[Tutorial] New Guide on creating weapons

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Some_Random_Noob
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Re: [Tutorial] New Guide on creating weapons

Postby Some_Random_Noob » Tue Mar 08, 2016 11:30 pm

meklozz wrote:
Some_Random_Noob wrote:
kartoFlane wrote:.append files should be located inside a folder called 'data' inside the zip file. So what you'd want to do is put your .append files inside a 'data' folder, then send that folder to a zip file.

They are. Here is what my files look like:
http://imgur.com/a/LfJ1g

How about what they look like in an archive? I hope you're not packing the whole test_mod folder into that, it won't work. Data needs to be directly in the archive. Like /mod.ftl/data/blueprints.xml.append, not /mod.ftl/test_mod/data/blueprints.xml.append.

If it's not that, (and though I hate to sound like a broken record), it could really make it simple if you took such a modified file and uploaded it somewhere like dropbox or zippyshare (for short term files it's fast with no account or anything, but I think they only keep them for a month).

Here is the test mod I made. It does not work.
https://www.mediafire.com/?o3nx623j2z8ry8x
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Metzelmax
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Re: [Tutorial] New Guide on creating weapons

Postby Metzelmax » Wed Mar 09, 2016 1:44 pm

Within your test mod is another folder which is called test mod. Only pack this folder so the only folders you see when opened with winrar are: img data.
Here is the Stuff I made:
ImageImageImageImage
And stuff is always better than no stuff, right?
MikieRpg
Posts: 75
Joined: Sun Feb 28, 2016 5:35 am

Re: [Tutorial] New Guide on creating weapons

Postby MikieRpg » Thu May 19, 2016 10:57 pm

Trying to create new weapons for some art i made XD
But im confused
So i have the folders
My_weapon
Inside is
Data
Img (Inside this is the weapons folder)
Inside data is
blueprints.xml.append
animations.xml.append
Inside Blueprints.xml.append Is

Code: Select all

<weaponBlueprint name="Ion Vulcan">
   <type>Ion</type>       
   <title>Ion Vulcan</title>         
   <short>Chain Ion</short>                         
   <desc>New Tarazed Tech, created by a zoltan overcharging a vulcan, unfortunatly all damage is gone, but it now fires ion rounds..</desc>                         
   <tooltip>Increases speed of firing each shot.</tooltip>         
   <damage>0</damage>
   <shots>1</shots>
   <ion>1</ion>             
   <sp>0</sp>                           
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>15</cooldown>                     
   <power>3</power>                                   
   <cost>20</cost>                                   
   <bp>2</bp>
   <rarity>4</rarity>                                     
   <image>laser_light1</image>                       
   <launchSounds>                                         
      <sound>lightLaser1</sound>
      <sound>lightLaser2</sound>
      <sound>lightLaser3</sound>
   </launchSounds>
   <hitShipSounds>                                   
      <sound>hitHull2</sound>
      <sound>hitHull3</sound>
   </hitShipSounds>
   <hitShieldSounds>                                 
      <sound>hitShield1</sound>
      <sound>hitShield2</sound>
      <sound>hitShield3</sound>
   </hitShieldSounds>
   <missSounds>                                       
      <sound>miss</sound>
   </missSounds>
   <weaponArt>laser_burst_1</weaponArt>     

Then i turned the data and img folders to a .7z (That works right? its 7zip)
So now inside my_weapon is
Data.7z
Img.7z
And i then turn My_weapon into my_weapon.7z -> my_weapon.ftl
And i load it but it doesn't work. I feel like im missing something
Also how do you code for a chain weapon, like the vulcan where the cooldown decreases each shot
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stylesrj
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Re: [Tutorial] New Guide on creating weapons

Postby stylesrj » Thu May 19, 2016 11:20 pm

MikieRpg wrote:Trying to create new weapons for some art i made XD
But im confused
So i have the folders
Also how do you code for a chain weapon, like the vulcan where the cooldown decreases each shot


Take the code of the Vulcan from dlcblueprints.xml and change the damage to 0, add a tag for ion damage (cribbed off an ion weapon) and change the images and sounds to the one the ion weapons use.

Or try this:

Code: Select all

<weaponBlueprint name="ION_VULCAN">  <!-- 1 shot 1power-->
   <type>LASER</type>
   <title>Vulcan Ion</title>
   <short>Vulcan</short>
   <tip>tip_chain_laser</tip>
   <desc>This ion weapon takes a long time to warm up. Each time it fires it decreases the cooldown, eventually able to take down any amount of shields and systems.</desc>
   <tooltip>Cooldown drops the more it fires.</tooltip>
   <damage>0</damage>
   <ion>1</ion>
   <speed>40</speed>
   <shots>1</shots>
   <sp>0</sp>
   <fireChance>0</fireChance>
   <breachChance>0</breachChance>
   <cooldown>11.1</cooldown>
   <power>4</power>
   <cost>95</cost>
   <bp>2</bp>
   <rarity>5</rarity>
   <image>laser_light1</image>
   <boost>
      <type>cooldown</type>
      <amount>2</amount>
      <count>5</count>
   </boost>
   <launchSounds>
      <sound>ionShoot1</sound>
      <sound>ionShoot2</sound>
      <sound>ionShoot3</sound>
   </launchSounds>
   <hitShipSounds>
      <sound>ionHit1</sound>
      <sound>ionHit2</sound>
      <sound>ionHit3</sound>
   </hitShipSounds>
   <hitShieldSounds>
      <sound>ionShields1</sound>
      <sound>ionShields2</sound>
      <sound>ionShields3</sound>
   </hitShieldSounds>
   <missSounds>
      <sound>miss</sound>
   </missSounds>
   <weaponArt>chainlaser_2</weaponArt>
   <iconImage>laser_chain</iconImage>
</weaponBlueprint>


The code for Vulcan stuff is under the <boost> tags. You can either have it reduce cooldown or increase shots per volley. Not both.
MikieRpg
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Re: [Tutorial] New Guide on creating weapons

Postby MikieRpg » Fri May 20, 2016 12:47 am

[quote="stylesrj"]
Take the code of the Vulcan from dlcblueprints.xml and change the damage to 0, add a tag for ion damage (cribbed off an ion weapon) and change the images and sounds to the one the ion weapons use.

Thx, Still waiting on the reply for proper packaging, but since i'm fairly new to ftl, didn't know vulcan was a AE item!
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stylesrj
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Re: [Tutorial] New Guide on creating weapons

Postby stylesrj » Fri May 20, 2016 12:57 am

How to package:

Yourfile.ftl
[Audio]
[Data]
(animations.xml.append) (This is for custom images if you want your ion vulcan to look different. If you want your Ion Vulcan to look like the Vulcan but blue, copy the sheet from the Vulcan animations but change the names to whatever is set for your weapon.)
(blueprints.xml.append) (Where you put the weapons code)
(dlcanimations.xml.append) (Vulcan sheet is found here but doesn't have to go here)
[IMG]
(weapons)
{your weapon image file}
meklozz
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Re: [Tutorial] New Guide on creating weapons

Postby meklozz » Fri May 20, 2016 2:04 am

7z isn't fine, just keep it simple. You can do zip with 7zip.
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mr_easy_money
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Re: [Tutorial] New Guide on creating weapons

Postby mr_easy_money » Mon May 30, 2016 4:38 pm

meklozz wrote:You can do zip with 7zip.

even better you can compress the file into .ftl format with 7zip without having to go and rename it. just end in .ftl when you add to archive
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SciGuy303
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Re: [Tutorial] New Guide on creating weapons

Postby SciGuy303 » Sun Sep 25, 2016 12:37 am

I'm just wondering, how does the 'shots' tag work on Flak weapons? Does it denote how many shots are fired in one charge, or how many of those charges it fires?
I do random stuff and surf on the fourms. That's about it.
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stylesrj
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Re: [Tutorial] New Guide on creating weapons

Postby stylesrj » Sun Sep 25, 2016 10:15 pm

Burst weapons are weird.
If you set a Flak I to fire 3 shots, it'll shoot 3 damaging rocks and three non-damaging rocks twice (so 6 damage but 12 projectiles in total) like a Burst Laser, then fire the usual spread.