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Author Topic: Posible XML error in repair_services_menu.xml  (Read 155 times)
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Sativarg
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« on: 09.03.10, 18:58:40 »

C:\Fallout 3\Data\menus\repair_services_menu.xml

Code:
001 <text name="RSM_HealthImprovementText">
002 <id> 7 </id>
003 <font> 3 </font> <!-- DarN 4 -->
004 <justify> &center; </justify>
005
006 <x> <!-- DarN 100 -->
007 <copy src="sibling(RSM_BrokenItemHealth)" trait="x" />
008 <add>
009 <copy src="sibling(RSM_BrokenItemHealth)" trait="width" />
010 <div> 2 </div>
011 </add>
012 <sub> 10 </sub> <!-- DarN %... -->
013 <y> 70 </y> <!-- DarN 90 -->
014 <visible> <copy src="sibling(RSM_FixedItemHealth)" trait="visible"/> </visible>
015 </text>
Notice relative line # 006. X is not closed. The line number in my copy of repair_services_menu.xml is line # 264

FOMOD STATUS:
Mod name: DarNified-UI F3 alpha
File name: dui_f3_alpha_v0_11_1
Author: DarN
Version: 0.11.1

Question: Is there a specific XML Schema for ZeniMax Media Inc. XML code?
Every instance of &false is fragging my attempts to manipulate my menus XML files.
0016<target> &false; </target>
---------------------------
XML Tools plugin
---------------------------
XML Parsing error at line 16:
Entity 'false' not defined
---------------------------
OK   (not)
---------------------------
OK I found it. Things like &nosound and &true &false are defined in Fallout.exe and Oblivion.exe. Now I have to teach them to Notepad++ and the XML plugin.

Update: all the
Code:
<x> <!-- DarN 100 -->
007 <copy src="sibling(RSM_BrokenItemHealth)" trait="x" />
008 <add>
009 <copy src="sibling(RSM_BrokenItemHealth)" trait="width" />
010 <div> 2 </div>
011 </add>
Does is slightly move the damage % in the menu so no big deal.

* repair_services_menu.xml (15.65 KB - downloaded 19 times.)
« Last Edit: 10.03.10, 01:19:29 by Sativarg » Logged
DarN
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« Reply #1 on: 10.03.10, 19:22:26 »

C:\Fallout 3\Data\menus\repair_services_menu.xml

Code:
001 <text name="RSM_HealthImprovementText">
002 <id> 7 </id>
003 <font> 3 </font> <!-- DarN 4 -->
004 <justify> &center; </justify>
005
006 <x> <!-- DarN 100 -->
007 <copy src="sibling(RSM_BrokenItemHealth)" trait="x" />
008 <add>
009 <copy src="sibling(RSM_BrokenItemHealth)" trait="width" />
010 <div> 2 </div>
011 </add>
012 <sub> 10 </sub> <!-- DarN %... -->
013 <y> 70 </y> <!-- DarN 90 -->
014 <visible> <copy src="sibling(RSM_FixedItemHealth)" trait="visible"/> </visible>
015 </text>
Notice relative line # 006. X is not closed. The line number in my copy of repair_services_menu.xml is line # 264
Good catch. The code should still be functional though - their parser is very forgiving with end tags. Oblivion had several rects closed with /image in default code actually. Smiley

Quote
FOMOD STATUS:
Mod name: DarNified-UI F3 alpha
File name: dui_f3_alpha_v0_11_1
Author: DarN
Version: 0.11.1

Question: Is there a specific XML Schema for ZeniMax Media Inc. XML code?
Every instance of &false is fragging my attempts to manipulate my menus XML files.
0016<target> &false; </target>
---------------------------
XML Tools plugin
---------------------------
XML Parsing error at line 16:
Entity 'false' not defined
---------------------------
OK   (not)
---------------------------
OK I found it. Things like &nosound and &true &false are defined in Fallout.exe and Oblivion.exe. Now I have to teach them to Notepad++ and the XML plugin.
All these entities need to equate to their respective numbers for a tool like that. I never bothered with it quite frankly. I just use notepad++ without any frills. I've edited the xml api file though, so I can use command completion. There's no schema I'm aware of. The BGS devs use VS for editing them.

Quote
Update: all the
Code:
<x> <!-- DarN 100 -->
007 <copy src="sibling(RSM_BrokenItemHealth)" trait="x" />
008 <add>
009 <copy src="sibling(RSM_BrokenItemHealth)" trait="width" />
010 <div> 2 </div>
011 </add>
Does is slightly move the damage % in the menu so no big deal.
Does anything change when you close the tag properly?
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Sativarg
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« Reply #2 on: 13.03.10, 00:05:09 »

That's what I meant all it did was "Does is slightly move the damage % in the menu so no big deal. "
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