Introduce me to modding

Discuss and distribute tools and methods for modding. Moderator - Grognak
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TaxiService
Posts: 204
Joined: Mon Dec 23, 2013 6:04 pm

Re: Introduce me to modding

Post by TaxiService »

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.
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WhiteWeasel
Posts: 248
Joined: Sun Apr 13, 2014 4:36 am

Re: Introduce me to modding

Post by WhiteWeasel »

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.
Ok I'll look into doing that this weekend. The weapon art tag? You mean this?
<weaponArt>laser_burst_1</weaponArt> <!-- #essential -->
R4V3-0N wrote: The devs will not make any tools for us or remove hard coding.
Also what do you mean by hard coding?
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RAD-82
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Joined: Sat Nov 09, 2013 12:16 am

Re: Introduce me to modding

Post by RAD-82 »

TaxiService wrote:If i recall correctly, <iconImage> is for the projectile's explosion animation
You are thinking of <explosion>.

<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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Junkyard has FTL mods, mostly ships and a few other things.
WhiteWeasel
Posts: 248
Joined: Sun Apr 13, 2014 4:36 am

Re: Introduce me to modding

Post by WhiteWeasel »

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?

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>
Ummm, what was that you were saying about not being able to make custom augments?
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RAD-82
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Re: Introduce me to modding

Post by RAD-82 »

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?
Looks fine to me. You put it in a blueprints.xml.append file.
WhiteWeasel wrote:Ummm, what was that you were saying about not being able to make custom augments?
http://i.imgur.com/huq7Vrp.png
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.
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Junkyard has FTL mods, mostly ships and a few other things.
WhiteWeasel
Posts: 248
Joined: Sun Apr 13, 2014 4:36 am

Re: Introduce me to modding

Post by WhiteWeasel »

RAD-82 wrote:
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?
Looks fine to me. You put it in a blueprints.xml.append file.
Now what do I put in the animations.xml.append file?
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RAD-82
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Re: Introduce me to modding

Post by RAD-82 »

WhiteWeasel wrote:Now what do I put in the animations.xml.append file?
Nothing. You are using animations that are already in the game.
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Junkyard has FTL mods, mostly ships and a few other things.
WhiteWeasel
Posts: 248
Joined: Sun Apr 13, 2014 4:36 am

Re: Introduce me to modding

Post by WhiteWeasel »

RAD-82 wrote:
WhiteWeasel wrote:Now what do I put in the animations.xml.append file?
Nothing. You are using animations that are already in the game.
Ok, just one more thing, where do I put my weapon file in the FTL file?
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kartoFlane
Posts: 1488
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Re: Introduce me to modding

Post by kartoFlane »

.ftl files mirror the game's archives' internal structure. So your .ftl file is supposed to look like this, for example:

Code: Select all

my_mod.ftl
|- data/
   |- animations.xml.append
   |- blueprints.xml.append
|- img/
   |- weapons/
      |- example_sprite8.png
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.
Superluminal2 - a ship editor for FTL
WhiteWeasel
Posts: 248
Joined: Sun Apr 13, 2014 4:36 am

Re: Introduce me to modding

Post by WhiteWeasel »

kartoFlane wrote:.ftl files mirror the game's archives' internal structure. So your .ftl file is supposed to look like this, for example:

Code: Select all

my_mod.ftl
|- data/
   |- animations.xml.append
   |- blueprints.xml.append
|- img/
   |- weapons/
      |- example_sprite8.png
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.
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?
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