I've been trying to make two things for my FTL mod;
1. An enemy ship (The rebel auto destroyer, a powerful version of auto assault)
2. An event in which you find one, and can battle it as well as many other options.
I've followed this tutorial: https://docs.google.com/document/pub?id ... mzX32GB-Dw but it's still not working. If you want my code it's here.
Code: Select all
<eventlist name="ADVANCED_AI">
<event load="REBEL_DESTROYER"/>
<event load="DECOY_DESTROYER"/>
</eventlist>
<event name="REBEL_DESTROYER">
<text>You've run into an Automated Rebel Destroyer! You stare at it's complex structure in awe, but it fires a warning shot!</text>
<choice>
<text>Go closer to the ship</text>
<event load="REBEL_DESTROYER_EXPLORE_RESULTS"/>
</choice>
<choice>
<text>Back away</text>
<event>
<text>You slowly back away from the Destroyer and it eventually loses interest in you.</text>
</event>
<event>
<text>You slowly back away from the Destroyer but it chases after you. Prepare to fight.</text>
<ship load="AUTO" hostile="true"/>
<event>
<text>You slowly back away from the Destroyer and it FTLS away. Let's hope it didn't contact the Rebels.</text>
<event load="REBEL_DESTROYER_ESCAPE"/>
</event>
</choice>
</event>
<event name="DECOY_DESTROYER">
<text planet="NONE">You arrive upon a beacon with signals you believed were an Automated Rebel Destroyer, but all you find is empty space. Beautiful empty space however.</text>
</event>
<eventlist name="REBEL_DESTROYER_ESCAPE">
<event>
<modifyPursuit amount="0" />
</event>
<event>
<modifyPursuit amount="1" />
</event>
<event>
<modifyPursuit amount="2" />
</event>
<event>
<modifyPursuit amount="-1" />
</event>
<event>
<modifyPursuit amount="-2" />
</event>
</eventlist>
<eventlist name="REBEL_DESTROYER_EXPLORE_RESULTS">
<event>
<text>On closer inspection it turns out the Destroyer's been long deactivated. The shot was just a malfunction. You decide to take the weapon and some scrap.</text>
<autoReward level="MED">scrap_only</autoReward>
<weapon name="RANDOM"/>
</event>
<event>
<text>On closer inspection it turns out the Destroyer's been long deactivated. The shot was just a malfunction. After looking inside you find a broken Engi. After long thinking you decide to reassemble it.</text>
<crewMember amount="1" class="engi"/>
</event>
<event>
<text>When you go closer to the ship it's hit by an asteroid and it suddenly turns on again! You prepare to fight the Destroyer!
<ship load="AUTO" hostile="true"/>
<environment type="asteroid" />
</event>
<event>
<text>When you go closer to the ship it's hit by an asteroid and it suddenly turns on again! But the pressure from the hit is too much and it blows up, leaving Debris and a weapon floating near your ship.
<autoReward level="HIGH">scrap_only</autoReward>
<autoReward level="HIGH">fuel_only</autoReward>
<weapon name="RANDOM"/>
</event>
</eventlist>