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Re: Introduce me to modding

Posted: Tue Apr 22, 2014 11:38 pm
by WhiteWeasel
Hey I want to make another weapon, anyone have the blueprints for beam weapons?

Re: Introduce me to modding

Posted: Wed Apr 23, 2014 1:54 am
by RAD-82
Copied from blueprints.xml

Code: Select all

<!--------------
	BEAM WEAPONS
 -------------->

<weaponBlueprint name="BEAM_1">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Mini Beam</title>
	<short>Mini Beam</short>
	<desc>Extremely cheap and weak beam weapon.</desc>
	<tooltip>One damage per room beam weapon</tooltip>
	<damage>1</damage>
	<sp>0</sp>
	<fireChance>1</fireChance>
	<breachChance>0</breachChance>
	<cooldown>12</cooldown>
	<speed>3</speed>
	<power>1</power>
	<cost>20</cost>
	<bp>2</bp>
	<rarity>0</rarity>
	<image>beam_contact</image>
	<length>45</length>
	<launchSounds>
		<sound>beam1</sound>
		<sound>beam1_2</sound>
	</launchSounds>
	<weaponArt>beam_1</weaponArt> 
	<iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="BEAM_LONG">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Pike Beam</title>
	<short>Pike Beam</short>
	<desc>Can cut across entire ships, assuming there's no shield to stop it.</desc>
	<tooltip>Beam weapon with extended line. 1 damage per room.</tooltip>
	<!--<desc>Power Req: 2    Can cut across an entire ship that has no shields, dealing 1 damage per room.</desc>-->
	<damage>1</damage>
	<sp>0</sp>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<speed>13</speed>
	<cooldown>16</cooldown>
	<power>2</power>
	<cost>55</cost> <!--was 60-->
	<bp>5</bp>
	<rarity>2</rarity>
	<image>beam_contact</image>
	<length>170</length>
	<launchSounds>
		<sound>beam1</sound>
		<sound>beam1_2</sound>
	</launchSounds>
	<weaponArt>beam_long</weaponArt> 
	<iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="BEAM_2">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Halberd Beam</title>
	<short>Halberd Beam</short>
	<desc>Slow but reliably powerful standard beam weapon.</desc>
	<tooltip>Beam weapon, 2 damage per room.</tooltip>
	<!--<desc>Power Req: 3    A powerful but slow beam that deals 2 damage in a short line with a low chance of breaches.</desc>-->
	<damage>2</damage>
	<sp>0</sp>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>17</cooldown>
	<power>3</power>
	<cost>65</cost> <!--was 70-->
	<bp>7</bp>
	<rarity>2</rarity>
	<length>80</length>
	<image>beam_contact</image>
	<launchSounds>
		<sound>beam2</sound>
	</launchSounds>
	<weaponArt>beam_2</weaponArt> 
	<iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="BEAM_3">
	<type>BEAM</type>
	<title>Glaive Beam</title>
	<short>Glaive Beam</short>
	<tip>tip_beams</tip>
	<desc>One of the most powerful weapons of war ever created. Known to take out some ships in a single blast.</desc>
	<tooltip>Large beam that does 3 damage per room.</tooltip>
	<!--<desc>Power Req: 4    A very powerful beam weapon that cuts through ships like butter.   Deals 3 damage in a line.</desc>-->
	<damage>3</damage>
	<sp>0</sp>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>25</cooldown>
	<power>4</power>
	<cost>95</cost> <!--was 120-->
	<bp>12</bp>
	<rarity>5</rarity>
	<length>80</length>
	<image>beam_contact</image>
	<launchSounds>
		<sound>beam2</sound>
	</launchSounds>
	<weaponArt>beam_3</weaponArt> 
	<iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="BEAM_FIRE">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Fire Beam</title>   <!-- Induction beam? -->
	<short>Fire Beam</short>
	<desc>This terrifying beam does no physical damage but ignites fires.</desc>
	<tooltip>Beam weapon that starts fires.</tooltip>
	<!--<desc>Power Req: 2    A beam weapon that does 1 damage and starts fires in a line if the enemy has no shields.</desc>-->
	<damage>0</damage>
	<sp>0</sp>
	<fireChance>8</fireChance>
	<breachChance>0</breachChance>
	<cooldown>20</cooldown>
	<power>2</power>
	<cost>50</cost> <!--was 70-->
	<bp>6</bp>
	<rarity>3</rarity>
	<length>140</length>
	<image>beam_contact</image>
	<launchSounds>
		<sound>beam2</sound>
	</launchSounds>
	<weaponArt>beam_fire</weaponArt> 
	<iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="BEAM_BIO">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Anti-Bio Beam</title> 
	<short>Anti-Bio Beam</short>
	<desc>This terrifying beam does no physical damage but rips through organic material, dealing heavy damage to crewmembers.</desc>
	<tooltip>2 power beam weapon that greatly damages enemy crew.</tooltip>
	<!--<desc>Power Req: 2    A beam weapon that does 1 damage and starts fires in a line if the enemy has no shields.</desc>-->
	<damage>0</damage>
	<persDamage>4</persDamage>
	<sp>0</sp>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>16</cooldown>
	<color> <!-- Color only works for beams -->
		<r>255</r>
		<g>110</g>
		<b>0</b>
	</color>
	<speed>13</speed>
	<power>2</power>
	<cost>50</cost>
	<bp>6</bp>
	<rarity>5</rarity>
	<length>140</length>
	<image>beam_contact</image>
	<launchSounds>
		<sound>beam2</sound>
	</launchSounds>
	<weaponArt>beam_bio</weaponArt> 
	<iconImage>beam</iconImage>
</weaponBlueprint>

<weaponBlueprint name="BEAM_HULL">
	<type>BEAM</type>
	<tip>tip_beams</tip>
	<title>Hull Beam</title>
	<short>Hull Beam</short>
	<tip>tip_hull</tip>
	<desc>This beam is most powerful when targeting large, empty sections of hull.</desc>
	<tooltip>Beam weapon; 1 damage; 2x damage in systemless rooms.</tooltip>
	<!--<desc>Power Req: 3  Fires a beam that deals 1 damage to rooms with a system or subsystem and double damage to rooms without either.</desc>-->
	<damage>1</damage>
	<sp>0</sp>
	<fireChance>0</fireChance>
	<breachChance>0</breachChance>
	<cooldown>14</cooldown>
	<hullBust>1</hullBust>
	<power>2</power>
	<cost>70</cost>
	<bp>8</bp>
	<rarity>3</rarity>
	<image>beam_contact</image>
	<length>100</length>
	<launchSounds>
		<sound>beam1</sound>
		<sound>beam1_2</sound>
	</launchSounds>
	<weaponArt>beam_hull</weaponArt> 
	<iconImage>beamH</iconImage>
</weaponBlueprint>

Re: Introduce me to modding

Posted: Wed Apr 23, 2014 3:07 am
by WhiteWeasel
RAD-82 wrote:Copied from blueprints.xml
Thanks man, BTW can you make that kestral you sent me have one F.R. laser and one Basic or Dual laser? Yeah, it's weak combo, but that's to balance the fact once you get the shield down, the F.R. laser becomes a mini-vulcan.

Re: Introduce me to modding

Posted: Wed Apr 23, 2014 3:41 am
by RAD-82
You can try this. I can't always test things to see if I did it right. It should have a basic laser, if I properly removed the Artemis and Burst Laser II.

edit (April 25, 2014): Received message, "Sorry, the board attachment quota has been reached." Removed this file which should no longer be needed to see if it helps any.

Re: Introduce me to modding

Posted: Wed Apr 23, 2014 11:43 pm
by WhiteWeasel
RAD-82 wrote:You can try this. I can't always test things to see if I did it right. It should have a basic laser, if I properly removed the Artemis and Burst Laser II.
Same error as last time, does not append.

Re: Introduce me to modding

Posted: Thu Apr 24, 2014 1:51 am
by RAD-82
Instead of trying to remove the weapons and add the new ones, I just tried to overwrite them this time.
FRL.zip
Since you quoted my last post, I assume this is what you were referring to. Maybe you were talking about your new beam weapon and you just confused me by not being very clear...

Re: Introduce me to modding

Posted: Thu Apr 24, 2014 2:14 am
by WhiteWeasel
RAD-82 wrote:Instead of trying to remove the weapons and add the new ones, I just tried to overwrite them this time.
FRL.zip
Since you quoted my last post, I assume this is what you were referring to. Maybe you were talking about your new beam weapon and you just confused me by not being very clear...
I mean the FR mod, when I download that FRL file do I rename it to (whatever).ftl or do I take out the blueprints.xml.append and rename that?

Re: Introduce me to modding

Posted: Thu Apr 24, 2014 5:35 am
by RAD-82
WhiteWeasel wrote:rename it to (whatever).ftl
Sorry, I forgot to specify that. I figured it would be obvious that you do the same thing you did the first time, so I didn't bother to say it again. I did say to rename to .ftl on the newest upload, although I guess I should be more specific and say to change the .zip to .ftl so you don't try to change the .append that is inside to .ftl. :mrgreen:

Re: Introduce me to modding

Posted: Thu Apr 24, 2014 10:19 pm
by WhiteWeasel
Spotted at the store!
Image

Also On that kestral, I swapped out on the basic laser for a mini beam, because it really sucked.

Re: Introduce me to modding

Posted: Fri Apr 25, 2014 11:32 pm
by WhiteWeasel