Saobie wrote:Well, id rather not make 8 more posts unless i actually need help. Is there a chance you could have him comment here?
...and I'd rather comment here. why? 'cause my private message folder is full...
I'll preface by saying while those event tutorials are old, event structure has stayed the same. most of the info on CaptainShooby's tutorial still works, except disregard Step 1 where it talks about step 1.
http://ftlwiki.com/wiki/Events_file_structure is a good resource though slightly outdated by a few things AE added on what all the possible XML tags are and what they mean.
in general, looking at vanilla FTL's files and tracing through them are always good to look at, but without any explanations it may be confusing...
oh, and I'll also say another thing about discord. it may be 30x easier if I explained this via Discord's voice chat, I've got a mic. if this is at all something you'd be interested in give me a discord invite link or something. I've known forum chat to be slow and unreliable when it comes to talking to someone which is exactly where Discord excels.
uh... so I can either try and explain how you'd go about doing this, or I can come up with some event template provided you send the custom enemy ship stuff here (or by pm), then I'll see if I can come up with anything. for now, I'll just write down some of my initial answers to your questions... are what you asked possible, and if so how would one go about doing them? (again, how much sense they'll make will vary on how much info you know about event structure, if any)
Saobie wrote:How to make my event show up only in Uncharted Nebulas?
add it as a possible event in the Uncharted Nebula sector in sector_data.xml
Saobie wrote:[How to make my event show up] only on Nebula nodes?
prefix the name of the event with "NEBULA_". The game files indicate you need this in order to get a nebula. pretty sure you need to specify <environment type="nebula" /> as well in the event.
Saobie wrote:Have the event be rare?
just add just 1 event to the sector in sector_data.xml, should be rare enough, and have the start event have the attribute, unique="true"
Saobie wrote:Have the event feature my custom enemy ship?
uh... so you'll need the <event> to load something like <ship load="MY_SHIP" hostile="true" /> tag, which specifies the name of a <ship> tag. this <ship> tag has an attribute "auto_blueprint" which specifies some ship data in autoBlueprints.xml.append, which details the ship's systems, what the name of its layout data files and image is. sounds confusing, but that carries for all of this modding, when in reality it isn't, it just needs to be explained. once you see how it works, trust me, you'll get the swing of things...
Saobie wrote:Have the event feature custom dialogue that includes more options if the player has cloaking?
yep, you can check for level 1, 2, 3 in cloaking just like vanilla events do
Saobie wrote:And there would be an option to attempt to hide if the player has cloaking (50% success rate)
yep, make the choice load an eventList with two possible event outcomes
Saobie wrote:Have the event conclude in the player being rewarded a very good weapon, possibly from a pool (ill make a custom weapon if this isnt possible)?
yep, this is definitely possible. arfy may know something about this too.
Saobie wrote:Have the event NOT show up more than once per playthrough. This part is really important
impossible unless the sector it's in is unique (only appears once per game, e.g. Rebel Stronghold), but you'd need to make a special uncharted nebula sector, but you could miss the sector altogether...
--------
so.. these were just my initial "reactions" to the post, I can definitely go into more detail, but like I said, trying to explain something to someone in a forum is difficult, a chat is way more appropriate, else the conversation will just drag out and neither one of us will be satisfied...
and so I'll just reiterate, this event modding probably sounds difficult or something, but it isn't, it just needs examples and a tutorial, otherwise known as a good explanation. once you figure out how everything fits together, it's not bad at all.
