[HARD-CODED] FTL: Hyperspace

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TheSwiftTiger
Posts: 47
Joined: Sun May 12, 2013 9:21 am

Re: [HARD-CODED] FTL: Hyperspace

Postby TheSwiftTiger » Thu Jul 23, 2020 8:36 pm

Engi-nious wrote:- Does the Hyperspace team have, like, a list of the default vanilla stats that could be made public? Seeing as pretty much all the vanilla crew can be remade using Hyperspace now, it would be handy (for making new "races" that appear in game to be just variants of existing ones...)


No, although I should probably make them at some point.

Engi-nious wrote:- Does "damageTakenMultiplier" affect only crew combat, or all forms of damage?


Only crew combat. For all forms of damage, you can use <allDamageTakenMultiplier>

Engi-nious wrote:- I don't understand the "skills" tag. Is this how much of something a race needs to do to master it? These are, again, values that would be awesome to see the vanilla values for.


It is how much of something a race needs to do for 1 level, so it would need to do it 2x the value to master (yellow skill) it.

Engi-nious wrote:- Same for "hasCustomDeathAnimation"? Doesn't every race have a custom death animation?


I honestly don't remember what it actually does but I thought I needed it for the Zoltan death animation. It doesn't appear to need it though.


Engi-nious wrote:- What does "win" (for a crew power) do? Does it just win the game? :lol:


Yeah, it literally just wins the game. I made it as a joke but people actually wanted me to leave it in because it could be useful in stuff like infinite mode, so I kept it.

Engi-nious wrote:- Are the various "effectAnim" values hardcoded, or are they references to another xml file?


You can make new animations in animationx.xml.

Engi-nious wrote:- For custom augments - I can use any augments name in the "function name" tag, and it will mimic it?


Yep, and you can have different values for them too which won't modify the original one.

Engi-nious wrote:- What's "preferHigher"?


So let's say you have a custom augment and an augment that it mimics. If the <stackable> tag is set to false for either, it will normally use the highest value of the two.
However, if you have preferHigher as false, it will use the lower of the 2 values.
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Engi-nious
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Location: Sector 8

Re: [HARD-CODED] FTL: Hyperspace

Postby Engi-nious » Fri Jul 24, 2020 12:28 am

Awesome, thanks for the quick reply. DamageTaken could actually be really cool for custom races, if that's the case - super durable in combat, but weak to other forms of damage.

One last thing I was wondering - can custom races have genders, and if so, how? Even if it uses the same sprite sheets as the default humans, I wouldn't mind.
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TheMultiverseTeam
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Re: [HARD-CODED] FTL: Hyperspace

Postby TheMultiverseTeam » Fri Jul 24, 2020 2:54 am

Technically, all races in FTL have gender, which determines what name they have, its just that humans are the only ones that actually change sprite. You can do a workaround by making a blueprint list that includes a male and female version of said race that is referenced any time that race is needed so it'll switch between them, but this won't work for a lot of things event wise and they can still have the wrong gendered names.
As for changing the sprite via gender with hspace, no it is not currently possible.
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Engi-nious
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Location: Sector 8

Re: [HARD-CODED] FTL: Hyperspace

Postby Engi-nious » Fri Jul 24, 2020 5:01 am

That's a shame. It'd be cool to have some way of achieving this in a future version (although incidentally, if someone were to crack the issue of race-specific names it would also solve this inadvertently, if you think about it).
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TheSwiftTiger
Posts: 47
Joined: Sun May 12, 2013 9:21 am

Re: [HARD-CODED] FTL: Hyperspace

Postby TheSwiftTiger » Tue Aug 04, 2020 9:54 pm

Update 0.5

This update DOES NOT make the mod work on the latest version of FTL. You will have to downgrade to version 1.6.9 - the instructions for that are in the main post.

Changelog

Code: Select all

- Greatly optimised custom crew (seeing up to 4x performance with a big mod like Multiverse)

- Custom crew drones!
   > You can now make new custom drones which use their own <crewBlueprint>
   > You do this by making a custom race with a "drone" attribute corresponding to the type of drone, and then attaching that to a crewBlueprint which you can change by using the <race> tag in hyperspace.xml
   > Currently, drones with abilities like the ion intruder cannot be made, but that is to come in a future update

- Custom crew limits!
   > You can now change the number of crew a ship supports!
   > This can be increased OR decreased
   > Having more than 8 crew allows you to scroll through them with the mouse wheel, and also lets you use page arrows on the equipment screen
   > Crew limits for enemies have also been removed

- Discord Rich Presence integration!
   > You can now set a custom Discord application to be used with your mod
   > Shows on Discord's playing feature:
      • What mod you are playing
      • What sector you are in
      • What ship you are playing
      • What you are doing in the run
   > You can set your mod name in text_misc.xml (discord_mod) and it will show up when hovering over the FTL icon
   (cooler than it sounds)

- Custom crew changes:
   > Added <controllable> tag, which lets you change whether drones/crew are controllable. Setting this to false on a crewmember will make them act of their own accord (like drones/AI), and setting this to true on drones will allow you to control them
   > Added <canRepair> tag
   > Added <canMan> tag
   > Fixed <suffocationModifier>, <canRepair> to work in temporary active abilities
   > Added <healSpeed> tag (for medbay heal speed, can also be used to control drone heal speed)
   > Added <defaultSkillLevel> tag (can be used to set skill levels for manning drones)
   > Added minHealth and maxHealth reqs for active abilities
   > Added baseVisible attribute for the active ability <animSheet> tag
   > Added <healAmount> tag for heal/damage over time for temporary active abilities
   > Added <damageEnemiesAmount> tag for temporary active abilities which damages enemies in the same room over time
   > Fixed <friendlyInRoom> req
   > Victory sound now plays with <win> tag

- Custom augment changes:
   > Added useForReqs attribute for custom augment functions which lets you toggle whether it shows up for blue options/reqs
   > Added warning attribute for custom augment functions which lets you toggle whether the red warning text shows up for the function in the augment description box
   > Locked augments will now force equip when you have 3 augments
   > Fixed lock for augments not showing up until a run is started
   > Can now add/remove hidden augments
   > Fixed hidden augments not being added when restarting a run

- Custom event changes:
   > Changed custom sector syntax
   > Added <removeFirstBeaconNebula/> tag for custom sectors
   > Added <secretSectorWarp> for custom events, where if an event teleports you to a secret sector, you can customise which sector type it teleports you to
   > Added <undiscoveredTooltip> tag for beacon labels which shows
   > Added <win> tag which... wins the game
   > Hidden augments can now be removed by adding "HIDDEN " before the augment name in an event's remove tag
   > Fixed double exit beacon bug (I hope)

- Custom ship changes:
   > Can now make a default customShip by creating one with no name, meaning that all other ships will use the values for that
   
- Custom title screen changes:
   > Changed title screen tag syntax
   > Can now create splash images which are randomly chosen whenever the main menu is opened

- Added ship yOffset attribute for boss ship boxes
- Fixed Ion Intruder drones not working
- Fixed boarders with <canSabotage> disabled trying to break systems
- Removed "in cargo" tip


Download link is on the main post
Mositron
Posts: 20
Joined: Sat Jul 25, 2020 6:53 am

Re: [HARD-CODED] FTL: Hyperspace

Postby Mositron » Sat Aug 08, 2020 6:35 am

Hi, huge multiverse fan here so also thank for your work and make this mod even possible :)

So i have a question, is it possible to show ship specific stats!? So you can see on every ship type your specific win/loss ratio? I´m always a big stats guy and it bothers me to always update my excel sheet manually ^^
Also could it be that the stats screen is broken since the new update!? There are no more high score stats also no ship specific high score stats.
Phaxtolgia
Posts: 1
Joined: Fri Aug 14, 2020 6:06 am

Re: [HARD-CODED] FTL: Hyperspace

Postby Phaxtolgia » Fri Aug 14, 2020 6:19 am

TheSwiftTiger wrote:Update 0.5

This update DOES NOT make the mod work on the latest version of FTL. You will have to downgrade to version 1.6.9 - the instructions for that are in the main post.

Changelog

Code: Select all

- Greatly optimised custom crew (seeing up to 4x performance with a big mod like Multiverse)

- Custom crew drones!
   > You can now make new custom drones which use their own <crewBlueprint>
   > You do this by making a custom race with a "drone" attribute corresponding to the type of drone, and then attaching that to a crewBlueprint which you can change by using the <race> tag in hyperspace.xml
   > Currently, drones with abilities like the ion intruder cannot be made, but that is to come in a future update

- Custom crew limits!
   > You can now change the number of crew a ship supports!
   > This can be increased OR decreased
   > Having more than 8 crew allows you to scroll through them with the mouse wheel, and also lets you use page arrows on the equipment screen
   > Crew limits for enemies have also been removed

- Discord Rich Presence integration!
   > You can now set a custom Discord application to be used with your mod
   > Shows on Discord's playing feature:
      • What mod you are playing
      • What sector you are in
      • What ship you are playing
      • What you are doing in the run
   > You can set your mod name in text_misc.xml (discord_mod) and it will show up when hovering over the FTL icon
   (cooler than it sounds)

- Custom crew changes:
   > Added <controllable> tag, which lets you change whether drones/crew are controllable. Setting this to false on a crewmember will make them act of their own accord (like drones/AI), and setting this to true on drones will allow you to control them
   > Added <canRepair> tag
   > Added <canMan> tag
   > Fixed <suffocationModifier>, <canRepair> to work in temporary active abilities
   > Added <healSpeed> tag (for medbay heal speed, can also be used to control drone heal speed)
   > Added <defaultSkillLevel> tag (can be used to set skill levels for manning drones)
   > Added minHealth and maxHealth reqs for active abilities
   > Added baseVisible attribute for the active ability <animSheet> tag
   > Added <healAmount> tag for heal/damage over time for temporary active abilities
   > Added <damageEnemiesAmount> tag for temporary active abilities which damages enemies in the same room over time
   > Fixed <friendlyInRoom> req
   > Victory sound now plays with <win> tag

- Custom augment changes:
   > Added useForReqs attribute for custom augment functions which lets you toggle whether it shows up for blue options/reqs
   > Added warning attribute for custom augment functions which lets you toggle whether the red warning text shows up for the function in the augment description box
   > Locked augments will now force equip when you have 3 augments
   > Fixed lock for augments not showing up until a run is started
   > Can now add/remove hidden augments
   > Fixed hidden augments not being added when restarting a run

- Custom event changes:
   > Changed custom sector syntax
   > Added <removeFirstBeaconNebula/> tag for custom sectors
   > Added <secretSectorWarp> for custom events, where if an event teleports you to a secret sector, you can customise which sector type it teleports you to
   > Added <undiscoveredTooltip> tag for beacon labels which shows
   > Added <win> tag which... wins the game
   > Hidden augments can now be removed by adding "HIDDEN " before the augment name in an event's remove tag
   > Fixed double exit beacon bug (I hope)

- Custom ship changes:
   > Can now make a default customShip by creating one with no name, meaning that all other ships will use the values for that
   
- Custom title screen changes:
   > Changed title screen tag syntax
   > Can now create splash images which are randomly chosen whenever the main menu is opened

- Added ship yOffset attribute for boss ship boxes
- Fixed Ion Intruder drones not working
- Fixed boarders with <canSabotage> disabled trying to break systems
- Removed "in cargo" tip


Download link is on the main post


Oh. The drone crew stuff seems to be brand new. No wonder there seems to be very little on on-board drone information.

How do you give on-board drones custom sprites? Right now I only have it's raw functionality working.
Also you say that drones like Ion Intruder does not work, yet in the .xml there's a "BOARDER_ION" drone attribute. Are you saying that Ion Intruders don't work at all, or are you saying that on-board drones just can't be given abilities?
TheSwiftTiger
Posts: 47
Joined: Sun May 12, 2013 9:21 am

Re: [HARD-CODED] FTL: Hyperspace

Postby TheSwiftTiger » Sat Aug 22, 2020 3:29 pm

Update 0.5.1

This update DOES NOT make the mod work on the latest version of FTL. You will have to downgrade to version 1.6.9 - the instructions for that are in the main post.

Changelog

Code: Select all

- Added DAMAGESYS command
- Did some backend cleaning up and fixing memory leaks - should see reduced RAM usage (but won't affect gameplay)

- Custom crew changes
   > Added animSoundFrame attribute for <repairSound>
      • When this is set (as well as <animBase> set to rock), instead of having a looping repair sound it will play the sound on a certain frame of the repair animation
   > Added <healCrewAmount> tag for both passive and active crew abilities
   > Added <cloneLoseSkills> tag which lets you set whether a crewmember can lose skills through cloning
   > Added <animFrame> tag to <powerEffect> and <temporaryEffect>
      • When this is set, the power will take effect on that frame of the animation, in the place that the ability was used
      • This can be used for an ability which lets you set bombs down and has the effect when the bomb actually explodes
   > Fixed bug where crew boxes didn't update when a crewmember was removed and added in the same event
   > Fixed bug where multiple fires did not do extra damage
   > Made <effectAnim> display over all crewmembers (before it was inconsistent)

- Custom event changes
   > Added <loadEvent> tag to custom events
      • This makes it so that you can load an event after another event without it being preloaded at the start of the sector
      • This means that you can make events that load each other without the game crashing (useful for something like a back button on event options screens)
      • Also means that loading very large events this way leads to reduced loading times at the start of the sector
   > Added "req" attribute for beaconType, which means the beacon label only shows up when the ship has a piece of equipment
   > Fixed bug where all custom events basically had recursive set to false

- Fixed bug where ion intruder drones did not break doors
- Fixed auto ships not working with crew limits   
- You can now disable the seeds functionality
- Fixed stores selling drone control with custom free drones having the wrong price


Download link is on the main post
TheSwiftTiger
Posts: 47
Joined: Sun May 12, 2013 9:21 am

Re: [HARD-CODED] FTL: Hyperspace

Postby TheSwiftTiger » Thu Sep 03, 2020 10:39 pm

Update 0.5.2

This update DOES NOT make the mod work on the latest version of FTL. You will have to downgrade to version 1.6.9 - the instructions for that are in the main post.

Changelog

Code: Select all

- Custom event changes
  > Added <changeBackground>
  > Added <playSound>

- Custom crew changes
  > Added particles to crew healing sources
  > Added <effectFinishAnim> to <temporaryEffect>
  > Added <activateWhenReady> to <tempPower>
  > Added type attribute (which can be "enemy" or "player") for ability <req>s
  > Added <transformRace> to <powerEffect>

- Custom ship changes
  > Added ability to create new no-O2 room textures for bigger/smaller than standard rooms
  > Fixed wall generation for rooms that are bigger
  > Added <roomAnim>s and <iconAnim>s for specific rooms on a ship
  > Added <crew> tag (same syntax as boss crew)


Download link is on the main post
Last edited by TheSwiftTiger on Sun Sep 13, 2020 5:29 pm, edited 1 time in total.
gabrote42
Posts: 1
Joined: Tue Jul 03, 2018 3:56 am

Re: [HARD-CODED] FTL: Hyperspace

Postby gabrote42 » Sat Sep 05, 2020 2:44 pm

Hello! I wanted to ask you some questions about the expected scope of Hyperspace! Just to be clear, this is not a feature request per se, I just want to see if by the time you finish it, you are expecting to have some of these features. Just curious.

So, when I first saw this, it reminded me of one of SleeperService's first post (https://subsetgames.com/forum/viewtopic.php?f=4&t=15071&p=47261&hilit=buildings#p47261) which talks about a very nice enviromental hazard idea (beacon in low orbit). I will list a number of things that I think will be neeed for that and I would like to know if you plan to implement some of them.

1) Directional projectiles: Unless we ae gonna assume we always juke when shot at, all the buildings would need to come from the front, which does not happen in base FTL. Have you considered it?

2) Rewinding hazard weapon timer: I am not sure how ASB time their shooting, but for the altitude idea we would need a way to rewind this timer based on powerbars on systems. Not actually expecting this to happen.

3) Animated hazard background: Probably not happening but could be simulated by using dud projectiles?

4) Personalized holo elements: Ability to put stuff like the "Intruders detected" warning on ships. Does this have a high likelyhood of happening?

I repeat, this was just curiosity. I do not mod, so don't feel pressured to add anything you wouldn't have added before.

Thanks for reading.

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