Event list

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Jaggedmallard
Posts: 18
Joined: Sat Apr 20, 2013 10:06 pm

Event list

Post by Jaggedmallard »

I've been working away at making a few custom events that I would like to release on here as I noticed a surprising lack of them.
I have a few coded up but I can't find a way to add them to the event list that the game chooses events from without manually changing it or having top overwrite it. Is there anyway to do it with .append as just adding a copy of the list to the end doesn't appear to do anything.
Also what file is SAVE_CIVILIAN_LIST in as I can't seem to find it anywhere.
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Event list

Post by DryEagle »

look at sector_data.xml
All ships I have created include custom weapons, graphics etc:
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Jaggedmallard
Posts: 18
Joined: Sat Apr 20, 2013 10:06 pm

Re: Event list

Post by Jaggedmallard »

But how do I add something to it with .append.
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Event list

Post by DryEagle »

you have to place the .append file into an .ftl file with correct folder structure (in this case, it would be in /data folder).
.ftl files are just .zip files with the extension renamed.
then you patch it in using GMM
All ships I have created include custom weapons, graphics etc:
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Jaggedmallard
Posts: 18
Joined: Sat Apr 20, 2013 10:06 pm

Re: Event list

Post by Jaggedmallard »

Thats not my problem.Sorry if I worded it badly.
How to add something to an event list using the .append as when I try it adds it to the bottom of the XML and then the game just ignores it. Or at least I think it does.
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Event list

Post by DryEagle »

you have to copy the section you want to add it to, and place it into the list there.
so, if you were going to put it in the engi one,

Code: Select all

<sectorDescription name="ENGI_SECTOR" minSector="0" unique="false">  
	<nameList>
		<name>Engi Controlled Sector</name>
	</nameList>
	<trackList>
		<track>engi</track>
		<track>cosmos</track>
		<track>milkyway</track>
	</trackList>
	<rarityList>
		<blueprint name="engi" rarity="1"/>
		<blueprint name="mantis" rarity="0"/>
		<blueprint name="energy" rarity="4"/>
		<blueprint name="slug" rarity="0"/>
		<blueprint name="rock" rarity="0"/>
		<blueprint name="human" rarity="3"/>
	</rarityList>
	<startEvent>START_BEACON_ENGI</startEvent>
	<event name="STORE_ENGI" min="2" max="3"/>
	<event name="ITEMS" min="2" max="2"/>
	<event name="NOTHING_ENGI" min="1" max="2"/>
	<event name="ITEMS_ENGI" min="3" max="3"/>
	<event name="DISTRESS_BEACON_ENGI" min="1" max="3"/>
	<event name="QUESTS_ENGI" min="1" max="1"/>
	<event name="NEUTRAL_ENGI" min="5" max="7"/>
	<event name="HOSTILE_ENGI" min="5" max="7"/>
	<event name="MAGIC_UNICORN" min="2" max="3"/>
</sectorDescrption>
that is, if your event or eventlist was called MAGIC_UNICORN. though I don't see why you'd ever want to call it anything else...
All ships I have created include custom weapons, graphics etc:
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Jaggedmallard
Posts: 18
Joined: Sat Apr 20, 2013 10:06 pm

Re: Event list

Post by Jaggedmallard »

I see so I have to use the full list including the music and people rarity.
Also I'm presuming that this means that if something is repeated twice in the XML the first one is ignored and only the second is used?
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Event list

Post by DryEagle »

Events can be added more than once to an eventlist - so if you have say 10x 'event a' and 3x 'event b' in one event list, when your ship jumps to a beacon that would call that event, you'll have a 3/13 chance to get event b and 10/13 to get a.

Other things which are unique e.g. system data, I've found it uses the first one. So if you place 2 entries for the shields room into a ship blueprint, only the first one is taken. Not sure how other things like events work for this. That's from within the same file.
If you have multiple files of the same name loaded via GMM, the latest will overwrite the previous ones.
All ships I have created include custom weapons, graphics etc:
Image
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