Importing custom weapons into .ftl files
Posted: Fri Dec 06, 2013 7:00 pm
So I've been messing around with custom weapons for a while now and I don't know how to convert the new blueprints file into an .ftl file. So yeah...any help?
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<weaponBlueprint name="ION_TORPEDO">
<type>LASER</type>
<title>Proton Torpedo</title>
<short>Proton Torpedo</short>
<locked>1</locked>
<desc>Proton Torpedos deal heavy hull and ion damage at the cost of a missile.</desc>
<tooltip>Fires a single blast that does 2 ion damage and 2 hull damage. Uses missiles.</tooltip>
<damage>3</damage>
<ion>2</ion>
<missiles>1</missiles>
<speed>65</speed>
<shots>1</shots>
<sp>0</sp>
<fireChance>3</fireChance>
<breachChance>0</breachChance>
<cooldown>14</cooldown>
<power>3</power>
<cost>70</cost>
<bp>3</bp>
<rarity>3</rarity>
<image>ion_1_shot</image>
<explosion>explosion_small_ion</explosion>
<launchSounds>
<sound>ionShoot1</sound>
<sound>ionShoot2</sound>
<sound>ionShoot3</sound>
</launchSounds>
<hitShipSounds>
<sound>ionHit1</sound>
<sound>ionHit2</sound>
<sound>ionHit3</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>ionShields1</sound>
<sound>ionShields2</sound>
<sound>ionShields3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>ion_torpedo</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="LASER_ASSAULT"> <!-- 1 shot 1power-->
<type>LASER</type>
<title>Assault Laser Mark I</title>
<short>Assault Cannon</short>
<desc>Shield piercing laser that does heavy damage to systems.</desc>
<tooltip>Only one shot, damages systems and crew.</tooltip>
<damage>0</damage>
<sysDamage>1</sysDamage>
<persDamage>2</persDamage>
<shots>1</shots>
<sp>5</sp>
<fireChance>0</fireChance>
<breachChance>6</breachChance>
<cooldown>8</cooldown>
<speed>195</speed>
<power>1</power>
<cost>40</cost>
<bp>2</bp>
<rarity>0</rarity>
<image>laser_light1</image>
<launchSounds>
<sound>lightLaser1</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_1</weaponArt>
</weaponBlueprint>
<shipBlueprint name="PLAYER_SHIP_HARD" layout="Y-Wing Size" img="Y-Wing Size">
<class>One Man Fighter</class>
<name>Y-Wing</name>
<desc>The Y-Wing is a bulkier, stronger version of the X-Wing, built for bombing runs. Armed with Proton Torpedoes to spare and a powerful Assault Cannon, the Y-Wing is armed to the teeth.</desc>
<systemList>
<pilot power="1" room="0" start="true" img="room_pilot">
<slot>
<direction>right</direction>
<number>0</number>
</slot>
</pilot>
<doors power="2" room="1" start="true" img="room_doors"/>
<drones power="3" room="2" start="true" img="room_drones"/>
<sensors power="1" room="3" start="false" img="room_sensors"/>
<cloaking power="1" room="4" start="false" img="room_cloaking"/>
<medbay power="1" room="5" start="true" img="room_medbay">
<slot>
<number>-2</number>
</slot>
</medbay>
<oxygen power="1" room="6" start="true" img="room_oxygen"/>
<engines power="1" room="7" start="true" img="room_engines"/>
<weapons power="4" room="8" start="true" img="room_weapons">
<slot>
<direction>left</direction>
<number>0</number>
</slot>
</weapons>
</systemList>
<weaponSlots>4</weaponSlots>
<droneSlots>2</droneSlots>
<weaponList count="2" missiles="16">
<weapon name="LASER_ASSAULT"/>
<weapon name="ION_TORPEDO"/>
</weaponList>
<droneList count="2" drones="16">
<drone name="REPAIR"/>
<drone name="SHIP_REPAIR"/>
</droneList>
<health amount="30"/>
<maxPower amount="8"/>
<crewCount amount="2" class="human"/>
<aug name="AUTO_COOLDOWN"/>
<aug name="AUTO_COOLDOWN"/>
</shipBlueprint>
Yeah, that is the buggy weapon I'm talking about. I don't have the animation.xml file for the Proton Torpedo(never made one, that might be a problem. I do have the animation sheets though) but the Assault Cannon uses Basic Laser graphics so it should work fine.R4V3-0N wrote:I can't think of to many things at the moment... Do you have the Animation sheets for the weapon?
Sorry, I'm not that experienced to know what's wrong because from what you showed me I see no problem.
Edit: when that bugged weapon comes out (the basic laser with no name, Brocken recharge, and will cause a crash if used) usually pops up when a weapon that does not exist (or is patched in) is referenced in the ship weapons or a typo. But we clearly see you got the weapon blueprints with it.
Well, you don't need an animations.xml.append file if your weapns use the sprites and sheets already present in the original game. I don't think that's the problem.Kierany9 wrote:I don't have the animation.xml file for the Proton Torpedo(never made one, that might be a problem. I do have the animation sheets though) but the Assault Cannon uses Basic Laser graphics so it should work fine.