I have debug mode going on my mod and have 4 items I would like to test. They are all basically level 5 shields. I have gone to DL 4 through 8 and press I and after dozens of tries they still haven't shown up. Is there an easier way to force an item to show up so that I can test it? I did try a couple of I's on dL 1 through 3 to see if that would help. It didn't.
The easiest way is to modify one of the skill trees (or create a new dummy skill just for that purpose) so that it would include the tested items as the starting loadout.
I know of one way. Make a mod skill (or modify an existing skill) to grant you that item in your initial load-out. Edit: Kazeto beat me to it.
Thanks guys, I haven't made any skills yet but I guess I'm going to have to as I have done another few dozen tries and still no go. Oh well, time to look around and learn how to do this.
Ok, I took the Essential DOD II warlockry skill and modified it so that I could just insert them into that. I got them to show up, they just showed up a reagents. Oh well, time to find out what I did wrong.
I don't see anything wrong. Here is the code for one of the items on loadout: Code: <loadout type="armor" subtype="Smithing Tome" always="1"/> Here is the code for the item: Code: <item name="Smithing Tome" iconfile="items/book_smith.png" > <price amount="5000"/> <armor level="5" type="shield" /> <description text="A manual on smithing, craft weapons and armor with greater quality. In a pinch, it can even be used to shield you." /> <secondarybuff id="7" amount="1"/> <!-- block chance --> <secondarybuff id="10" amount="1"/> <!-- armor absorption --> <secondarybuff id="19" amount="1"/> <!-- smithing --> <resistbuff piercing="2"/> <!-- resist piercing damage --> </item> I'm not sure where I went wrong that this is loading as a Reagent. Any help would be appreciated.
This one's tricky. You gotta remember that Gaslamp is Canadian. It's <armour level="5" type="shield"/>.
That's funny, I copied the code directly from the main games itemDB.xml and then modified it to my idea. I'll give it a shot. Thanks.
Not sure how that happened, then, because if you search for "Armor" in the itemDB.xml, you'll find it all over the place -- in description text and as a note after <secondarybuff id="10"> -- but never ever in the <armour level=X"> line.
Yup, that worked. It's funny how it's armor in the loadout yet needs to be armour in the itemDB. Thanks a lot Essence.
I just double checked the entry I copied from itemDB. It is armour, I think I may have just copied by typing instead of the copy/paste commands. So I missed the u when I was reading/typing. I may have pasted only parts of that particular item, like the few stat modifiers.
I think they simply included the British/Canadian spelling in the code for themselves, and later used "international" spelling in the items' names and commentaries for the sake of players' convenience. No idea if that's true, though.
Armor is the American-English, spelling not the international one as for the most part, though realy depends on whether your looking at it being from latin oragins (..or) or French oragins (..our). So its quite possible that Canadians use the ...our because of the french oragins rather than british ones (possibly a combination of both), though it's likely that both endings are used without much of a consideration given the american, french and british influences on the canadian-english language. Though the useage is just a guess on my part, not being canadian myself.
"International English" doesn't differ greatly from the American one. And Canadian English is close to British English, but sometimes there are weird shenanigans due to the Canadians' proximity to the USA. Because both American and Canadian English evolved from British English, and the "International" one is an offspring of American one. So there you go.