Re: [Question] Is it possible to make a "damaged" ship?
Posted: Wed Apr 08, 2015 4:15 am
If you set a 'hidden' event trigger with a basic requirement (Engines 1, for instance), the 'Continue' option will not appear on that specific event.
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I feel like there is an element of code that determines current hull that I am forgetting. You could also give them a dummy augment named "Damaged Hull" or "Challenge Mode" that triggers the events.TheFallenAngel359 wrote:So I could basically code an event like this:
Statement
- Blue Option (Basic System) -> Continue
- Blue Option (Specific Augment) -> Continue -> Damage
But for only the second option to appear, I'd have to forgo a system that is included on every ship in the game when it starts (excluding Piloting and Engines, as both are needed) except for the ship that I want to take damage. So either Weapons or Oxygen will have to go... I guess I could make an all-Lanius ship that has been improperly salvaged or something. Unless I'm forgetting something here.
Code: Select all
<event name="{event name}">
<text>{event text}</text>
<choice req="{requirement}">
<text>{choice text}</text>
<event>
{event stuff}
</event>
</choice>
</event>This hidden thing prevents rewards and other various things from appearing on a choice, so you don't know the outcome before you select it. It does not make a choice not appear. Any ship with an engine would see the choice in this example.English Narwhal wrote:If you set a 'hidden' event trigger with a basic requirement (Engines 1, for instance), the 'Continue' option will not appear on that specific event.
I meant to indicate a 'blue' event trigger rather than hidden. It's been a while/RAD-82 wrote:I feel like people are making this out to be harder than it actually is.
That is a forced blue option. If the requirement isn't met, the game will place a default continue option that will end the event since there are no other choices available.Code: Select all
<event name="{event name}"> <text>{event text}</text> <choice req="{requirement}"> <text>{choice text}</text> <event> {event stuff} </event> </choice> </event>
This hidden thing prevents rewards and other various things from appearing on a choice, so you don't know the outcome before you select it. It does not make a choice not appear. Any ship with an engine would see the choice in this example.English Narwhal wrote:If you set a 'hidden' event trigger with a basic requirement (Engines 1, for instance), the 'Continue' option will not appear on that specific event.
Don't think so. There used to be the ability to make rooms that didn't have any tiles, but AE changed that.TheFallenAngel359 wrote:On a not-so-similar note, is it possible to create a weapon that you cannot target a specific room with (like the Artillery Beam)?