Questions here: an inquiry thread! [Updated Sep 15th, 2014]

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sleepz8
Posts: 73
Joined: Thu Feb 04, 2016 11:25 am

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby sleepz8 » Thu Mar 03, 2016 12:20 pm

I'm trying to make a custom event involving fighting a custom Mantis ship, then gaining a custom weapon. I've spent a while fiddling around but I can't get it working.

In 'events_mantis.xml.append' i've got:

Code: Select all

<eventList name="MANTIS_BOSS">
   <event load="MANTIS_BOSS_CHOICE"/>
</eventList>

<event name="MANTIS_BOSS_CHOICE">
   <text>You come across a graveyard of ships. They all have massive damage, maybe you should leave?</text>
   <choice>
      <text>Explore the debris.</text>
      <event load="MANTIS_BOSS_FIGHT"/>
   </choice>
   <choice>
      <text>It's too dangerous, prepare to jump.</text>
   </choice>
</event>   
<event name="MANTIS_BOSS_FIGHT">   
   <text>As you begin to fly deeper through the wreckage, your sensors pick up a faint heat signature. As you get closer to the source, a damaged Mantis ship appears. It's large and it's weapons are powering up!!</text>
   <ship load="MANTIS_BOSS_WRECK" hostile="true"/>
</event>
<ship name="MANTIS_BOSS_WRECK" auto_blueprint="MANTIS_BOSS_WRECK">
   <destroyed>
      <text>Finally the Mantis vessel breaks into pieces under your superior firepower. Your crew search the remains and find and interesting weapon, it doesn't take them long to get it working!</text>
      <weapon name="LASER_MANTIS_CHARGE"/>
      <autoReward level="HIGH">standard</autoReward>
   </destroyed>
   <deadCrew>
      <text>Sensors no longer detect any life signatures. Your crew search the vessel and find and interesting weapon, it doesn't take them long to get it working!</text>
      <weapon name="LASER_MANTIS_CHARGE"/>
      <autoReward level="HIGH">standard</autoReward>
   </deadCrew>
</ship>


In 'sector_data.xml.append' i've put this under '<startEvent>' in both "MANTIS_SECTOR" and "MANTIS_HOME":

Code: Select all

<event name="MANTIS_BOSS" min="1" max="1"/>


Any idea why this doesn't work? Thanks in advance!
meklozz
Posts: 349
Joined: Wed Sep 23, 2015 9:11 am

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby meklozz » Thu Mar 03, 2016 1:11 pm

Look like your sector_data is improperly structured, vanilla looks like:

Code: Select all

<startEvent>START_BEACON_MANTIS</startEvent>


@edit Wait, you actually mean 'under'. Sorry, let me take a better look at this.
How can you tell it isn't working? You'd have to get through an entire mantis sector to check, right? I'm not sure why put the initial event in a list, either? And I think the general convention is to put ships in ship_events? Can't say for sure if this will change things. I'll try and test this out.

@edit2 I believe that this:

Code: Select all

   <choice>
      <text>It's too dangerous, prepare to jump.</text>
   </choice>

Needs an <event/> tag to work.

@edit3 I mean <event/> with the slash at the end, wrote the other way around before, sorry.
sleepz8
Posts: 73
Joined: Thu Feb 04, 2016 11:25 am

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby sleepz8 » Thu Mar 03, 2016 3:20 pm

Thanks a bunch! I took the event out of the event list which I had created, moved the ship to event_ship and added the <event/> and it works!!!

And yes, I used the 'disable fleet' mod and searched every planet in a mantis sector :L
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elijahdb
Posts: 302
Joined: Wed Dec 30, 2015 2:31 pm

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby elijahdb » Sat Mar 05, 2016 1:26 pm

I'm trying to make a beam and I was wondering how do I make it a chain weapon?

Here's my blueprint if this helps.

Code: Select all

<weaponBlueprint name="ZOLTAN_BEAM_1">
   <type>BEAM</type>
   <title>Zoltan Breach Beam I</title>
   <short>Zoltan Bre. Beam I</short>
   <desc>A rapidly charging beam that pierces shields over time, but only does system damage.</desc>
   <tooltip>Pierces extra shield layer per charge.</tooltip>
   <damage>0</damage>
   <sysDamage>4</sysDamage>
   <sp>1</sp>                 
   <fireChance>1</fireChance>
   <breachChance>5</breachChance>
   <speed>3</speed>
   <cooldown>12</cooldown>
   <power>3</power>
   <cost>65</cost>
   <bp>2</bp>
   <rarity>0</rarity>
   <image>In Progress</image>
   <weaponArt>In Progress</weaponArt>
</weaponBlueprint>
I've created Type C Hulls for the enemy Mantis, Slug, Rock, and Zoltan ships, and anyone can use these for a mod.
Check out the details here.
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RAD-82
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Location: Not where a person needs to be...

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby RAD-82 » Sat Mar 05, 2016 6:48 pm

Chain effects are only known to alter damage or cooldown. Shield piercing is likely impossible.
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Junkyard has FTL mods, mostly ships and a few other things.
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elijahdb
Posts: 302
Joined: Wed Dec 30, 2015 2:31 pm

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby elijahdb » Sat Mar 05, 2016 7:11 pm

RAD-82 wrote:Chain effects are only known to alter damage or cooldown. Shield piercing is likely impossible.


Darn it. Thanks.
I've created Type C Hulls for the enemy Mantis, Slug, Rock, and Zoltan ships, and anyone can use these for a mod.
Check out the details here.
User avatar
Gencool
Posts: 407
Joined: Sun Jun 16, 2013 1:21 pm

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Gencool » Sun Mar 13, 2016 9:38 am

Refresh my memory; if you've hit the system cap, I swear I remember the being a way to install additional systems through event code (9th, 10th systems, etc)

I'm totally wrong though, right?
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- Gencool (aka Puppetsquid) -- I make weird stuff
sul
Posts: 121
Joined: Sat Jan 30, 2016 4:22 pm

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby sul » Sun Mar 13, 2016 12:29 pm

Gencool wrote:Refresh my memory; if you've hit the system cap, I swear I remember the being a way to install additional systems through event code (9th, 10th systems, etc)

I'm totally wrong though, right?


You can install systems during events with using <system name="shields"/> in an event. Now you can "force" installation which avoids the game to skip the step when system is already installed. The trick is to call the event in a chain where no skip is possible:

<event name="INSTALL_SHIELDS">
<text>Confirm installation shields ? System may not be available on your ship.</text>
<choice ><text>Confirm installation.</text><event load="INSTALL_SHIELDS_FORCE"/></choice>
</event>

<event name="INSTALL_SHIELDS_FORCE">
<text>System shields installed.</text>
<system name="shields"/>
<choice ><text>Finish.</text><event/></choice>
</event>

I didnt test if it allows to install more systems than allowed, but i did allow to "reinstall a system" several times which is the same principle of bypassing game checkups. For example reinstalling shields 5-6 times makes its recharge rate super fast.
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Gencool
Posts: 407
Joined: Sun Jun 16, 2013 1:21 pm

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Gencool » Sun Mar 13, 2016 12:36 pm

It works! You're a star! Thankyou!
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- Gencool (aka Puppetsquid) -- I make weird stuff
sul
Posts: 121
Joined: Sat Jan 30, 2016 4:22 pm

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby sul » Sun Mar 13, 2016 1:03 pm

Gencool wrote:It works! You're a star! Thankyou!

You can quickly test this with the scramble mod at first beacon, all systems are listed:
viewtopic.php?t=29104
There is some safeguards (req,lvl) so you dont reinstall systems or install systems not in the blueprint (artillery is usually omitted), but you should be able to install more systems then allowed I guess.

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