http://www.ftlgame.com/forum/viewtopic.php?f=12&t=17122
Then I patched the mod in and started playing, but I could not find it in stores, even with rarity 1. It's either a bug or RNG, but I decided to add the weapon to the Kestral's starting loadout.
I added the code from the weapon creating guide to the weapon blueprints, and slightly modified it as I was also playing with Captain's Edition and CE Player Ships Addon mods. I couldn't get it to work, and the Kestral still had the weapons from CE.
I tried to modify the CE Player Ships Addon instead, doing the same thing I did with my weapon blueprint, except in the CEPS.ftl file.
This time, however, it went worse. Neither CEPS, nor my weapon couldn't work.
I uploaded both .ftl files. I hope this is not against the rules, but here they are:
My .ftl file: http://www.mediafire.com/download/zpo5o ... _laser.ftl
Modified CEPS .ftl file: http://www.mediafire.com/download/lczm0 ... dified.ftl
So, here is the code for the weapon:
Code: Select all
<weaponBlueprint name="LASER_RAPID">
<type>LASER</type>
<title>"Havoc" Rapid Fire Laser</title>
<short>Havoc Laser</short>
<desc>Equipped to Rebel Cruisers as an anti-fighter weapon, this supercharged laser fires very rapidly. </desc>
<tooltip>1 shot, 1 damage, incredibly fast cooldown. Can't start fires or breach hulls.</tooltip>
<damage>1</damage>
<shots>1</shots>
<sp>0</sp>
<fireChance>0</fireChance>
<breachChance>0</breachChance>
<cooldown>1</cooldown>
<power>3</power>
<cost>65</cost>
<bp>2</bp>
<rarity>1</rarity>
<image>laser_light1</image>
<launchSounds>
<sound>OHMYGODWHATASOUNDOMG</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>
<weaponArt>laser_burst_rapid</weaponArt>
</weaponBlueprint>
Code: Select all
<!-- THE KESTREL -->
<!-- LAYOUT = DEFAULT -->
<!-- SHIP ID = 0 -->
<shipBlueprint name="PLAYER_SHIP_HARD" layout="kestral" img="kestral">
<class>Kestrel Cruiser</class>
<name>The Kestrel</name>
<desc>This class of ship was decommissioned from Federation service years ago. After a number of refits and updating this classic ship is ready for battle.</desc>
<systemList>
<pilot power="1" room="0" start="true" img="room_pilot">
<slot>
<direction>right</direction>
<number>0</number>
</slot>
</pilot>
<doors power="1" room="2" start="true" img="room_doors"/>
<sensors power="1" room="3" start="true" img="room_sensors"/>
<medbay power="1" room="4" start="true" img="room_medbay">
<slot>
<number>1</number>
</slot>
</medbay>
<oxygen power="1" room="13" start="true" img="room_oxygen"/>
<shields power="2" room="5" start="true" img="room_shields"/>
<engines power="2" room="14" start="true" img="room_engines"/>
<weapons power="4" room="10" start="true" img="room_weapons"/>
<drones power="2" room="1" start="false"/>
<teleporter power="1" room="15" start="false"/>
<cloaking power="1" room="8" start="false"/>
</systemList>
<weaponSlots>4</weaponSlots>
<droneSlots>2</droneSlots>
<weaponList count="1" missiles="8">
<weapon name="LASER_RAPID"/>
</weaponList>
<aug name="TE_GOODS_CIVILIAN_CONSUMER"/>
<health amount="30"/>
<maxPower amount ="9"/>
<crewCount amount = "3" class="human"/>
</shipBlueprint>