Grape_You_In_The_Mouth Posted 4 hours ago Posted 4 hours ago Possible Errors ------------------ extra brackets anywhere? ] and }? Did you type ," instead of ",? Not enough brackets? extra "," before the end of any section? not a "," where there should be one? You can't have IDs past the letter f. Must be hexidecimal friendly. It's possible to generate bad IDs. Does the code start with the Gamedata header & {[ String tables reference the right folder name inside the string code?? Abilities are not in the AbilityMods section, or ability mod component brackets(if that exists)? Did you finish each segment to return to Game Data? ItemMods/StatusEffects end with } ] } for example This is really to segment each GameDataObjects-->Data-->Component segment If it's an ability, does it have the right level? You lowered the levels so you can test it. Did you copy+paste code from 5.0 or later? This includes extra lines for turn-based mode. Does your code reference files like /\folder\/ instead of /folder/ ? It looks like it's all /folder/ format now. If the menu keeps spinning gears so you can't load a save, then that means you probably - have two text strings w/ same ID in the stringtable files. - Or </Entry> at the beginning of the text string instead of <Entry> - Or you put the text after </DefaultText> instead of before - have two of the same debug names - have two of the same main ID numbers (GUID) - you can't use "<" and probably other similar symbols in those xml files as normal text Did you even activate your new mod? If there's nothing wrong in the output log but you can't load your item (or whatever) Did you change the required class IDs and levels and UsageType to a class source so they fit the ability trees correctly? If your ability has an "O" at the bottom left corner, that means the ability doesn't work right (no string/ID conflict) (I think this is false) Abilities upgrading from another ability do not use UpgradedFromID in their ability gamedata. It's replaced via the progression table. Passive abilities do use the UpgradedFromID in the ability section SpecialEffects spelled "Receive" mostly wrong! ApplyStatusEffectToEnemyByDamageRecieved is "correct" although Recieved isn't a word +Sometimes you just have to copy a different piece of code that does the same thing. When making Execution, I compared my DamageMult code to Sworn Enemy. They were the exact same, but Sworn Enemy worked. Copied it, remade it, and it worked. Attack target types force it against all possible targets in attacks connected to it? Hostile attack --> Friendly attack must have the first attack allow "All" targets "ForcedTarget" can only be "None" or "Self" and not much else Child/Transfer parent effects may have been copied, without changing it back to "None" so another effect is referenced but not linked to it Did you add the ability to the ring, granting it to your character? Did you change the class that uses the ability? Did you change the level of the ability to one that your dual-class character can use (7 or lower, not 8 or 9)? Your fancy trigger effects on special effects may have caused the ability to not show up "OnHit" isn't an event! It's OnPlainHit you dummy, unless it's a vfx Stack Overflow error when you try to grant an item/ability means your attacks self-reference each-other, or some other circular reference maybe. The first time you try, the game will just immediately quit. Did you put the Vfx in the StatusEffects section instead? Or some other similar category mix-up? The VFX can prevent the ability from loading if you put Event": "OnHit" for a SE that itself doesn't check for an event Did you mix ApplicationBehavior with ApplicationType? If depending upon an autogranted passive, and the passive isn't given via an item, then you have to retrain your character to level up and get the autogrant. If the item or ability didn't load, then you probably - misspelled the StatusEffectType - mistaken StatusEffectType name, i.e. there is no AttackTargetOnEventWithChance - misspelled an entry in TriggerAdjustment - conditional used an invalid InstanceID Attacks use "Deflect" damage types not "Deflection". Passives already learned will always be the old versions. If testing a passive, an ability on the ring should replace the old one, but it's not safest to test
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