Re: [Modding] R&D and current findings
Posted: Tue Sep 25, 2012 9:29 pm
Using _PIRATE in blueprints can cause problems; there seems to be some hard-coded significance to that particular word. Annoying.
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What problems?Whale Cancer wrote:Using _PIRATE in blueprints can cause problems; there seems to be some hard-coded significance to that particular word. Annoying.
I dont want systems though... I want an event that lets me remove specific weapons from the ship (ie the artemis missiles)swixel wrote:String reference in the binary at 0x006A52EB into the RAM on load: "STATUS_POD". (Augments are all referenced in the string table like this.) It's used at 0x000755F5, where it's used to check if the ship has the augment, and it's subsequently removed before a crystal crew member is offered. (For those who've done the quest, this all sounds a bit familiar ...)Icehawk78 wrote:It appears to be hardcoded. Nothing in the event files indicates removal of anything.buzzyrecky wrote:well can you explain how the removal of the damaged stasis pod?
Not that I'm looking at the XML, but the events seem to add augments, this example adds the STASIS_POD:They're augments, not systems though (as Icehawk said); the systems themselves are tied to blueprints and "store clicks" (there's a GUI class for this). Presently there's no direct link between an event and systems -- or if there is some wicked compiler optimisation is hiding it very well. Augments, sure (as we can see).Code: Select all
<event> <text>text goes here</text> <augment name="STASIS_POD"/> <autoReward level="LOW">scrap_only</autoReward> </event>
I assume he was mentioning the systems because I was asking about them. Either way, it doesn't sound like removal is (easily) moddable, one way or another.buzzyrecky wrote:I dont want systems though... I want an event that lets me remove specific weapons from the ship (ie the artemis missiles)
Well, yeah, but the weapons are handled through the WeaponSystem (i.e. weapons room) too, and we can't interact with systems. Sorry, I'm not following who said what as closely as I probably should in this thread ...Icehawk78 wrote:I assume he was mentioning the systems because I was asking about them. Either way, it doesn't sound like removal is (easily) moddable, one way or another.buzzyrecky wrote:I dont want systems though... I want an event that lets me remove specific weapons from the ship (ie the artemis missiles)
o.O I can't see any hardcoded pirate stuff. I think, as you suggest, they're carbon copies. My fear is there's something in the XML (which I've barely touched) which is being used to generate them based on the sectors -- pirates just being generic. I may have missed it when I blitzed through the ship/system stuff, but still ... seems unlikely.father_walker wrote:From what I gather, Pirate ships are carbon copies of ships used by other factions. Apart from different sprites and mother list of ships used by pirates, there's no other trace of them in the xml files. So yeah, Pirate stuff seems hardcoded to some degree.
Code: Select all
<blueprintList name="SHIPS_PIRATE">
<name>JELLY_BUTTON</name>
<name>JELLY_CROISSANT</name>
…
<name>ZOLTAN_FIGHTER</name>
<name>ZOLTAN_BOMBER</name>
</blueprintList>
And that's ... fantastic. Except that SHIPS_PIRATE isn't in the string table; SHIPS_REBEL is, but that's rebels. Which is also used for something related ...chronial wrote:There must be something hardcoded. The Pirateships are defined like this:These are the names of the normal ships. There is nothing to explain the different skin for the pirate ships in the xml.Code: Select all
<blueprintList name="SHIPS_PIRATE"> <name>JELLY_BUTTON</name> <name>JELLY_CROISSANT</name> … <name>ZOLTAN_FIGHTER</name> <name>ZOLTAN_BOMBER</name> </blueprintList>
Code: Select all
<ship name="PIRATE_SLAVER" auto_blueprint="SHIPS_PIRATE">