Any old XML stuff devs should look at?
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- Posts: 260
- Joined: Thu Apr 11, 2013 9:08 pm
Any old XML stuff devs should look at?
Over in this thread, Jep and I got two minor little details in an event cleared up. Are there any other old little details y'all modders have found that the devs could clean up easily?
First ever AE-exclusive ship mod: The Extra Features!
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Ye Olde and Outdated Pre-AE Ship Mod Recommendation List!
- Metzelmax
- Posts: 364
- Joined: Wed Sep 26, 2012 7:59 am
Re: Any old XML stuff devs should look at?
Code: Select all
<event name="PIRATE_CIVILIAN_BEACON">
<text>The distress beacon is coming from a civilian ship. It appears it is being chased by a pirate.</text>
<choice>
<text>Aid the civilian ship.</text>
<event>
<text>You power up your weapons and engage the pirate ship.</text>
<ship load="PIRATE_CIVILIAN" hostile="true"/>
</event>
</choice>
<choice>
<text>Stay out of it.</text>
<event>
<text>The fight brings them out of your immediate scanning range; however, after a time the distress calls stop.</text>
</event>
</choice>
<choice req="weapons" lvl="6" hidden="true" hidden="true">
<text>(Improved Weapons) Fire a warning shot from your strongest weapon.</text>
<event load="PIRATE_CIVILIAN_BEACON_BEAM"/>
</choice>
</event>
<eventList name="PIRATE_CIVILIAN_BEACON_BEAM">
<event>
<text>Detecting the greater threat (and potential reward), they turn and engage your ship.</text>
<ship load="PIRATE_CIVILIAN" hostile="true"/>
</event>
<event>
<choice hiiden="true">
<text>It seems the pirate wasn't looking for a fight with someone who could fight back. They leave and you move to contact the civilian ship.</text>
<text>Continue...</text>
<event load="SAVE_CIVILIAN_LIST"/>
</choice>
</event>
</eventList>
Posted it ages ago, never got a dev to look at it.
- R4V3-0N
- Posts: 1287
- Joined: Sun Oct 06, 2013 11:44 am
Re: Any old XML stuff devs should look at?
Whole ship coding
specific weapon list coding
Not sure if intentional or not, and this was spotted by people on superluminal who loads ships often (specificly this ship). It got 3 weapons in the weapon list, (Heavy Pierce Laser), Fire bomb, and also a normal small bomb, but the weapon count is 2, making it so the small bomb doesn't appear.
Also this is not an XML thing, BUT would like to point out that...
The image for the REBEL_LONG_ELITE (Rebel Fighter Elite) is wrong, it's an Upsidedown 'Old' Rebel cloak. (you know? like back in alpha where Rebels had different looks and paint? white with huge orange strip)
I see that in the FTL: AE trailer there different rooms for normal ships traded for another one, so in case the rebel elite gets cloak, I would want to point that out.
Code: Select all
<shipBlueprint name="PLAYER_SHIP_ROCK_2" layout="rock_cruiser_2" img="rock_cruiser_2">
<class>Rock Cruiser</class>
<name>Shivan</name>
<unlock>Locked -- Not in Game Yet</unlock>
<desc>Similar to its designers, this super dense behemoth uses brute force to overwhelm its foes.</desc>
<systemList>
<pilot power="1" room="8" start="true"img="room_pilot_2">
<slot>
<direction>right</direction>
<number>1</number>
</slot>
</pilot>
<doors power="1" room="15" start="false" img="room_doors_5"/>
<sensors power="1" room="3" start="true" img="room_sensors_4"/>
<oxygen power="2" room="4" start="true" img="room_oxygen_6"/>
<engines power="2" room="0" start="true"img="room_engines_2"/>
<shields power="2" room="2" start="true" img="room_shields_4"/>
<weapons power="3" room="12" start="true"/>
<drones power="2" room="14" start="false" img="room_drones_9"/>
<medbay power="1" room="1" start="true"/>
<teleporter power="1" room="10" start="false"/>
<cloaking power="1" room="13" start="false"img="room_cloaking_2"/>
</systemList>
<weaponSlots>4</weaponSlots>
<droneSlots>2</droneSlots>
<weaponList count="2" missiles="18">
<weapon name="LASER_HEAVY_1_SP"/>
<weapon name="BOMB_FIRE"/>
<weapon name="BOMB_1"/>
</weaponList>
<droneList drones="0"/>
<health amount="30"/>
<maxPower amount="8"/>
<crewCount amount="4" class="rock"/>
<aug name="ROCK_ARMOR"/>
<shieldImage>rock_cruiser</shieldImage>
<cloakImage>rock_cruiser</cloakImage>
</shipBlueprint>
Code: Select all
<weaponList count="2" missiles="18">
<weapon name="LASER_HEAVY_1_SP"/>
<weapon name="BOMB_FIRE"/>
<weapon name="BOMB_1"/>
Also this is not an XML thing, BUT would like to point out that...
The image for the REBEL_LONG_ELITE (Rebel Fighter Elite) is wrong, it's an Upsidedown 'Old' Rebel cloak. (you know? like back in alpha where Rebels had different looks and paint? white with huge orange strip)
I see that in the FTL: AE trailer there different rooms for normal ships traded for another one, so in case the rebel elite gets cloak, I would want to point that out.
R4V3-0N, a dreamer.