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