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<event name = "TUTORIAL_ENEMY">
<text>Every new location will have an event like this. You might have multiple choices available to you at an event. In this example, a weak pirate ship is trying to destroy you.</text>
<choice req="sensors" lvl="2" hidden="true">
<text>Special BLUE choices like these are unlocked by having certain upgrades or equipment. They are nearly always a good choice.</text>
<event>
<text>Useless TEST text.</text>
<ship load = "TUTORIAL_PIRATE" hostile="false"/>
</event>
</choice>
<text>I don't want to see this.</text>
<ship load = "TUTORIAL_PIRATE" hostile="true"/>
</event>
Used tutorial since the START-event denies being altered (or acts buggy)
Situation 1: Your ship does not have the requirement (tested it with Sensors 3, a thing the tutorial Kestrel does not have)
Game will display
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I don't want to see this.
1. Continue...
Situation 2: Your ship does have the requirement (as visible, Sensors 2, Tutorial Kestrel has this)
Game will display
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I don't want to see this.
1. Special BLUE choices like these are unlocked by having certain upgrades or equipment. They are nearly always a good choice.
Pirate will jump to neutral, indicating the choice is successfully picked.
Result:
I suspected the game to add a "Continue"-default choice whenever no choice is avaible (since this is pretty much done throughout the whole event files) and it appears I guessed right. By only giving a single 'requirement' choice, you can force the player to click this choice if requirement is true (since there are no other choices). If requirement is false, the game adds a generic continue. You can now add different event-load's to the two outcomes and proceed accordingly.
It is now officially possible to make events which 'automatically' can react to the player's status, f.e. armament, crewmembers, augments, etc...
PS: For people not that much into FTL-scripting: I'm not talking about how to add blue choices, I'm talking about a workaround to force people into picking blue choices if avaible.