Great writeup! I just used it to create a "nuke" weapon that is slow and resource-intensive, but does massive damage.
Just wanted to let you know of three errors that I found in your code:
First, in Part 1, when you instruct the user to change the projectile animations, you missed one entry:
Do the same as last time and change the code to:
Code: Select all
<animSheet name="missile_4" w="32" h="80" fw="32" fh="80">weapons/missile_4.png</animSheet>
<anim name="missile_4">
<sheet>missile_1</sheet>
<desc length="1" x="0" y="0"/>
<time>1</time>
</anim>
The <sheet> entry, if left unchanged as it is above, did not properly replace the projectile in my tests. Switching it to "missile_4" [or whatever your custom projectile is named] worked for me.
Then, two minor details about your "before" code in Part 4:
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PART 4(EXTRA)
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Alright then, step 1!
Step 1: Look for the file called Blueprints.xml in the data.dat-unpacked folder
Look for this part in the code:
Your code already has the entry changed:
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<weaponList count="2" missiles="8">
<weapon name="MISSILES_4"/>
<weapon name="LASER_BURST_3"/>
</weaponList>
Shouldn't really affect following your guide, but it did confuse me initially.
Then, the next part:
Do you see this part:
has the wrong entry listed:
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<weaponList count="2" missiles="8">
<weapon name="MISSILES_1"/>
<weapon name="LASER_BURST_3"/>
"MISSILES_1" should be "MISSILES_2_PLAYER"--again, doesn't affect the end result, but confusing.
Thanks so much for this guide. I'm really getting into FTL modding and you made it so much easier for me to do so!