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

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

Postby Lightwavers » Fri Sep 25, 2015 5:27 am

RAD-82 wrote:
Lightwavers wrote:Now the selection of whether or not I want to investigate the wormhole appears, and if you click no, nothing happens. However, if I click yes, it just loads a random event from the game.

Errors I am getting with the error checker:
Referenced event or eventList does not exist.
Referenced event or eventList does not exist.
Referenced text list does not exist.
This element has an invalid name, or cannot be a child to its ancestor.
This element has an invalid name, or cannot be a child to its ancestor.
This element has an invalid name, or cannot be a child to its ancestor.

Looking over the code I posted, I see I missed a mistake and it may be causing problems.

Find this line:

<textList name="SELL_WORMHOLE_DATA"/>

and remove the slash at the end so it looks like this:

<textList name="SELL_WORMHOLE_DATA">

If that doesn't fix your problem, then I'm at a loss, because I couldn't see any other errors.


I have removed the slash, but the same 6 errors still appear. I will match the errors with the code that it says is in error.

1. Referenced event or eventList does not exist.
<event load="CONSULT_WORMHOLE" />

2. Referenced event or eventList does not exist.
<event load="FIFTY_FIFTY_WORMHOLE" />

3. Referenced text list does not exist.
<text load="SELL_WORMHOLE_DATA" />

4. This element has an invalid name, or cannot be a child to its ancestor.
<textList name="SELL_WORMHOLE_DATA">

5. This element has an invalid name, or cannot be a child to its ancestor.
<eventList name="FIFTY_FIFTY_WORMHOLE">

6. This element has an invalid name, or cannot be a child to its ancestor.
<eventList name="CONSULT_WORMHOLE">
-------------------------------------------------------------------------------------------

These are all the custom event names I put in... do I need to create another file that describes what these do instead of putting them all in the events.xml.append?
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RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby RAD-82 » Fri Sep 25, 2015 6:04 am

Lightwavers wrote:I have removed the slash, but the same 6 errors still appear. I will match the errors with the code that it says is in error.

I looked over it again, and I found another error. My eyes are bad... :( This error may have also been my fault, since I had to change so much around.

In the eventList CAUTIOUS_WORMHOLE, in the first choice where you detonate your fuel, I forgot to include a slash to close an event tag. My code here is pointing it out, not fixing it, so don't copy this.

Code: Select all

      <choice hidden="true">
         <text>Detonate your fuel reserves in order to reach it.</text>
         <event>
            <text>Your ship accelerates at terrifying speeds, and the detonation damages your ships hull, but you made it to the wormhole just as it is about to fade away.</text>
            <item_modify>
               <item type="fuel" min="-12" max="-8"/>
            </item_modify>
            <damage amount="10"/>
            <choice>
               <text>Continue...</text>
               <event load="UNSAFE_WORMHOLE"/>
            </choice>
         <event>    <----  Right here should be </event>, not <event>
      </choice>

The problem with these slashes that I've missed is that it messes up all of the code that follows. That is why one mistake can appear to be many.
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Shrooblord
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Shrooblord » Fri Sep 25, 2015 9:43 am

To elaborate on that, see not closing the event tags properly as not closing parentheses properly in a mathematical equation:

What does this mean?

Code: Select all

(2+2*3

This will evaluate to 2+(2*3) = 2+6 = 8
And what does this mean?

Code: Select all

(2+2)*3

This will evaluate to (2+2)*3 = 4*3 = 12

Not properly closing code tags like <event> with a corresponding </event> will make the game think that everything below the <event> tag is part of that particular event, when your <event> tag should actually have been closed by a </event> tag following it further down, closing the evaluation of that particular event.

See <event> as "(" and </event> as ")" in a mathematical equation and the analogy should follow logically.

What does this mean?

Code: Select all

<event>
  <text>Hello!</text>
<event>
  <text>Who are you?</text>
</event>

This evaluates as one event calling the text "Hello!" having within it nested another event calling "Who are you?" as text.

What does this mean?

Code: Select all

<event>
  <text>Hello!</text>
</event>
<event>
  <text>Who are you?</text>
</event>

These are two entirely separate events, one calling the text "Hello!" and the other calling the text "Who are you?" when either are loaded.

Just mentioning this for anyone who's confused about how tags work and why it's important to check that each is closed properly.

PS
My code examples won't work in-game. They are highly simplified examples to keep the amount of code to a minimum. Bare basics, if you will. You'd have to incorporate the <event>s in a properly loaded event of their own if you'd want to test this in-game. Also, there's no proper event-chaining. You'd need choice options to continue to the next nested event etc. etc.. Look up a proper event coding example for this.
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kartoFlane
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby kartoFlane » Fri Sep 25, 2015 11:20 am

MrRazerWolf wrote:So someone posted the names for the sounds, is there a way i can find names for different styles of shots? (EG the planetary defense ones, the heavy laser ones etc) and also any place for new sounds other then ones in the game. Thank you!

Those are just animations listed in animations.xml. Any <anim> tag can be used as a projectile.

.
Also for future reference, since apparently not many people are aware of that: the database of errors in the ErrorChecker is incomplete. However, it is also not hardcoded, and can be modified by anyone.
If you have the aptitude for programming, check out the database/ folder in the ErrorChecker's directory. Script files can be added/modified at will (though new scripts have to be listed in validation_scripts.json, under the name of the tag they can check)
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Lightwavers
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Lightwavers » Fri Sep 25, 2015 12:48 pm

RAD-82 wrote:
Lightwavers wrote:I have removed the slash, but the same 6 errors still appear. I will match the errors with the code that it says is in error.

I looked over it again, and I found another error. My eyes are bad... :( This error may have also been my fault, since I had to change so much around.

In the eventList CAUTIOUS_WORMHOLE, in the first choice where you detonate your fuel, I forgot to include a slash to close an event tag. My code here is pointing it out, not fixing it, so don't copy this.

Code: Select all

      <choice hidden="true">
         <text>Detonate your fuel reserves in order to reach it.</text>
         <event>
            <text>Your ship accelerates at terrifying speeds, and the detonation damages your ships hull, but you made it to the wormhole just as it is about to fade away.</text>
            <item_modify>
               <item type="fuel" min="-12" max="-8"/>
            </item_modify>
            <damage amount="10"/>
            <choice>
               <text>Continue...</text>
               <event load="UNSAFE_WORMHOLE"/>
            </choice>
         <event>    <----  Right here should be </event>, not <event>
      </choice>

The problem with these slashes that I've missed is that it messes up all of the code that follows. That is why one mistake can appear to be many.


Thank you! This community is fantastic. :D
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Biohazard063
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Biohazard063 » Fri Sep 25, 2015 1:33 pm

Here's a small question...

What makes ion damage do double damage to Zoltan shields?
I've created a few weapons with ion damage but some do only a normal amount...

Here's the latest example :

Code: Select all

<weaponBlueprint name="REPAIR_EFFECTOR">
   <type>BOMB</type>
   <tip>tip_effector_repair</tip>
   <title>Repair Effector</title>
   <short>Repair Eff.</short>
   <flavorType>Remote system repair</flavorType>
   <locked>1</locked>
   <desc>A tool capable of remotely repairing system damage with the side effect of also doing ion damage. Making it useful for offense and defense.</desc>
   <tooltip>Deals 2 ion damage whilst also repairing 2 system damage.</tooltip>
   <damage>0</damage>
   <sysDamage>-2</sysDamage>
   <ion>2</ion>
   <missiles>0</missiles>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>12</cooldown>
   <power>1</power>
   <cost>40</cost>
   <bp>2</bp>
   <rarity>0</rarity>
   <image>ba_effector_impact_invisible</image>
   <explosion>ba_explosion_ionfield</explosion>
   <launchSounds>
      <sound>silence</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>ionHit1</sound>
      <sound>ionHit2</sound>
      <sound>ionHit3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>ionHit1</sound>
      <sound>ionHit2</sound>
      <sound>ionHit3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>silence</sound>
   </missSounds>
   <weaponArt>ba_effector_10_new</weaponArt>
</weaponBlueprint>

And it only does 2 damage to Zoltan shields. Is it because it has 5 shield piercing and doesn't require a missile?
I mean Ion blasts deal double and so does the ion bomb. So this is kind of odd... Does it need to be added to the list of ion weapons?
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Captain Markus
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Captain Markus » Fri Sep 25, 2015 1:51 pm

Captain Markus wrote:Guys, help please.

Where I can find list of all default projectiles in the game ?
Which can be usable by BURST(like Flak) weapons. Now I know only debris_large, debris_medium, debris_small
Do you now ID names of missile, laser ?

I wanna make weapon, which will shoot instant 3 laser projectile or 3 missile, like this make in Flak.


can anyone help ?

P.S. Thank yu Rad
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kartoFlane
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby kartoFlane » Fri Sep 25, 2015 2:28 pm

Captain Markus wrote:
Captain Markus wrote:Guys, help please.

Where I can find list of all default projectiles in the game ?
Which can be usable by BURST(like Flak) weapons. Now I know only debris_large, debris_medium, debris_small
Do you now ID names of missile, laser ?

I wanna make weapon, which will shoot instant 3 laser projectile or 3 missile, like this make in Flak.


can anyone help ?

P.S. Thank yu Rad


viewtopic.php?p=96978#p96966
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RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby RAD-82 » Fri Sep 25, 2015 2:45 pm

Biohazard063 wrote:Here's a small question...

What makes ion damage do double damage to Zoltan shields?
I've created a few weapons with ion damage but some do only a normal amount...

Here's the latest example :

Code: Select all

<weaponBlueprint name="REPAIR_EFFECTOR">
   ...
   <damage>0</damage>
   <sysDamage>-2</sysDamage>
   <ion>2</ion>
   ...
</weaponBlueprint>

And it only does 2 damage to Zoltan shields. Is it because it has 5 shield piercing and doesn't require a missile?
I mean Ion blasts deal double and so does the ion bomb. So this is kind of odd... Does it need to be added to the list of ion weapons?

The ion is doing 4 damage to Zoltan shields, but the sysDamage is negating 2 of it, leaving you with the 2 that you see.
The ion weapons list is for blue options in events. Since Effectors are on it, you should probably add it.
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Lightwavers
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Lightwavers » Sat Sep 26, 2015 5:42 am

So I have been adding on to the mod I showed before. It works, except when I use the Stealth Ship its options either do not do anything, or warp me immediately to the crystal sector. Here is more code:

Code: Select all

<event name="START_GAME_EVENT">
   <text>Start beacon wormhole variation mod.</text>
   <choice hidden="true">
      <text>Investigate the wormhole that formed close to the jump beacon.</text>
      <event load="START_WORMHOLE"/>
   </choice>
   <choice>
      <text>You decide that there are enough dangers in the galaxy without unknown wormholes adding to them.</text>
      <event/>
   </choice>
</event>

<eventList name="START_WORMHOLE">
   <event>
      <text>You navigate towards the wormhole using your impulse engines. As you get there, it appears that it is too unstable to safely go through.</text>
     <choice req="ROCK_ARMOR" hidden="true">
       <text>(Rock Armor) Go through the wormhole with minimal risk.</text>
       <event load="SAFER_WORMHOLE"/>
     </choice>
     <choice req="ADV_SCANNERS" hidden="true">
       <text>(Long-Ranged Scanners) Position your ship to collect valuable items.</text>
       <event load="WORMHOLE_COLLECTION"/>
     </choice>
     <choice req="CRYSTAL_SHARDS" hidden="true">
       <text>(Crystal Crew) Your crystalline crewmembers are quite experienced with wormholes. After they callibrate the crystals of the ship, the ship is steered safely into the wormhole.</text>
       <event>
         <secretSector/>
       </event>
     </choice>
     <choice req="ENERGY_SHIELD" hidden="true">
       <text>(Zoltan Shields) The mystical shields of the Zoltan hum, reassuring you as you command the pilot to fly the ship through the wormhole.</text>
       <event load="SAFER_WORMHOLE"/>
     </choice>
     <choice req="DRONE_SPEED" hidden="true">
       <text>(Advanced Drones) Program your ship's drones to protect your ship through the wormhole.</text>
       <event load="SAFER_WORMHOLE"/>
     </choice>
      <choice hidden="true">
         <text>Disable the safety checks and go through it anyway.</text>
         <event load="UNSAFE_WORMHOLE"/>
      </choice>
      <choice hidden="true">
         <text>Try to investigate the wormhole without putting your mission at risk.</text>
         <event load="CAUTIOUS_WORMHOLE"/>
      </choice>
      <choice hidden="true">
         <text>Consult your crew.</text>
         <event load="CONSULT_WORMHOLE"/>
      </choice>
   </event>
</eventList>

<eventList name="UNSAFE_WORMHOLE">
   <event>
      <text>The wormhole sucks your ship into its infinite depths. Who knows what will happen next?</text>
      <choice>
         <text>Continue...</text>
         <event>
            <secretSector/>
         </event>
      </choice>
   </event>
   <event>
      <text>The wormhole sucks your ship up violently. As you and the crew are immobilized by your suit's safety measures, you can hear vicious impacts across the hull.</text>
      <damage amount="1" system="random"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="2" system="random" effect="fire"/>
      <damage amount="1" system="random" effect="breach"/>
      <damage amount="2" system="random" effect="breach"/>
      <damage amount="1" system="random" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="18"/>
      <choice>
         <text>Continue...</text>
         <event>
            <secretSector/>
         </event>
      </choice>
   </event>
   <event>
      <text>As you shoot through the wormhole, multiple small mineral heavy asteroids shatter almost ineffectively against your ship's hull, providing you with a nice amount of scrap.</text>
      <autoReward level="HIGH">scrap_only</autoReward>
      <choice>
         <text>Continue...</text>
         <event>
            <secretSector/>
         </event>
      </choice>
   </event>
   <event>
      <text>The wormhole violently implodes, sending your ship careening through space, heavily damaged.</text>
      <damage amount="1" system="random"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="2" system="random" effect="fire"/>
      <damage amount="1" system="random" effect="breach"/>
      <damage amount="2" system="random" effect="breach"/>
      <damage amount="1" system="random" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="18"/>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
</eventList>

<eventList name="CAUTIOUS_WORMHOLE">
   <event>
      <text>As you start to navigate towards the wormhole, scans indicate that it is about to fade away. You may not reach it in time.</text>
      <choice hidden="true">
         <text>Detonate your fuel reserves in order to reach it.</text>
         <event>
            <text>Your ship accelerates at terrifying speeds, and the detonation damages your ships hull, but you made it to the wormhole just as it is about to fade away.</text>
            <item_modify>
               <item type="fuel" min="-12" max="-8"/>
            </item_modify>
            <damage amount="10"/>
            <choice hidden="true">
               <text>Continue...</text>
               <event load="UNSAFE_WORMHOLE"/>
            </choice>
         </event>
      </choice>
      <choice hidden="true">
         <text>Continue at your current speed.</text>
         <event load="FIFTY_FIFTY_WORMHOLE"/>
      </choice>
      <choice hidden="true">
         <text>Sell the data you collected about the wormhole to nearby scientists.</text>
         <event>
            <text load="SELL_WORMHOLE_DATA"/>
            <item_modify>
               <item type="fuel" min="1" max="5"/>
               <item type="missiles" min="2" max="7"/>
               <item type="drones" min="0" max="4"/>
               <item type="scrap" min="12" max="113"/>
            </item_modify>
            <modifyPursuit amount="1"/>
            <choice>
               <text>Continue...</text>
               <event/>
            </choice>
         </event>
      </choice>
   </event>
</eventList>

<textList name="SELL_WORMHOLE_DATA">
   <text>The transfer takes some time, but the scientists arrange to deliver supplies for your valuable information.</text>
   <text>The scientists tell you your data is worthless, but are sympathetic to the Federation cause and deliver some valuable supplies to your ship.</text>
   <text>After finding a research station that is not infested with rebels or pirates, you deliver your data at a steep discount to the scientists within, as you do not have the time to bargain.</text>
   <text>You are relieved to find scientists so close your location, and as they deliver some supplies, they also mention that the rebel fleet is closer than you thought.</text>
   <text>You accidentally deliver the information to a rebel research station, but they are in no position to fight back, promising not to reveal your location and even sending you some supplies, "for your trouble."</text>
   <text>The scientists you find are unaffiliated with either side, and turn out to have advanced sensors that render your data obsolete. However, they do give you some pity supplies for your journey.</text>
   <text>It turns out one of your crew knows someone who will pay for the data you have, and you arrange a shady deal.</text>
   <text>You paint some temporary pirate markings onto your hull and dock at a nearby black market. Soon you have a deal.</text>
</textList>

<eventList name="FIFTY_FIFTY_WORMHOLE">
   <event>
      <text>Your engines are much too slow to get anywhere near the wormhole before it fades away, and you decide to continue with your mission.</text>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>The wormhole's deterioration is slower than you had first though, you get to it just as it is about to dissappear.</text>
      <choice hidden="true">
         <text>Continue...</text>
         <event load="UNSAFE_WORMHOLE"/>
      </choice>
   </event>
</eventList>

<eventList name="CONSULT_WORMHOLE">
   <event>
      <text>Your crew unanimously votes that the risk is worth it. Your ship heads towards the wormhole...</text>
      <choice>
         <text>Continue...</text>
         <event load="UNSAFE_WORMHOLE"/>
      </choice>
   </event>
   <event>
      <text>After a while, your crew finds out a way to retrieve a strange weapon from another dimension.</text>
      <weapon name="CRYSTAL_BURST_2"/>
      <modifyPursuit amount="1"/>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>Your crew figures out how to fill your cargo hold to the brim with fuel from unexplainable materials within the wormhole.</text>
      <item_modify>
         <item type="fuel" min="20" max="30"/>
      </item_modify>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>As your crew is consulting, a huge amount of metal ejects from the wormhole. The ship is slightly the worse for wear, but you are able to harvest a lot of the metal.</text>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="0" system="random" effect="fire"/>
      <damage amount="0" system="room" effect="fire"/>
      <damage amount="3"/>
      <item_modify>
         <item type="scrap" min="24" max="120"/>
      </item_modify>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
   <event>
      <text>Your crew elects to stay away from the wormhole, but sends an array of probes through it. They pop in at random locations around the sector, revealing the whole area to your sensors.</text>
      <reveal_map/>
      <choice>
         <text>Continue...</text>
         <event/>
      </choice>
   </event>
</eventList>

<eventList name="SAFER_WORMHOLE">
   <event>
     <text>Your ship is more than capable of surviving the wormhole, and emerges unharmed.</text>
     <choice>
       <text>Continue...</text>
       <event>
          <secretSector/>
       </event>
     </choice>
   </event>
   <event>
     <text>Your ship is more than capable of surviving the wormhole, and emerges unharmed.</text>
     <choice>
       <text>Continue...</text>
       <event>
          <secretSector/>
       </event>
     </choice>
   </event>
   <event>
     <text>Your ship is more than capable of surviving the wormhole, and emerges unharmed.</text>
     <choice>
       <text>Continue...</text>
       <event>
          <secretSector/>
       </event>
     </choice>
   </event>
   <event>
     <text>Your ship is more than capable of surviving the wormhole, and emerges unharmed.</text>
     <choice>
       <text>Continue...</text>
       <event>
          <secretSector/>
       </event>
     </choice>
   </event>
   <event>
     <text>Your ship is more than capable of surviving the wormhole, and emerges unharmed.</text>
     <choice>
       <text>Continue...</text>
       <event>
          <secretSector/>
       </event>
     </choice>
   </event>
   <event>
     <text>Even with the careful protection, your ship is slightly damaged from a huge cloud of debris that literally came out of nowhere.</text>
     <damage amount="0" system="random" effect="random"/>
      <damage amount="0" system="random" effect="random"/>
      <damage amount="0" system="random" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="4"/>
     <choice>
       <text>Continue...</text>
       <event>
          <secretSector/>
       </event>
     </choice>
   </event>
   <event>
     <text>Even with the careful protection, your ship is unprepared when an ASB shot as well as several smaller projectiles burst out of the wormhole and strike your ship, doing minor damage but knocking you off course. After everyone is recovered, the wormhole is gone.</text>
     <damage amount="0" system="random" effect="random"/>
      <damage amount="0" system="random" effect="random"/>
      <damage amount="0" system="random" effect="random"/>
      <damage amount="0" system="room" effect="random"/>
      <damage amount="4"/>
     <choice>
       <text>Continue...</text>
       <event/>
     </choice>
   </event>
</eventList>

<eventList name="WORMHOLE_COLLECTION">
   <event>
     <text>As you are waiting, your scanners pick something up. Get ready to grab it!</text>
     <event load="WORMHOLE_GRAB_ITEM"/>
   </event>
   <event>
     <text>After a while with nothing showing up, you decide you may want to leave before the fleet catches up.</text>
     <event load="WORMHOLE_GRAB_ITEM_LEAVE"/>
   </event>
   <event>
     <text>You are passively scanniong for objects, when a cluster of them show up. You try to grab some scrap from the cloud, but some hit your sensors. By the time they're repaired, the wormhole is gone.</text>
     <choice>
       <text>Grab some scrap and leave the area.</text>
       <autoReward level="HIGH">scrap_only</autoReward>
       <modifyPursuit amount="1"/>
       <event/>
     </choice>
     <choice>
       <text>Search for another wormhole.</text>
       <event load="WORMHOLE_SEARCH"/>
       <event/>
     </choice>
   </event>
</eventList>

<eventList name="WORMHOLE_GRAB_ITEM">
   <event>
     <text>A weapon drifts slowly out of the wormhole. You are able to retrieve it without too much difficulty.</text>
     <weapon name="RANDOM"/>
     <choice>
       <text>Look for more valuables.</text>
       <modifyPursuit amount="1"/>
       <event load="WORMHOLE_COLLECTION_2"/>
     </choice>
     <choice>
       <text>Take what you got and move on.</text>
       <event/>
     </choice>
   </event>
   <event>
     <text>A weapon drifts out of the wormhole, but it shoots by too fast to retrieve.</text>
     <choice>
       <text>Keep looking for valuables.</text>
       <modifyPursuit amount="1"/>
       <event load="WORMHOLE_COLLECTION_2"/>
     </choice>
     <choice>
       <text>Stop the scans and move on.</text>
       <event/>
     </choice>
   </event>
   <event>
     <text>A collection of supplies drift out of the wormhole, which you then take aboard.</text>
     <autoReward level="HIGH">stuff</autoReward>
     <choice>
       <text>Look for more valuables.</text>
       <modifyPursuit amount="1"/>
       <event load="WORMHOLE_COLLECTION_2"/>
     </choice>
     <choice>
       <text>Stop the scans and move on.</text>
       <event/>
     </choice>
   </event>
   <event>
     <text>A collection of supplies fly past your ship, but are pulverized against your hull.</text>
     <choice>
       <text>Keep looking for valuables.</text>
       <modifyPursuit amount="1"/>
       <event load="WORMHOLE_COLLECTION_2"/>
     </choice>
     <choice>
       <text>Stop the scans and move on.</text>
       <event/>
     </choice>
   </event>
   <event>
     <text>A weapon drifts slowly out of the wormhole. You are able to retrieve it without too much difficulty.</text>
     <weapon name="RANDOM"/>
     <choice>
       <text>Look for more valuables.</text>
       <modifyPursuit amount="1"/>
       <event load="WORMHOLE_COLLECTION_2"/>
     </choice>
     <choice>
       <text>Take what you got and move on.</text>
       <event/>
     </choice>
   </event>
   <event>
     <text>A weapon drifts out of the wormhole, but it shoots by too fast to retrieve.</text>
     <choice>
       <text>Keep looking for valuables.</text>
       <modifyPursuit amount="1"/>
       <event load="WORMHOLE_COLLECTION_2"/>
     </choice>
     <choice>
       <text>Stop the scans and move on.</text>
       <event/>
     </choice>
   </event>
   <event>
     <text>A collection of supplies drift out of the wormhole, which you then take aboard.</text>
     <autoReward level="HIGH">stuff</autoReward>
     <choice>
       <text>Look for more valuables.</text>
       <modifyPursuit amount="1"/>
       <event load="WORMHOLE_COLLECTION_2"/>
     </choice>
     <choice>
       <text>Stop the scans and move on.</text>
       <event/>
     </choice>
   </event>
   <event>
     <text>A collection of supplies fly past your ship, but are pulverized against your hull.</text>
     <choice>
       <text>Keep looking for valuables.</text>
       <modifyPursuit amount="1"/>
       <event load="WORMHOLE_COLLECTION_2"/>
     </choice>
     <choice>
       <text>Stop the scans and move on.</text>
       <event/>
     </choice>
   </event>
   <event>
     <text>A mantis ship emerges from the wormhole, and immediately decides that destroying your ship will be the best course of action.</text>
     <ship load="MANTIS_FIGHT" hostile="true"/>
     <event/>
   </event>
</eventList>

<event name="WORMHOLE_GRAB_ITEM_LEAVE">
     <text>You wait for something to come out of the wormhole, but nothing does.</text>
     <choice>
       <text>Keep looking for valuables.</text>
       <modifyPursuit amount="1"/>
       <event load="WORMHOLE_COLLECTION_2"/>
     </choice>
     <choice>
       <text>Stop the scans and move on.</text>
     </choice>
</event>

<eventList name="WORMHOLE_SEARCH">
   <event>
     <text>After searching every inch of space for many miles, you finally spot another wormhole starting to form.</text>
     <choice>
       <text>Continue...</text>
       <modifyPursuit amount="2"/>
       <event load="START_WORMHOLE"/>
     </choice>
   </event>
   <event>
     <text>After a huge amount of fruitless searching, you decide to abandon the search.</text>
     <choice>
       <text>Continue...</text>
       <modifyPursuit amount="2"/>
       <event/>
     </choice>
   </event>
</eventList>

<event name="WORMHOLE_COLLECTION_2">
     <text>You settle in for another wait.</text>
     <choice hidden="true">
       <text>Continue...</text>
       <event load="WORMHOLE_COLLECTION"/>
       <event/>
     </choice>
</event>


I would also like to know the 'rules' for this, like what's up with these backwards </events> that are instead <event/> and that sort of thing.

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