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@ OP_WEAPONS.ftl:
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~ This mod doesn't append. It clobbers.
FTL itself can tolerate lots of XML typos and still run. But malformed XML may break tools that do proper parsing, and it hinders the development of new tools.
Since v1.2, Slipstream will try to parse XML while patching: first strictly, then failing over to a sloppy parser. The sloppy parser will tolerate similar errors, at the risk of unforseen behavior, so satisfying the strict parser is advised.
And this is the code for my mod: (blueprints.xml.append)
Code: Select all
<weaponBlueprint name="LASER_RAPID_1"> <!-- #essential -->
<type>LASER</type> <!-- #essential -->
<title>"Spock" Advanced Laser Cannon</title> <!-- #essential -->
<short>Spock Laser</short> <!-- #essential -->
<desc>Incredibly impressive weapon, firing ten shots doing 4 damage each.</desc> <!-- #essential -->
<tooltip>Ten shots, four damage per shot.</tooltip> <!-- #essential -->
<damage>4</damage>
<ion>4</ion>
<sysDamage>10</sysDamage>
<persDamage>75</persDamage>
<shots>10</shots> <!-- #essential if its a Laser weapon-->
<sp>5</sp>
<fireChance>10</fireChance>
<breachChance>10</breachChance>
<speed>10</speed>
<cooldown>1</cooldown> <!-- #essential -->
<power>1</power> <!-- #essential -->
<cost>20</cost> <!-- #essential -->
<bp>2</bp>
<rarity>1</rarity> <!-- #essential -->
<image>laser_light1</image> <!-- #essential -->
<launchSounds> <!-- #essential -->
<sound>lightLaser1</sound>
<sound>lightLaser2</sound>
<sound>lightLaser3</sound>
</launchSounds>
<hitShipSounds> <!-- #essential -->
<sound>hitHull2</sound>
<sound>hitHull3</sound>
</hitShipSounds>
<hitShieldSounds> <!-- #essential -->
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds> <!-- #essential -->
<sound>miss</sound>
</missSounds>
<weaponArt>laser_burst_1</weaponArt> <!-- #essential -->
</weaponBlueprint>
<!-- 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="3" 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="2" missiles="8">
<weapon name="LASER_RAPID_1"/>
<weapon name="LASER_RAPID_1"/>
<weapon name="LASER_RAPID_1"/>
<weapon name="LASER_RAPID_1"/>
</weaponList>
<health amount="30"/>
<maxPower amount ="8"/>
<crewCount amount = "3" class="human"/>
</shipBlueprint>
