[Modding]Creating your own weapons

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alextfish
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Re: [Modding]Creating your own weapons

Postby alextfish » Sat Jan 19, 2013 10:49 am

I don't know what <locked> means, but it's not how to stop things turning up in stores. That's the <rarity>. A rarity of 1 makes something common, 3 or 4 is rare; rarity of 0 means it won't be seen in stores (or in random event rewards) at all. This is how the game stops crystal weapons appearing in normal sectors. Sectors can also have sector-specific rarity lists, which is how crystal weapons /do/ show up in the crystal sector.
thashepherd
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Re: [Modding]Creating your own weapons

Postby thashepherd » Wed Jan 23, 2013 3:38 am

Thanks. I was aware of how <rarity> worked, sort of a brain fart to expect duplicate functionality from <locked>.

Mantis, you may be right, although things like that are difficult to test without mauling the code base.

EDIT: After examining the wiki, it seems like only/mainly Ion and Bomb weapon have that locked tag. Based on stuff I've seen in the code, <locked> might be a nonfunctional tag added by Justin for a future update that allows you to unlock weapons or something (since, Mantis, the functionality you suggested could be done just as easily in sectorData.xml).

EDIT 2: The tag also shows up in one of the boss weapons, several systemBlueprints, and drones.

I'm going to leave it alone for now.
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Durandal
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Re: [Modding]Creating your own weapons

Postby Durandal » Fri Jan 25, 2013 7:32 pm

What would cause a weapon to show up in-game, but when fired, NOTHING happens at all?

I can't figure out what I did wrong.
thashepherd
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Re: [Modding]Creating your own weapons

Postby thashepherd » Sat Jan 26, 2013 1:59 am

Durandal wrote:What would cause a weapon to show up in-game, but when fired, NOTHING happens at all?

I can't figure out what I did wrong.


Check the reference to the projectile & your animations.xml.append in general.
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UltraMantis
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Re: [Modding]Creating your own weapons

Postby UltraMantis » Sun Jan 27, 2013 4:14 pm

Better yet, check how someone else did.

I have a question. How can firing speed be altered? Or the projectile speed?
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thashepherd
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Re: [Modding]Creating your own weapons

Postby thashepherd » Sun Jan 27, 2013 8:17 pm

UltraMantis wrote:Better yet, check how someone else did.

I have a question. How can firing speed be altered? Or the projectile speed?


<speed> and <cooldown> in blueprints.xml, I believe. (<time> in projectile animations is just the animation speed of the projectile sprite itself, if it's one that changes in flight)

Not sure if <speed> is actually functional, but I think it is.

Drones are different. You basically have to speed up the firing rate by speeding up the drone itself, independent of its weapon.
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Jonfon
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Re: [Modding]Creating your own weapons

Postby Jonfon » Sun Jan 27, 2013 8:21 pm

thashepherd wrote:
UltraMantis wrote:Better yet, check how someone else did.

I have a question. How can firing speed be altered? Or the projectile speed?


<speed> and <cooldown> in blueprints.xml, I believe. (<time> in projectile animations is just the animation speed of the projectile sprite itself, if it's one that changes in flight)

Not sure if <speed> is actually functional, but I think it is.

Drones are different. You basically have to speed up the firing rate by speeding up the drone itself, independent of its weapon.


Speed is definitely functional for lasers and missiles.
UltraMantis
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Re: [Modding]Creating your own weapons

Postby UltraMantis » Mon Jan 28, 2013 2:12 am

Lazars don't have <speed>
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DryEagle
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Re: [Modding]Creating your own weapons

Postby DryEagle » Mon Jan 28, 2013 2:28 am

Speed for lasers /missiles controls projectile speed between your barrel and the enemy ship.
Speed for beams controls the rate at which the beam cuts across the line you drew.
Speed for drones controls their movement speed.
All ships I have created include custom weapons, graphics etc:
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Kieve
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Re: [Modding]Creating your own weapons

Postby Kieve » Mon Jan 28, 2013 4:59 am

UltraMantis wrote:Lazars don't have <speed>


Not by default, but then they don't have <missile> either. ;) It can be added to change their properties, but reverts to a default otherwise.

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