Question: Systems and Multiple Rooms
Posted: Mon Apr 28, 2014 9:30 am
To get the saved game editor working, I need to know how FTL treats a system mapped to multiple rooms.
How does that work in AE now?
How did it work before?
From the AE saved game format, it looks like every system room gets its own capacity, power from reserve, power from battery, ionization, damage, repair, capacity limits, and hacked state. But I'm guessing some of that's applied to the system as a whole and copied to all the rooms.
Every artillery can have its own weapon (which was not the case in 1.03.3)...
Clonebay, shields, cloak, and battery have special extended info stored separately, probably only once. Artillery's extended info appears in yet another place - multiple times for the boss - to track each weapon's stats (cooldown, etc). Extended system info was not saved in 1.03.3.
Mod idea: Hacking and Mind Control are near Artillery at the end of the file; dunno if they can be pluralized.
If you CAN pluralize Mind Control (and if the GUI permits), I imagine each room could addle an additional crew. However, that system's extended info only tracks its own effect duration (not who it targeted). Being 'mind controlled' is merely a T/F property of crew, so when any one of the rooms wears off, it'd probably wake up ALL the crew.
The Hacking extended info is more elaborate. An instance of that has bunch of numbers and its own drone (hardcoded to use the DRONE_HACKING droneBlueprint).
Previously, I used a one-system-one-room model with a special case for artillery. I'd like to get this right so exotic ships don't get left out.
Btw, can a system appear in a single room several times? *shudder*
How does that work in AE now?
How did it work before?
From the AE saved game format, it looks like every system room gets its own capacity, power from reserve, power from battery, ionization, damage, repair, capacity limits, and hacked state. But I'm guessing some of that's applied to the system as a whole and copied to all the rooms.
Every artillery can have its own weapon (which was not the case in 1.03.3)...
Clonebay, shields, cloak, and battery have special extended info stored separately, probably only once. Artillery's extended info appears in yet another place - multiple times for the boss - to track each weapon's stats (cooldown, etc). Extended system info was not saved in 1.03.3.
Mod idea: Hacking and Mind Control are near Artillery at the end of the file; dunno if they can be pluralized.
If you CAN pluralize Mind Control (and if the GUI permits), I imagine each room could addle an additional crew. However, that system's extended info only tracks its own effect duration (not who it targeted). Being 'mind controlled' is merely a T/F property of crew, so when any one of the rooms wears off, it'd probably wake up ALL the crew.
The Hacking extended info is more elaborate. An instance of that has bunch of numbers and its own drone (hardcoded to use the DRONE_HACKING droneBlueprint).
Previously, I used a one-system-one-room model with a special case for artillery. I'd like to get this right so exotic ships don't get left out.

Btw, can a system appear in a single room several times? *shudder*