I don't know what's wrong with my code

Thank you guys for your help, but I don't know if any of it is actually working :T
I still have that not-being-able-to-scroll-down problem.

Edit: Okay so I found a work around this problem, just enable another mod along with mine and it fixed itself.
 
This is not really a good idea... as it still does not correct the coding issues or the fact that you have a missing leader ability. I will be on my way back home for the next 4 to 5 hours, but will look at your setup when I get there to see if I can help you. :)
 
Haha okay xD I think I'm just like digging a deeper hole every time I try and do something by myself xD
 
So, I'm not sure this is still necessary but this is what I was talking about last night: if you imagine the table Traits presented as an Excel spreadsheet:

traittable1.png

(Note: Column names are made up, except for FightWellDamaged)

A column - say, FightWellDamaged - doesn't constitute a UA:

traittable2.png


But an entire row does:

traittable3.png


And the intersection between that row and that column is one cell - one datum.

So when you write your XML, <Row> means add a new row - In other words, a new set of data for this table - and </Row> tells the game "the row ends here". And every line within <Row> and </Row> is a column - an extra slot for data. But you can only add data into the table in the columns that the creator of the table - in this case, Firaxis - already provided. You can add your own columns and then add data to them if you wish (I mean, they wouldn't do anything, but you could), but you can't just have loose numbers hanging around, assigned to columns that don't actually exist.

These principles apply to all tables.
 
Code:
<GameData>
	<Traits>
		<Row>
			<Type>TRAIT_PSWOONA</Type>
			<Description>TXT_KEY_TRAIT_PSWOONA</Description>
			<ShortDescription>TXT_KEY_TRAIT_PSWOONA_SHORT</ShortDescription>
			<!-- Add data for other columns here that would create the effects of your desired UA
			     ...any other columns that are valid for use in this table, that is. -->
		</Row>
	</Traits>
	<Leader_Traits>
		<Row>
			<LeaderType>LEADER_PSWOONA</LeaderType>
			<TraitType>TRAIT_PSWOONA</TraitType>
		</Row>
	</Leader_Traits>
</GameData>
 
Code:
<GameData>
	<Traits>
		<Row>
			<Type>TRAIT_PSWOONA</Type>
			<Description>TXT_KEY_TRAIT_PSWOONA</Description>
			<ShortDescription>TXT_KEY_TRAIT_PSWOONA_SHORT</ShortDescription>
			<!-- Add data for other columns here that would create the effects of your desired UA
			     ...any other columns that are valid for use in this table, that is. -->
		</Row>
	</Traits>
	<Leader_Traits>
		<Row>
			<LeaderType>LEADER_PSWOONA</LeaderType>
			<TraitType>TRAIT_PSWOONA</TraitType>
		</Row>
	</Leader_Traits>
</GameData>

This, also be sure to add an OnModActivated -> UpdateDatabase ModAction to your properties, as the latest version you uploaded does not have such an entry. :)
 
Code:
 <GameData>
	<Traits>
		<Row>
			<Type>TRAIT_PSWOONA</Type>
			<Description>TXT_KEY_TRAIT_PSWOONA</Description>
			<ShortDescription>TXT_KEY_TRAIT_PSWOONA_SHORT</ShortDescription>
			<!-- Add data for other columns here that would create the effects of your desired UA
			     ...any other columns that are valid for use in this table, that is. -->
		</Row>
	</Traits>
	<Leader_Traits>
		<Row>
			<LeaderType>LEADER_PSWOONA</LeaderType>
			<TraitType>TRAIT_PSWOONA</TraitType>
		</Row>
	</Leader_Traits>
</GameData>

PSWOONA, shouldn't that be either A) The leaders name or B) The abilities name?
 
Code:
 <GameData>
	<Traits>
		<Row>
			<Type>TRAIT_PSWOONA</Type>
			<Description>TXT_KEY_TRAIT_PSWOONA</Description>
			<ShortDescription>TXT_KEY_TRAIT_PSWOONA_SHORT</ShortDescription>
			<!-- Add data for other columns here that would create the effects of your desired UA
			     ...any other columns that are valid for use in this table, that is. -->
		</Row>
	</Traits>
	<Leader_Traits>
		<Row>
			<LeaderType>LEADER_PSWOONA</LeaderType>
			<TraitType>TRAIT_PSWOONA</TraitType>
		</Row>
	</Leader_Traits>
</GameData>

PSWOONA, shouldn't that be either A) The leaders name or B) The abilities name?
It's just a placeholder, LEADER_PSWOONA should be your leader's <Type> and TRAIT_PSWOONA should be your trait's <Type>
 
Code:
<GameData>
	<Traits>
		<Row>
			<Type>TRAIT_BLOODTHIRSTY</Type>
			<Description>TXT_KEY_TRAIT_BLOODTHIRSTY</Description>
			<ShortDescription>TXT_KEY_TRAIT_PSWOONA_SHORT</ShortDescription>
			<FightWellDamaged>true</FightWellDamaged>
		</Row>
	</Traits>
	<Leader_Traits>
		<Row>
			<LeaderType>LEADER_PINKAMENA</LeaderType>
			<TraitType>TRAIT_BLOODTHIRSTY</TraitType>
		</Row>
	</Leader_Traits>
</GameData>

There's my new current code for the XML file traits. I feel as though I am missing the language (Description) for the new said trait
 
You are missing the language part if you deleted this part from your earlier code:
Code:
<Language_en_US>
		<Row Tag="TXT_KEY_TRAIT_BLOODTHIRSTY_SHORT">
			<Text>Bloodthirsty</Text>
		</Row>
		<Row Tag="TXT_KEY_TRAIT_BLOODTHIRSTY">
			<Text>Being that Pinkamena is a bloodthirsty being. She grants her units the ability to fight as if they were full health, when damaged.</Text>
		</Row>
	</Language_en_US>
I see you've changed the ShortDescription as well... on purpose? Did you mean to have TXT_KEY_TRAIT_BLOODTHIRSTY_SHORT as the ShortDescription instead?
 
As I saw TXT_KEY_TRAIT_BLOODTHIRSTY_SHORT I thought that meant as short description. Is that not the case?
 
:confused:

I'm referring to this in the code you JUST posted:

Code:
<GameData>
	<Traits>
		<Row>
			<Type>TRAIT_BLOODTHIRSTY</Type>
			<Description>TXT_KEY_TRAIT_BLOODTHIRSTY</Description>
			<ShortDescription>[COLOR="Blue"]TXT_KEY_TRAIT_PSWOONA_SHORT[/COLOR]</ShortDescription>
			<FightWellDamaged>true</FightWellDamaged>
		</Row>
	</Traits>
	<Leader_Traits>
		<Row>
			<LeaderType>LEADER_PINKAMENA</LeaderType>
			<TraitType>TRAIT_BLOODTHIRSTY</TraitType>
		</Row>
	</Leader_Traits>
</GameData>

While this can be anything you want (as long as it begins with TXT_KEY) and this won't really break anything, it's generally good form to keep the text keys consistent with the name of whatever they refer to.

Also, looking at the .modinfo file, you have the VFS settings completely backwards - everything (and I mean EVERYTHING) that's supposed to be VFS=true, isn't and almost everything that isn't supposed to be VFS=true, is. This is going to make literally (no, really, LITERALLY) all of your artwork fail to load and the leader screen will be replaced with a blank grey screen.

Here's the rule: XML gets an UploadDatabase entry unless it's the leader scene XML - then it gets VFS=true instead. Art always gets VFS=true and nothing else. Audio also always gets VFS=true and nothing else.

(You also need to convert the .wav file to .mp3 format)

See load attributes tutorial here
 
Okay so I set
PinkamenaScene > VHS True
Sound > VHS True
Atlas > VHS True

and everything else to false.

So on the Updatedatabase side of things, are those all correct for the must part?
 
I can't tell whether you mean all files with Atlas in their name or specifically Atlas.xml when you say "Atlas". All .dds files should be VFS=true, including Chrysalis_diplo.dds and DOM_Chrysalis.dds. Atlas.xml should not be VFS=true but should be given an UpdateDatabase entry.

Similar problem when you say "Sound" - did you mean Sound.xml or the .mp3 file + .wav file? Specificity is key. The former should be UpdateDatabase and the latter two should be VFS=true.

And then remove PinkamenaScene.xml from UpdateDatabase and you'll be set!
 
Uhm, when I referred to Atlas, I meant Atlast.xml.
And by Sound, I mean Sound.xml
also I fixed the music, they're both now .mp3
 
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