Introduce me to modding
- TaxiService
- Posts: 204
- Joined: Mon Dec 23, 2013 6:04 pm
Re: Introduce me to modding
I once made a 0 power weapon by mistake, and it seemed to work properly. You just couldn't turn it off, but it worked.
WhiteWeasel: If you want to use the same sprite and animations of an existing weapon, just include the <weaponArt> tag of that weapon in yours.
If i recall correctly, <iconImage> is for the projectile's explosion animation and <image> is for the projectile animation itself.
You can find more info about what pre-AE tags do in this helpful link.
WhiteWeasel: If you want to use the same sprite and animations of an existing weapon, just include the <weaponArt> tag of that weapon in yours.
If i recall correctly, <iconImage> is for the projectile's explosion animation and <image> is for the projectile animation itself.
You can find more info about what pre-AE tags do in this helpful link.
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- Posts: 248
- Joined: Sun Apr 13, 2014 4:36 am
Re: Introduce me to modding
Ok I'll look into doing that this weekend. The weapon art tag? You mean this?TaxiService wrote:I once made a 0 power weapon by mistake, and it seemed to work properly. You just couldn't turn it off, but it worked.
WhiteWeasel: If you want to use the same sprite and animations of an existing weapon, just include the <weaponArt> tag of that weapon in yours.
If i recall correctly, <iconImage> is for the projectile's explosion animation and <image> is for the projectile animation itself.
You can find more info about what pre-AE tags do in this helpful link.
<weaponArt>laser_burst_1</weaponArt> <!-- #essential -->
Also what do you mean by hard coding?R4V3-0N wrote: The devs will not make any tools for us or remove hard coding.

- RAD-82
- Posts: 795
- Joined: Sat Nov 09, 2013 12:16 am
Re: Introduce me to modding
You are thinking of <explosion>.TaxiService wrote:If i recall correctly, <iconImage> is for the projectile's explosion animation
<iconImage> is a new tag, which I think is related to the iPad version. It looks like it points to img\systemUI\weapbox_icon_{W for weapon, D for drone}_{tag value}.png
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- Posts: 248
- Joined: Sun Apr 13, 2014 4:36 am
Re: Introduce me to modding
Is my code good to go, or is there somethin I'm forgetting? Then, if I have my chunk of code here, where put it in the FTL files?
Ummm, what was that you were saying about not being able to make custom augments?

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Code: Select all
<weaponBlueprint name="LASER_FAST_1"> <!-- #essential -->
<type>LASER</type> <!-- #essential -->
<title>Fast Recharge Laser</title> <!-- #essential -->
<short>F.R. Laser</short> <!-- #essential -->
<desc>What it says on the tin.</desc> <!-- #essential -->
<tooltip>Makes up in DPS where it lacks in damage and volley.</tooltip> <!-- #essential -->
<damage>1</damage>
<shots>1</shots> <!-- #essential if its a Laser weapon-->
<sp>0</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<cooldown>3</cooldown> <!-- #essential -->
<power>2</power> <!-- #essential -->
<cost>60</cost> <!-- #essential -->
<bp>2</bp>
<rarity>3</rarity> <!-- #essential -->
<image>laser_light1</image> <!-- #essential -->
<launchSounds> <!-- #essential -->
<sound>lightLaser1</sound>
<sound>lightLaser2</sound>
<sound>lightLaser3</sound>
</launchSounds>
<hitShipSounds> <!-- #essential -->
<sound>hitHull2</sound>
<sound>hitHull3</sound>
</hitShipSounds>
<hitShieldSounds> <!-- #essential -->
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds> <!-- #essential -->
<sound>miss</sound>
</missSounds>
<weaponArt>laser_burst_1</weaponArt> <!-- #essential -->
</weaponBlueprint>

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- RAD-82
- Posts: 795
- Joined: Sat Nov 09, 2013 12:16 am
Re: Introduce me to modding
Looks fine to me. You put it in a blueprints.xml.append file.WhiteWeasel wrote:Is my code good to go, or is there somethin I'm forgetting? Then, if I have my chunk of code here, where put it in the FTL files?
That's not exactly a *new* custom augment. It is an altered Engi Med-bot Dispersal, meaning the original isn't available in the game. Some augments have values that can be altered, but you can't create new augments to do anything other than be triggers for event choices, or another source for scrap when sold.WhiteWeasel wrote:Ummm, what was that you were saying about not being able to make custom augments?
http://i.imgur.com/huq7Vrp.png
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- Posts: 248
- Joined: Sun Apr 13, 2014 4:36 am
Re: Introduce me to modding
Now what do I put in the animations.xml.append file?RAD-82 wrote:Looks fine to me. You put it in a blueprints.xml.append file.WhiteWeasel wrote:Is my code good to go, or is there somethin I'm forgetting? Then, if I have my chunk of code here, where put it in the FTL files?


- RAD-82
- Posts: 795
- Joined: Sat Nov 09, 2013 12:16 am
Re: Introduce me to modding
Nothing. You are using animations that are already in the game.WhiteWeasel wrote:Now what do I put in the animations.xml.append file?
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- Posts: 248
- Joined: Sun Apr 13, 2014 4:36 am
Re: Introduce me to modding
Ok, just one more thing, where do I put my weapon file in the FTL file?RAD-82 wrote:Nothing. You are using animations that are already in the game.WhiteWeasel wrote:Now what do I put in the animations.xml.append file?

- kartoFlane
- Posts: 1488
- Joined: Mon Jan 14, 2013 10:20 pm
Re: Introduce me to modding
.ftl files mirror the game's archives' internal structure. So your .ftl file is supposed to look like this, for example:
Since your weapons are using the sprites that are in the game by default, you only need the data folder.
animations.xml.append can also be omitted, if it's empty.
Code: Select all
my_mod.ftl
|- data/
|- animations.xml.append
|- blueprints.xml.append
|- img/
|- weapons/
|- example_sprite8.png
animations.xml.append can also be omitted, if it's empty.
Superluminal2 - a ship editor for FTL
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- Posts: 248
- Joined: Sun Apr 13, 2014 4:36 am
Re: Introduce me to modding
The tutorial said I should use the slipstream mod manager, anf how do I turn it into a .ftl file, just rename and put .ftl at the end?kartoFlane wrote:.ftl files mirror the game's archives' internal structure. So your .ftl file is supposed to look like this, for example:
Since your weapons are using the sprites that are in the game by default, you only need the data folder.Code: Select all
my_mod.ftl |- data/ |- animations.xml.append |- blueprints.xml.append |- img/ |- weapons/ |- example_sprite8.png
animations.xml.append can also be omitted, if it's empty.

