Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Discuss and distribute tools and methods for modding. Moderator - Grognak
WhiteWeasel
Posts: 248
Joined: Sun Apr 13, 2014 4:36 am

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby WhiteWeasel » Wed Sep 23, 2015 3:03 am

RAD-82 wrote:More like this:

Tried it like that and the custom content patch isn't working.

Code: Select all

<!-- - - - - - - HOW TO LOAD CUSTOM EVENTS - - - - - - - - -
|                                                           |
|  Choose a slot and replace the event name EMPTYSLOT with  |
|  your event name. Make sure to include it within quotes!  |
|                                                           |
|  Like this:                                               |
|      <event load="YOUR_EVENT_NAME_HERE"/>                 |
|                                                           |
 - - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<event name="GET_SSLUG">
   <text>To your surprise you get a super slug!</text>
   <crewMember amount="1" class="slug" all_skills="2">blah</crewMember>
</event>
<event name="MTE_EVENTLOADER">
   <text>What event do you want to load?</text>
   <choice>
      <text>Get Super Slug</text>
      <event load="GET_SSLUG"/>
   </choice>
   <choice>
      <text>Slot 2.</text>
      <event load="EMPTYSLOT"/>
   </choice>
   <choice>
      <text>Slot 3.</text>
      <event load="EMPTYSLOT"/>
   </choice>
   <choice>
      <text>Slot 4.</text>
      <event load="EMPTYSLOT"/>
   </choice>
   <choice>
      <text>Slot 5.</text>
      <event load="EMPTYSLOT"/>
   </choice>
   <choice>
      <text>Slot 6.</text>
      <event load="EMPTYSLOT"/>
   </choice>
</event>



<!-- - - - - - - - DON'T TOUCH THIS STUFF! - - - - - - - -->

<mod:findName name="MTE_WHATDO">
   <mod:findName type="choice" name="MTE_CCP_EVENT_CHOICE">
      <!--<mod:setAttributes req="pilot" lvl="1"/>-->
      <mod-overwrite:text>Load a custom event.</mod-overwrite:text>
   </mod:findName>
</mod:findName>
<mod:findName name="MTE_WHATDO_NOMONE">
   <mod:findName type="choice" name="MTE_CCP_EVENT_CHOICE">
      <!--<mod:setAttributes req="pilot" lvl="1"/>-->
      <mod-overwrite:text>Load a custom event.</mod-overwrite:text>
   </mod:findName>
</mod:findName>
<mod:findName name="MTE_SHIP_PICKER">
   <mod:findLike type="choice">
      <mod:findLike type="event">
         <mod:findName type="choice" name="MTE_CCP_DUMMY_CHOICE">
            <mod-overwrite:text>A custom dummy ship.</mod-overwrite:text>
            <mod:findLike type="event">
               <mod:findLike type="item_modify">
                  <mod:removeTag/>
               </mod:findLike>
            </mod:findLike>
         </mod:findName>
      </mod:findLike>
   </mod:findLike>
</mod:findName>
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RAD-82
Posts: 796
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby RAD-82 » Wed Sep 23, 2015 4:17 am

I've never used the MTE before, so I can't be sure what the problem is. I usually just load events I want to test at the start beacon.

events.xml.append

Code: Select all

<mod:findName type="event" name="START_BEACON">
   <mod-append:choice>
      <text>Get Super Slug</text>
      <event load="GET_SLUGG"/>
   </mod-append:choice>
</mod:findName>

<event name="GET_SSLUG">
   <text>To your surprise you get a super slug!</text>
   <crewMember amount="1" class="slug" all_skills="2">blah</crewMember>
</event>

It should show a slug with the name of blah next to the choice when you start the game.
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Junkyard has FTL mods, mostly ships and a few other things.
Lightwavers
Posts: 29
Joined: Thu Aug 06, 2015 4:45 am

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Lightwavers » Wed Sep 23, 2015 4:24 am

So I have been wanting to improve the Crystal mod, but slipstream keeps calling me out on "unexpected characters".
I've had to restart multiple times, having done tons of events, and and trying to load it at each stage.
This is the earliest point at which Slipstream fails to load it:

Code: Select all

<event name="START_GAME_EVENT">
   <text>Start beacon wormhole variation mod.</text>
   <choice>
      <text>A rare wormhole seems to have formed. It may be an opportunity, or it may silence your ship, and its information, forever.</text>
      <event load="START_WORMHOLE"/>
   </choice>
</event>

<event name="START_WORMHOLE">
   <text>The wormhole is a little ways off from the jump beacon. It would be a simple matter to go explore it, but it may put your mission in jeoparty.
   <choice>
         <text>This seems fun. Exploring time!</text>
      <event>
         <secretSector/>
      </event>
   </choice>
   <choice>
         <text>You decide that there are enough dangers in the galaxy without unknown wormholes adding to them.</text>
   </choice>
</event>

Anyone want to point out what I'm doing wrong? Thanks! :)
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RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby RAD-82 » Wed Sep 23, 2015 4:29 am

You are missing a </text>
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Junkyard has FTL mods, mostly ships and a few other things.
WhiteWeasel
Posts: 248
Joined: Sun Apr 13, 2014 4:36 am

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby WhiteWeasel » Wed Sep 23, 2015 4:53 am

RAD-82 wrote:I've never used the MTE before, so I can't be sure what the problem is. I usually just load events I want to test at the start beacon.

events.xml.append

Code: Select all

<mod:findName type="event" name="START_BEACON">
   <mod-append:choice>
      <text>Get Super Slug</text>
      <event load="GET_SLUGG"/>
   </mod-append:choice>
</mod:findName>

<event name="GET_SSLUG">
   <text>To your surprise you get a super slug!</text>
   <crewMember amount="1" class="slug" all_skills="2">blah</crewMember>
</event>

It should show a slug with the name of blah next to the choice when you start the game.

Cool, It works. I think I'll make thread dedicated about my event modding, because I have a lot to learn.
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Chrono Vortex
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Chrono Vortex » Wed Sep 23, 2015 6:28 am

For the event code <surrender chance=X"> what X value will give the ship a 100% chance of surrendering?
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RAD-82
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby RAD-82 » Wed Sep 23, 2015 6:41 am

Based on this code, I would say chance="0" gives a 100% surrender.

Code: Select all

<ship name="JELLY_UNLOCK1" auto_blueprint="SHIPS_JELLY">
   <surrender  chance="0" min="3" max="4" load="SLUG_UNLOCK_SURRENDER"/>
   <escape  chance="0.5" min="3" max="4" load="PIRATE_ESCAPE"/>
   <destroyed load="DESTROYED_DEFAULT"/>
   <deadCrew load="DEAD_CREW_DEFAULT"/>
</ship>
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Junkyard has FTL mods, mostly ships and a few other things.
Captain Markus
Posts: 18
Joined: Fri Sep 18, 2015 2:05 pm

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Captain Markus » Wed Sep 23, 2015 11:20 am

del
Last edited by Captain Markus on Wed Sep 23, 2015 12:31 pm, edited 1 time in total.
stargateprovider
Posts: 229
Joined: Thu Oct 03, 2013 1:21 pm

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby stargateprovider » Wed Sep 23, 2015 12:26 pm

Chrono Vortex wrote:For the event code <surrender chance=X"> what X value will give the ship a 100% chance of surrendering?

Removing the chance and only leaving <surrender > is another way to do it.

Captain Markus wrote:Guys, help please. How to overwrite vanilla game object ?
trying edit combat_1 drone and ion_4 blast
change energy and cooldown, still no affect in game.
trying as .append, as .rawclobber no one works

https://www.dropbox.com/s/9pesl4bveyaui ... a.ftl?dl=0

Remove the .rawclobber file from your mod and it should work. blueprints.rawclobber deletes the game's blueprints and leaves only your blueprints, which in this case crashes the game.
Some of my FTL mods you may like, or hate, or... yeah:
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Chrono Vortex
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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]

Postby Chrono Vortex » Thu Sep 24, 2015 1:50 am

One more question; even though the events labeled BOSS_TEXT_1-3 don't technically load the flagship, can effects still be applied to the flagship through those events?

EDIT: Never mind, I got that one figured out, but what would I do if I wanted to add a value to a ship?

Code: Select all

<mod:findName type=shipBlueprint" name="PLAYER_SHIP_HARD">
   <artillery power="1" room="15" start="false" weapon="TIB_EMP" img="room_artillery_blue_2x2right" />
</mod:findName>

This is what I tried and it's not working. I'm guessing there needs to be a tag like <mod:addvalue> or something.
Last edited by Chrono Vortex on Thu Sep 24, 2015 3:17 am, edited 3 times in total.
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