Lightwavers wrote:I would also like to know the 'rules' for this, like what's up with these backwards </events> that are instead <event/> and that sort of thing.
When you make a choice, it has to have an event in it. You use <event/> when you just want the choice to end the encounter without any effects and is only needed when there are other choices available.
It works, except when I use the Stealth Ship its options either do not do anything, or warp me immediately to the crystal sector.
Here is the event that your stealth ship options is supposed to load:
Code: Select all
<eventList name="WORMHOLE_COLLECTION">
<event>
<text>As you are waiting, your scanners pick something up. Get ready to grab it!</text>
<event load="WORMHOLE_GRAB_ITEM"/>
</event>
<event>
<text>After a while with nothing showing up, you decide you may want to leave before the fleet catches up.</text>
<event load="WORMHOLE_GRAB_ITEM_LEAVE"/>
</event>
<event>
<text>You are passively scanniong for objects, when a cluster of them show up. You try to grab some scrap from the cloud, but some hit your sensors. By the time they're repaired, the wormhole is gone.</text>
<choice>
<text>Grab some scrap and leave the area.</text>
<autoReward level="HIGH">scrap_only</autoReward>
<modifyPursuit amount="1"/>
<event/>
</choice>
<choice>
<text>Search for another wormhole.</text>
<event load="WORMHOLE_SEARCH"/>
<event/>
</choice>
</event>
</eventList>
The first two possible events in this eventList have the same error. You are putting events inside events, but forgot the choices that lead to those events. An event can't just load another event without a choice.
The third possible event has problems in the choices. In the first choice, you placed the autoReward and modifyPursuit, but those have to go inside an event. You need to replace that <event/> with an actual event that includes the autoReward and modifyPursuit. In the second choice, you included two events, so the second one will overwrite the first one, which will just cause the event to end.
Here is this eventList corrected: (assuming I don't make another mistake or typo)
Code: Select all
<eventList name="WORMHOLE_COLLECTION">
<event>
<text>As you are waiting, your scanners pick something up. Get ready to grab it!</text>
<choice hidden="true">
<text>Continue...</text>
<event load="WORMHOLE_GRAB_ITEM"/>
</choice>
</event>
<event>
<text>After a while with nothing showing up, you decide you may want to leave before the fleet catches up.</text>
<choice hidden="true">
<text>Continue...</text>
<event load="WORMHOLE_GRAB_ITEM_LEAVE"/>
</choice>
</event>
<event>
<text>You are passively scanning for objects, when a cluster of them show up. You try to grab some scrap from the cloud, but some hit your sensors. By the time they're repaired, the wormhole is gone.</text>
<choice>
<text>Grab some scrap and leave the area.</text>
<event>
<autoReward level="HIGH">scrap_only</autoReward>
<modifyPursuit amount="1"/>
</event>
</choice>
<choice hidden="true">
<text>Search for another wormhole.</text>
<event load="WORMHOLE_SEARCH"/>
</choice>
</event>
</eventList>
You still have more mistakes to find, but hopefully you learned something about events and choices here to help you find them.
Another thing I noticed near the end, you have the event looping on itself. You can't do that, because the game won't reuse an event that it already used in that current chain of events. I don't know the specifics of it, but I edited out what I previously said here because I was sleepy and theorizing, so I may have said some incorrect things.