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Help with merge conflict!


EisoTV

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After merge skill tome's mod, at startup game crash with this text
"
Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(179): I dont know any 's'
Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(179): I dont know any 's'
Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(179): I dont know any 's'
Error [mod0000_mergedfiles]game\gameplay\damage\damagemanagerprocessor.ws(181): I dont know any 's'
"
Can anyone help with this?

 

//addTomes
if( playerAttacker.HasBuff(EET_Assassin) && action.IsActionMelee() && playerAttacker && attackAction 
&& action.DealsAnyDamage() && !playerAttacker.inv.IsItemFists( weaponId ) && actorVictim != thePlayer )    
{ 
spass = playerAttacker.GetTotalSignSpellPower(S_Magic_4);
buffchance = (spass.valueMultiplicative-1)*0.2;
//theGame.witcherLog.AddMessage("buffchance: " + buffchance); //debug while jogging with nekkers 0.07
buffdur = spass.valueMultiplicative*3;
//theGame.witcherLog.AddMessage("buffdur: " + buffdur); //debug while jogging with nekkers  171
if(RandF() <= buffchance)
{
if(RandF() > 0.5)
{
paramsadtomes.effectType = EET_Poison;
paramsadtomes.creator = playerAttacker;
paramsadtomes.sourceName = playerAttacker.GetName();
paramsadtomes.duration = buffdur;
actorVictim.AddEffectCustom(paramsadtomes);
}
else
{
paramsadtomes1.effectType = EET_Bleeding;
paramsadtomes1.creator = playerAttacker;
paramsadtomes1.sourceName = playerAttacker.GetName();
paramsadtomes1.duration = buffdur;
actorVictim.AddEffectCustom(paramsadtomes1);
}
}
}
if (GetWitcherPlayer().IsItemEquippedByName( 'elaxii_tome' ) &&
GetWitcherPlayer().GetInventory().GetItemId( 'elaxii_tome' ) == GetWitcherPlayer().GetSelectedItemId()
&& action.IsActionMelee() && playerAttacker && attackAction && !playerAttacker.inv.IsItemFists( weaponId ) && actorVictim != thePlayer
&& attackAction.GetAttackTypeName() == 'sword_s2' 
&& (action.DealsAnyDamage() || !action.DealsAnyDamage()))
{ 
edmg = new W3DamageAction in this;
victimofshock = playerAttacker.GetNPCsAndPlayersInRange(20, 5, ,FLAG_ExcludePlayer + FLAG_OnlyAliveActors+ FLAG_Attitude_Hostile);
bonePosition = actorVictim.GetWorldPosition();
boneRotation = actorVictim.GetWorldRotation();
for( s = 0; s < victimofshock.Size(); s += 1 )
{
actorVictim = victimofshock[s];
if(actorVictim.GetComponent('torso3effect'))
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