanics :D sorry.
     
    GreyZ0mbie likes this.
  5. Alistaire

    Alistaire Member

    GreyZ0mbie likes this.
  6. GreyZ0mbie

    GreyZ0mbie Member

    No, still crashing. :(
    Tryed:
    type="artifact"
    type=""
    delete type at all
    type="necklace"

    And whats strange too..? Quote:

    >artifact
    And at same time, Dredmor XML Validator doesnt know this type.

    Well, i guess, i need to choose something different, meh.
     
  7. Lunix Vandal

    Lunix Vandal Member

    I think the issue might be that you're using items that are randomly generated. Try starting with an Ankh Amulet (one of the few non-random necklaces), like so:
    Code:
    <loadout type="armour" subtype="Ankh Amulet" always="1" amount="1"/>
    If that works, then ... yeah. If you're dead-set on the Time Lord Scarf, you'll need to mod in another one (i.e. "Time Lord Scarf ", with the space) with the desired bonuses and randoms="0" in its <armour> entry.
    EDIT: And also no <artifact> line.
     
  8. Essence

    Essence Will Mod for Digglebucks

    Lunix, your spoiler is either broken or empty. If it's the former, please to fix. If it's the latter...good prank!
     
  9. Lunix Vandal

    Lunix Vandal Member

    And if it's neither because it's actually a code bracket? :cool:
     
  10. 7Soul

    7Soul Member

    Hi, I know this topic is very old but I think I found out whats the solution to this. The OP didn't post his itemDB.xml, so this might be a different bug.

    Add this to the <armour /> tag: randoms="0"
    Example:
     
  11. Arron Syaoran

    Arron Syaoran Member

    Yeah i still need to know the loadout type for ammys and rings. My Android Rogue Mod slightly depends on it.