FKCheck Error's - I cant figure out the errror! Help!

For builders to discuss and ask building questions.
User avatar
Rhytania
Sword Grand Master
Sword Grand Master
Posts: 320
Joined: Mon Aug 04, 2003 1:46 pm
Location: Forests of Cormanthor

FKCheck Error's - I cant figure out the errror! Help!

Post by Rhytania » Mon Jan 12, 2004 1:58 am

I keep getting this error when I run the FKCheck Program:
Load_mobiles: # not found.
LINE: 41
Boot_db: # not found.
Line: 41
Finished
Everything else passes the check except for this. Below is line 40-42 of my area:

Code: Select all

ACT_NOWANDER|ACT_AGGRESSIVE
AFF_INFRARED
~
So I say to myself maybe the AFF_INFRARED is bad so I removed it and now this is what I get:

Code: Select all

Load_mobiles: # not found.
LINE: 41
Boot_db: bad section name.
Line: 43
Finished
Heres what I got from Lines 40 - 44:

Code: Select all

ACT_NOWANDER|ACT_AGGRESSIVE
~

#QQ52
dirty, ugly female wererat~
So I thought maybe it was the spacing between my mobs, however I looked in all the sample areas and building pages but havent found anything out of the ordinary, compared with mine, but Im sure I messed something up...

Any Ideas?
Tyr
Sword Grand Master
Sword Grand Master
Posts: 502
Joined: Sat Aug 09, 2003 2:56 am
Location: House of the Triad
Contact:

Post by Tyr » Mon Jan 12, 2004 3:26 pm

Code: Select all

Load_mobiles: # not found.
This means that it has finished reading the previous mob and is trying to start reading the next mob. When the mud reads a mob it reads a specific number of fields depending on complex or simple. If it finishes the mob before you have then it means you have too many fields in your mob. Look above the line reported to see where you might have an extra field or misplaced tilda.
Image
User avatar
Rhytania
Sword Grand Master
Sword Grand Master
Posts: 320
Joined: Mon Aug 04, 2003 1:46 pm
Location: Forests of Cormanthor

Post by Rhytania » Wed Jan 14, 2004 3:20 pm

Ok this is what is found in the Sample Area of Lathanders temple:

Code: Select all

#MOBILES 

#16201 
cleric guard~ 
{70}a cleric guard~ 
{70}A cleric guard of the temple stands here.~ 
This tall and strong human wears a steel breastplate decorated 
with the symbol of Lathander. It is one of the warrior-priests 
who have sworn to defend the temple and its inhabitants. 
~ 
U 45 CLASS_LATHANDER RACE_HUMAN SEX_MALE POS_STANDING DEITY_LATHANDER 
ACT_SENTINEL|ACT_CITIZEN 
0 
ARMOR_TYPE_FULL_PLATE MATERIAL_STEEL 
d8+2 650 
13 13 13 13 13 13 13 
0 0 0 0 0 
LANG_COMMON 
LANG_COMMON 
0 0 0 
>death_prog 100~ 
mpjunk all 
~ 
| 

#16202 
fighter guard~ 
{70}a figher guard~ 
{70}A fighter guard of the temple stands here.~ 
This tall and strong human wears a steel breastplate decorated 
with the symbol of Lathander. It is one of the warrior-priests 
who have sworn to defend the temple and its inhabitants. 
~ 
U 45 CLASS_FIGHTERS RACE_HUMAN SEX_MALE POS_STANDING DEITY_LATHANDER 
ACT_SENTINEL|ACT_CITIZEN 
0 
ARMOR_TYPE_FULL_PLATE MATERIAL_STEEL 
d10+2 650 
13 13 13 13 13 13 13 
0 0 0 0 0 
LANG_COMMON 
LANG_COMMON 
0 0 0 
>death_prog 100~ 
mpjunk all 
~ 
| 
These are the unique mobs, this is the example for simple mobs given off of the builders lessons:

Code: Select all

#QQ00
smelly dwarf short~
a short smelly dwarf~
A short smelly dwarf is drinking an ale here.~
He is very short for a dwarf with dark hair and a dark beard. He has a stubby nose and beady eyes. His hands are large and calloused from many hours of work at the forge. He is of a very sturdy build with arms and legs like small tree trunks. He is dressed in mithril chainmail.
~
S 25 CLASS_WARRIOR RACE_DWARF SEX_MALE POS_STANDING DEITY_NONE ACT_SENTINEL|ACT_CITIZEN 
Now here is an example of the mobs in my area:

Code: Select all

#MOBILES

#QQ51
dirty, ugly wererat~
{30}a dirty ugly wererat~
{30}A dirty, ugly wererat is nervously watching you.~
{30}Layers of dirt, grime, and filth cover this hideaous beast. A mix of man and
rat, his feralness is seen in the rat-like face and tail. His eyes reflect the
glimmer of light, and burn with contempt towards you.
~
S 20 CLASS_WARRIOR RACE_HUMAN SEX_MALE POS_STANDING DEITY_NONE
ACT_NOWANDER|ACT_AGGRESSIVE AFF_INFRARED
0
~

#QQ52
dirty, ugly female wererat~
{30}a dirty ugly female wererat~
{30}A dirty, ugly female wererat is nervously watching you.~
{30}Layers of dirt, grime, and filth cover this hideaous beast. A mix of woman and
rat, her feralness is seen in the rat-like face and tail. Her eyes reflect the
glimmer of light, and burn with contempt towards you for invading her home. She
stands in fron of her nest ready to protect her home.
~
S 10 CLASS_WARRIOR RACE_HUMAN SEX_FEMALE POS_STANDING DEITY_NONE
ACT_SENTINEL|ACT_AGGRESSIVE AFF_INFRARED
0
~
Somewhere my layout is messed up. At first I thought that it was becuase I didnt include a pipe at the end of my mobs like in the Sample Area example but I read later that pipes are only needed if they contain a program and since mine are simple mobs they do not need one. Im thinking maybe its in my AFF_INFRARED tag since I could not find a good example of where AFF's go.
User avatar
Andreas
Sword Grand Master
Sword Grand Master
Posts: 720
Joined: Fri Aug 01, 2003 4:55 am
Location: Mobile, Alabama
Contact:

FKCheck Bit List

Post by Andreas » Wed Oct 13, 2004 12:02 pm

Has the bit list been updated?
Helm keep thee.
Stayne
Sword Journeyman
Sword Journeyman
Posts: 137
Joined: Sun Aug 10, 2003 12:01 pm
Location: Zhentil Keep

FKCheck - possible problem

Post by Stayne » Tue Oct 19, 2004 4:15 pm

Hi all -

When using FKCheck on my area file it seems to bug out on the first MOB and scan the rest of the file, though it reports the rest of the file as fine when its not.

The error it reports is:
Fread_Number : bad format 'd10+4'
Fread_Number : bad format '>rand_prog'
Fread_Number : bad format '>1~'

And so on on the first MOB. The code is correct, yet it bugs out at this spot. Any suggestions as I cannot test my file properly while it does it.
Thanks in advance
S.
Stayne
Sword Journeyman
Sword Journeyman
Posts: 137
Joined: Sun Aug 10, 2003 12:01 pm
Location: Zhentil Keep

Post by Stayne » Tue Oct 19, 2004 9:55 pm

I checked for missing tildas as suggested but I am sure I got them all right. Perhaps I am missing something. Here is the piece of code. Please let me know where I am going wrong.

#QQ00
temple quartermaster~
{70}the temple quartermaster~
{70}The temple quartermaster is sorting through some paperwork here.~
{80}Skin of ebony holds large muscles to the tall frame of this man. His head is shaved and he bears patterns of possibly ritualistic scarring over it that run down onto his face. He is dressed in simple clothes for his duties but wears a large curved sword prominently on his waist.
~
U 50 CLASS_FIGHTERS RACE_HUMAN SEX_MALE POS_STANDING DEITY_BANE
ACT_SENTINEL|ACT_NOSHOVE
ARMOR_TYPE_CLOTH MATERIAL_CLOTH
d10+4 -500
17 13 15 16 15 8 13
0 0 0 0 0
LANG_COMMON
LANG_COMMON
RIS_NONE RIS_NONE RIS_NONE
>rand_prog 1~

Thanks
S.
Stayne
Sword Journeyman
Sword Journeyman
Posts: 137
Joined: Sun Aug 10, 2003 12:01 pm
Location: Zhentil Keep

# not found

Post by Stayne » Sun Oct 31, 2004 9:36 am

I made some minor changes to my area and now the FKCheck program is giving me 3 errors. The first is -
load_objects: # not found.
Line 366

the second is -
Fread_number: bad format 'grave~'.
Line 367

And finally -
Bootdb: # not found
Line 367

here are the lines it is refering too (and the lines before and after).

~
#0

#ROOMS
#100000
A freshly dug grave~
{80}This grave is freshly dug, its smooth soil edges rising six feet in

with line 366 being #ROOMS and line 367 being #100000
I don't think the mistake is in these lines but perhaps somewhere else. I added two new objects and some code to 3 rooms (to a previously passed area file). I recheked all these additions and can find no obvious errors. Is anyone able to give me a suggestion as to what is going on here or what I should look for and where as this is frustrating me exceedingly.

Thanks in advance
S.
Dalvyn
Sword Grand Master
Sword Grand Master
Posts: 4708
Joined: Tue Jul 15, 2003 9:26 pm
Location: House of Wonder, Waterdeep

Post by Dalvyn » Sun Oct 31, 2004 10:43 am

Check the definition of the last object. The mistake is most likely there (missing tilda, ...).
Image
Stayne
Sword Journeyman
Sword Journeyman
Posts: 137
Joined: Sun Aug 10, 2003 12:01 pm
Location: Zhentil Keep

Post by Stayne » Sun Oct 31, 2004 1:45 pm

Dalvyn wrote:Check the definition of the last object. The mistake is most likely there (missing tilda, ...).
Yeah - was looking for a missing tilda as well myself, ended up finding I had an extra one! :roll:
Ahh well - its driving me nuts, but its working now :)

Thanks
S
Torm
Sword Apprentice
Sword Apprentice
Posts: 77
Joined: Mon Jul 21, 2003 10:08 pm
Location: Trueheart

FKcheck quit checking

Post by Torm » Sun Oct 31, 2004 4:25 pm

I was running an area thru FKcheck, trying to fix all the little boo-boos in it. All of a sudden, Fkcheck will not work on that area. All it does is hang up and nothing happens. When I close FKcheck, I get a MS no response window and am asked to send a report to MS about it. Any ideas why this is occuring?

P.S. I can still run other areas thru FKcheck with no problems.
Stayne
Sword Journeyman
Sword Journeyman
Posts: 137
Joined: Sun Aug 10, 2003 12:01 pm
Location: Zhentil Keep

Post by Stayne » Sat Nov 06, 2004 1:32 am

I added the #QUESTS section to my area as specified on the builders pages for the quest logs. The checker finds fault with the first line '#QUESTS' every time. It reports the error as - bad section name.
Is this part not added into the checker?

S.
Jharthyne
Sword Apprentice
Sword Apprentice
Posts: 60
Joined: Tue Sep 16, 2003 7:36 am
Location: Waterdeep
Contact:

Post by Jharthyne » Sat Nov 06, 2004 5:09 am

Just something to share. I was told by Mystra that the area checker has not been updated yet to handle the #QUEST section yet, so everytime we need to run the area check, we have to take out the #QUEST section from the file, run the program, and put it back again when submitting.
User avatar
Argentia
Sword Grand Master
Sword Grand Master
Posts: 357
Joined: Fri Jul 23, 2004 4:31 am
Location: The City of Splendors
Contact:

Post by Argentia » Thu Nov 11, 2004 2:02 am

I know there's been a previous post about this, but it's giving me problems still. FK check keeps freezing on me... It was working on me earlier, but suddenly stopped. I closed the program and opened it again. I also tried restarting the computer, changing some of the code, and renaming the file itself, but it always freezes on me. I even tried reinstalling it. Any ideas? Thanks.
Elwin
Sword Master
Sword Master
Posts: 171
Joined: Wed Dec 31, 2003 8:28 pm
Location: Ardeep
Contact:

Extra descriptions

Post by Elwin » Sun Mar 27, 2005 10:20 pm

I went by the example it has on the builder's lessons for extra descriptions on objects. I put it in the check program and it comes up with bad format on the description part. Here is the format I have it in. Any help is appreciated.

E
dark red platemail spiked armour~
This armour is dark red and has multiple spikes sticking from the
shoulders of it.~
From your friendly neighborhood ranger :)
Beshaba
Sword Grand Master
Sword Grand Master
Posts: 697
Joined: Wed Jul 16, 2003 2:25 am
Location: Blood Tor

Post by Beshaba » Mon Mar 28, 2005 2:21 am

Post the code for the entire item, it is difficult to say just from that snippet.
Kirkus
Sword Grand Master
Sword Grand Master
Posts: 449
Joined: Mon Aug 04, 2003 8:08 pm
Location: Zhentil Keep
Contact:

Post by Kirkus » Mon Mar 28, 2005 5:15 am

I think the last tilda is in the wrong spot.
Please someone correct me if Im wrong
I think it should look like this.....

E
dark red platemail spiked armour~
This armour is dark red and has multiple spikes sticking from the
shoulders of it.
~
I am ready to meet my Maker. Whether my Maker is prepared for the great ordeal of meeting me is another matter.
Elwin
Sword Master
Sword Master
Posts: 171
Joined: Wed Dec 31, 2003 8:28 pm
Location: Ardeep
Contact:

Post by Elwin » Mon Mar 28, 2005 12:48 pm

Sorry about that Besh. I had to remake the item, but here it is. Oh, Kirkus, I tried it both ways and it gave me the same error.

#QQ00
dark red platemail armour spiked~
{10}Dark red platemail armour~
{10}Dark red platemail armour is lying here.~

ITEM_TYPE_ARMOR
0
CAN_WEAR_TAKE|CAN_WEAR_BODY
QUALITY_SUPERIOR MATERIAL_TITANIUM COND_PERFECT SIZ_MEDIUM
0 0 LAYER_ARMOR ARMOUR_TYPE_PLATE_MAIL 0 0
E
dark red platemail spiked armour~
This armour is dark red and has multiple spikes sticking from the
shoulders of it.
~
From your friendly neighborhood ranger :)
Caius
Sword Novice
Sword Novice
Posts: 31
Joined: Mon Aug 04, 2003 5:53 pm
Location: Waterdeep
Contact:

Post by Caius » Mon Mar 28, 2005 1:06 pm

SIZE_MEDIUM

You forgot the E in size.
"Beer is proof that God loves us and wants us to be happy." -- Benjamin Franklin
Beshaba
Sword Grand Master
Sword Grand Master
Posts: 697
Joined: Wed Jul 16, 2003 2:25 am
Location: Blood Tor

Post by Beshaba » Mon Mar 28, 2005 1:12 pm

Along with Caius' correction, you are also missing a tilda. The one between the long desc and the attributes of the item.

Code: Select all

#QQ00 
dark red platemail armour spiked~ 
{10}Dark red platemail armour~ 
{10}Dark red platemail armour is lying here.~ 
~
ITEM_TYPE_ARMOR 
0 
CAN_WEAR_TAKE|CAN_WEAR_BODY 
QUALITY_SUPERIOR MATERIAL_TITANIUM COND_PERFECT SIZE_MEDIUM 
0 0 LAYER_ARMOR ARMOUR_TYPE_PLATE_MAIL 0 0 
E 
dark red platemail spiked armour~ 
This armour is dark red and has multiple spikes sticking from the 
shoulders of it. 
~
Elwin
Sword Master
Sword Master
Posts: 171
Joined: Wed Dec 31, 2003 8:28 pm
Location: Ardeep
Contact:

Post by Elwin » Mon Mar 28, 2005 1:20 pm

Ahh, thanks. You guys rock. This was the last part of my area I needed besides loading up the items in resets. *dances around hugging everyone*
From your friendly neighborhood ranger :)
Post Reply