Mod Question- Hull Integrity
-
- Posts: 5
- Joined: Tue Jun 11, 2013 5:40 pm
Mod Question- Hull Integrity
Been working on a ship I plan on posting soon, and I was wondering if it'd be possible to have it start out with a damaged hull. Using Superluminal, I change the starting value (total?) for the hull to be below 35, and the bar is actually entirely yellow or red, yet still "full". Perhaps I'd have to delve into some text files directly?
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: Mod Question- Hull Integrity
Thats not possible.
You can only change the starting event so that any ship you play gets damaged at the start. (adding <damage>10<damage> to a event does 10 damage.
You can only change the starting event so that any ship you play gets damaged at the start. (adding <damage>10<damage> to a event does 10 damage.
-
- Posts: 792
- Joined: Thu Oct 25, 2012 12:01 pm
Re: Mod Question- Hull Integrity
What about a starting event that conditionally damages any ship with a specific augment?
Then put a custom augment on the ship.
Then put a custom augment on the ship.
- Twinge
- Posts: 281
- Joined: Thu Sep 20, 2012 4:04 am
Re: Mod Question- Hull Integrity
AFAIK there's no way to force that, but you could add blue options that let the player voluntarily injure themselves.Vhati wrote:What about a starting event that conditionally damages any ship with a specific augment?
FTL Tips & Tricks Video Series
Catch my stream on Twitch
Improve game balance, fix bugs, and have more decisions: Twinge's Balance & Bugfix Mod
Catch my stream on Twitch
Improve game balance, fix bugs, and have more decisions: Twinge's Balance & Bugfix Mod
- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: Mod Question- Hull Integrity
Actually, I have been fiddling with a ship mod of mine several days ago, and I created the following event:
In events.xml.append form. The hint and everything else still appeared, and there was still only one option to choose ("Continue...") -- although, admittedly, it was blue. However, it only worked that way for my ship that had the specified augment - for other ships, the option was the usual white, and did not add a new crew member.
So you could just replace the crewMember tag by this:
And it should work the way the OP is asking for.
Code: Select all
<event name="START_BEACON">
<text></text>
<choice req="FLANE_AC_SELLTECH" hidden="true">
<text>Continue...</text>
<event>
<crewMember amount="1" class="human">Neras</crewMember>
</event>
</choice>
</event>
So you could just replace the crewMember tag by this:
Code: Select all
<damage amount="-10"/>
Superluminal2 - a ship editor for FTL