Re: Introduce me to modding
Posted: Thu Apr 17, 2014 1:57 pm
Unlike ships, you can make a weapon that won't replace another.
<weaponBlueprint name="LASER_BURST_1">
you can make the name what ever you want, this is what your weapon is recognized as, so make sure it doesn't clash with other weapons.
<type>LASER</type>
the type of weapon
MISSILE is a thing that comes out of your weapon, travels across to the enemy. Defense drone 1's can shoot it down
LASER is like missile but defense drone iI's are required to kill it.
BEAM is well beam.
BOMB is well bomb.
BLAST is weapon that can iht randomly in an area (flak mk I, flak mk II, swarm missiles, 3 good examples, AE stuff)
that's all that I'm aware of for weapons
<title>Defense Laser Mark I</title>
It's full name
<short>Basic Laser</short>
it's short name
<desc>Very weak laser.</desc>
It's description
<tooltip>Only one shot, one damage per shot.</tooltip>
in game tooltip
<damage>1</damage>
"Regular" damage.
<shots>1</shots>
how many shots it fires
<sp>0</sp>
Shield piercing, how many layers of shields it will pierce (no need for bombs), 1 = can pierce 1 shield (like heavy pierce 1 and crystal weapons), set it to 5 for all shields pierce (some enemies in game on normal and hard have 5 shields)
<fireChance>1</fireChance>
<breachChance>0</breachChance>
Chance of fire and breach.
0 = nope
1 = low
5 = high (I think 5 is highest value for it)
<cooldown>10</cooldown>
it's cool down time to next time it shoots again
<power>1</power>
how much power is required (0 doesn't work, 5+ goes of the ui boxes and stuff)
<cost>20</cost>
how much it costs in stores (sell price is 50%)
<bp>2</bp>
This value means nothing, originally was for a function not in game to select your own starting weapons.
<rarity>0</rarity>
how often you use it on enemies , stores, and possible random loot.
0 = not in stores/ random loot
1 = common
5 = rare
<image>laser_light1</image>
which image it uses (projectile)
<launchSounds>
<sound>lightLaser1</sound>
<sound>lightLaser2</sound>
<sound>lightLaser3</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
sounds
<weaponArt>laser_burst_1</weaponArt>
the image of the weapon
Other values are...
<stunChance>1</stunChance>
(when AE mode is turned on) chance of it being stunned. 1 = low, 5 = high
<missiles>1</missiles>
how much ammo a weapon takes. (meaning you CAN have ammo-less missiles and bombs... or lasers that costed ammo)
<hullBust>1</hullBust>
I forgot at this very momment. but it is a value for 'hull crusher' weapons.
<persDamage>4</persDamage>
how much damage it does to people. (warning ,4 is like 50% of normal people health, 4 is the anti bio beam pers damage)
<sysDamage>2</sysDamage>
how much damage it only does to system and not hull, (having 2 normal damage and negative 1 system will make it do 2 hull damage but 1 system damage)
<ion>1</ion>
Ion damage. (warning, buggy with weapons and creates weird resaults)
<lockdown>1</lockdown>
lock down effect. (crystal thingy)
<explosion>explosion_lockdown</explosion>
relates to the lockdown? (forgot)
<radius>42</radius>
for BLAST weapons radius of where hits will occur. (I think 25 is 1 tile long)
And a few other stuff. (I think there is a <length> for beam, something like that, like radius but it's for beam length)
That should cover it up nicely I think...
So yea, change the name of the weapon to make it unique and stuff.
Remember to do the animations and stuff.
<weaponBlueprint name="LASER_BURST_1">
you can make the name what ever you want, this is what your weapon is recognized as, so make sure it doesn't clash with other weapons.
<type>LASER</type>
the type of weapon
MISSILE is a thing that comes out of your weapon, travels across to the enemy. Defense drone 1's can shoot it down
LASER is like missile but defense drone iI's are required to kill it.
BEAM is well beam.
BOMB is well bomb.
BLAST is weapon that can iht randomly in an area (flak mk I, flak mk II, swarm missiles, 3 good examples, AE stuff)
that's all that I'm aware of for weapons
<title>Defense Laser Mark I</title>
It's full name
<short>Basic Laser</short>
it's short name
<desc>Very weak laser.</desc>
It's description
<tooltip>Only one shot, one damage per shot.</tooltip>
in game tooltip
<damage>1</damage>
"Regular" damage.
<shots>1</shots>
how many shots it fires
<sp>0</sp>
Shield piercing, how many layers of shields it will pierce (no need for bombs), 1 = can pierce 1 shield (like heavy pierce 1 and crystal weapons), set it to 5 for all shields pierce (some enemies in game on normal and hard have 5 shields)
<fireChance>1</fireChance>
<breachChance>0</breachChance>
Chance of fire and breach.
0 = nope
1 = low
5 = high (I think 5 is highest value for it)
<cooldown>10</cooldown>
it's cool down time to next time it shoots again
<power>1</power>
how much power is required (0 doesn't work, 5+ goes of the ui boxes and stuff)
<cost>20</cost>
how much it costs in stores (sell price is 50%)
<bp>2</bp>
This value means nothing, originally was for a function not in game to select your own starting weapons.
<rarity>0</rarity>
how often you use it on enemies , stores, and possible random loot.
0 = not in stores/ random loot
1 = common
5 = rare
<image>laser_light1</image>
which image it uses (projectile)
<launchSounds>
<sound>lightLaser1</sound>
<sound>lightLaser2</sound>
<sound>lightLaser3</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull2</sound>
<sound>hitHull3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
sounds
<weaponArt>laser_burst_1</weaponArt>
the image of the weapon
Other values are...
<stunChance>1</stunChance>
(when AE mode is turned on) chance of it being stunned. 1 = low, 5 = high
<missiles>1</missiles>
how much ammo a weapon takes. (meaning you CAN have ammo-less missiles and bombs... or lasers that costed ammo)
<hullBust>1</hullBust>
I forgot at this very momment. but it is a value for 'hull crusher' weapons.
<persDamage>4</persDamage>
how much damage it does to people. (warning ,4 is like 50% of normal people health, 4 is the anti bio beam pers damage)
<sysDamage>2</sysDamage>
how much damage it only does to system and not hull, (having 2 normal damage and negative 1 system will make it do 2 hull damage but 1 system damage)
<ion>1</ion>
Ion damage. (warning, buggy with weapons and creates weird resaults)
<lockdown>1</lockdown>
lock down effect. (crystal thingy)
<explosion>explosion_lockdown</explosion>
relates to the lockdown? (forgot)
<radius>42</radius>
for BLAST weapons radius of where hits will occur. (I think 25 is 1 tile long)
And a few other stuff. (I think there is a <length> for beam, something like that, like radius but it's for beam length)
That should cover it up nicely I think...
So yea, change the name of the weapon to make it unique and stuff.
Remember to do the animations and stuff.