Unlike ships, you can make a weapon that won't replace another.
<weaponBlueprint name="LASER_BURST_1">
you can make the name what ever you want, this is what your weapon is recognized as, so make sure it doesn't clash with other weapons.
<type>LASER</type>
the type of weapon
MISSILE is a thing that comes out of your weapon, travels across to the enemy. Defense drone 1's can shoot it down
LASER is like missile but defense drone iI's are required to kill it.
BEAM is well beam.
BOMB is well bomb.
BLAST is weapon that can iht randomly in an area (flak mk I, flak mk II, swarm missiles, 3 good examples, AE stuff)
that's all that I'm aware of for weapons
<title>Defense Laser Mark I</title>
It's full name
<short>Basic Laser</short>
it's short name
<desc>Very weak laser.</desc>
It's description
<tooltip>Only one shot, one damage per shot.</tooltip>
in game tooltip
<damage>1</damage>
"Regular" damage.
<shots>1</shots>
how many shots it fires
<sp>0</sp>
Shield piercing, how many layers of shields it will pierce (no need for bombs), 1 = can pierce 1 shield (like heavy pierce 1 and crystal weapons), set it to 5 for all shields pierce (some enemies in game on normal and hard have 5 shields)
<fireChance>1</fireChance>
<breachChance>0</breachChance>
Chance of fire and breach.
0 = nope
1 = low
5 = high (I think 5 is highest value for it)
<cooldown>10</cooldown>
it's cool down time to next time it shoots again
<power>1</power>
how much power is required (0 doesn't work, 5+ goes of the ui boxes and stuff)
<cost>20</cost>
how much it costs in stores (sell price is 50%)
<bp>2</bp>
This value means nothing, originally was for a function not in game to select your own starting weapons.
<rarity>0</rarity>
how often you use it on enemies , stores, and possible random loot.
0 = not in stores/ random loot
1 = common
5 = rare
<image>laser_light1</image>
which image it uses (projectile)
<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>
sounds
<weaponArt>laser_burst_1</weaponArt>
the image of the weapon
Other values are...
<stunChance>1</stunChance>
(when AE mode is turned on) chance of it being stunned. 1 = low, 5 = high
<missiles>1</missiles>
how much ammo a weapon takes. (meaning you CAN have ammo-less missiles and bombs... or lasers that costed ammo)
<hullBust>1</hullBust>
I forgot at this very momment. but it is a value for 'hull crusher' weapons.
<persDamage>4</persDamage>
how much damage it does to people. (warning ,4 is like 50% of normal people health, 4 is the anti bio beam pers damage)
<sysDamage>2</sysDamage>
how much damage it only does to system and not hull, (having 2 normal damage and negative 1 system will make it do 2 hull damage but 1 system damage)
<ion>1</ion>
Ion damage. (warning, buggy with weapons and creates weird resaults)
<lockdown>1</lockdown>
lock down effect. (crystal thingy)
<explosion>explosion_lockdown</explosion>
relates to the lockdown? (forgot)
<radius>42</radius>
for BLAST weapons radius of where hits will occur. (I think 25 is 1 tile long)
And a few other stuff. (I think there is a <length> for beam, something like that, like radius but it's for beam length)
That should cover it up nicely I think...
So yea, change the name of the weapon to make it unique and stuff.
Remember to do the animations and stuff.
Introduce me to modding
- R4V3-0N
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Re: Introduce me to modding
R4V3-0N, a dreamer.
- R4V3-0N
- Posts: 1291
- Joined: Sun Oct 06, 2013 11:44 am
Re: Introduce me to modding
oh and Augments are in the actual core game files, that's why we can't touch it.
it doesn't help it's hard coded as well.
So from my understanding, to make a new function, we need to put in extra coding our self.
to make a mix mash of stuff, we still need the original stuff and put this in the proper place, pretty much we can't make augments by them self (without hacking the game) and also without having the rest of that game file along with it. so goes back to the copy right stuff and law =P
Same thing with the proper race values.
Edit.
first step of making your weapon
1) change the <weaponBlueprint name="LASER_BURST_1"> to something else, like <weaponBlueprint name="REALLY_AWESOME_GUN>
2) change the values you want.
3) tada.
Btw, making weapons for drones is easier, doesn't require animation, charge, picture, etc.
But you need to make the drone, which I still find easy.still no animations and stuff.
it doesn't help it's hard coded as well.
So from my understanding, to make a new function, we need to put in extra coding our self.
to make a mix mash of stuff, we still need the original stuff and put this in the proper place, pretty much we can't make augments by them self (without hacking the game) and also without having the rest of that game file along with it. so goes back to the copy right stuff and law =P
Same thing with the proper race values.
Edit.
first step of making your weapon
1) change the <weaponBlueprint name="LASER_BURST_1"> to something else, like <weaponBlueprint name="REALLY_AWESOME_GUN>
2) change the values you want.
3) tada.
Btw, making weapons for drones is easier, doesn't require animation, charge, picture, etc.
But you need to make the drone, which I still find easy.still no animations and stuff.
R4V3-0N, a dreamer.
-
- Posts: 248
- Joined: Sun Apr 13, 2014 4:36 am
Re: Introduce me to modding
If it's a pure reskin with the same sprite, will I have to do any animations?
Like this?
Like this?
Code: Select all
<weaponBlueprint name="LASER_FAST_1"> <!-- #essential -->
<type>LASER</type> <!-- #essential -->
<title>Fast Recharge Laser</title> <!-- #essential -->
<short>F.R. Laser</short> <!-- #essential -->
<desc>What it says on the tin.</desc> <!-- #essential -->
<tooltip>Makes up in DPS where it lacks in damage and volley.</tooltip> <!-- #essential -->
<damage>1</damage>
<shots>1</shots> <!-- #essential if its a Laser weapon-->
<sp>0</sp>
<fireChance>1</fireChance>
<breachChance>0</breachChance>
<cooldown>3</cooldown> <!-- #essential -->
<power>2</power> <!-- #essential -->
<cost>60</cost> <!-- #essential -->
<bp>2</bp>
<rarity>3</rarity> <!-- #essential -->
<image>laser_light1</image> <!-- #essential -->
<launchSounds> <!-- #essential -->
<sound>lightLaser1</sound>
<sound>lightLaser2</sound>
<sound>lightLaser3</sound>
</launchSounds>
<hitShipSounds> <!-- #essential -->
<sound>hitHull2</sound>
<sound>hitHull3</sound>
</hitShipSounds>
<hitShieldSounds> <!-- #essential -->
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds> <!-- #essential -->
<sound>miss</sound>
</missSounds>
<weaponArt>laser_burst_1</weaponArt> <!-- #essential -->
</weaponBlueprint>

- R4V3-0N
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- Joined: Sun Oct 06, 2013 11:44 am
Re: Introduce me to modding
Sadly I am inexperienced with animations, I think you have to copy the animations for the weapon sprite you were using and rename the things to your stuff.
Sorry I suck at animations ^^;
Sorry I suck at animations ^^;
R4V3-0N, a dreamer.
-
- Posts: 248
- Joined: Sun Apr 13, 2014 4:36 am
Re: Introduce me to modding
R4V3-0N wrote:Sadly I am inexperienced with animations, I think you have to copy the animations for the weapon sprite you were using and rename the things to your stuff.
Sorry I suck at animations ^^;
I'm in the same boat. In addition, where is the folder you get the weapons code so I know where to put my new laser at.
Also are the devs planning anything to make the game more mod friendly?

- R4V3-0N
- Posts: 1291
- Joined: Sun Oct 06, 2013 11:44 am
Re: Introduce me to modding
Technically speaking... Advance Edition.
The devs will not make any tools for us or remove hard coding.
There is a project called "Overdrive" that has a group of people re-coding FTL to make it more modder friendly, but it's a huge task and it has been going on for years now I think.
AE added new things that helped us...
...for eg.
You can now enter a code thingy to change the colour of the beam.
They added a 2 weapon and 4 drone slot thingy, not sure if these work but they added it. No one really made any ships yet.
They added new weapon types and drones to play around with.
They made it so you can change the skin of crew and stuff (before skin mods only can replace 1 skin for the whole race, can't change, etc)
AE helped us a lot, and added more options for us to play around with.
The devs will not make any tools for us or remove hard coding.
There is a project called "Overdrive" that has a group of people re-coding FTL to make it more modder friendly, but it's a huge task and it has been going on for years now I think.
AE added new things that helped us...
...for eg.
You can now enter a code thingy to change the colour of the beam.
They added a 2 weapon and 4 drone slot thingy, not sure if these work but they added it. No one really made any ships yet.
They added new weapon types and drones to play around with.
They made it so you can change the skin of crew and stuff (before skin mods only can replace 1 skin for the whole race, can't change, etc)
AE helped us a lot, and added more options for us to play around with.
R4V3-0N, a dreamer.
- RAD-82
- Posts: 796
- Joined: Sat Nov 09, 2013 12:16 am
Re: Introduce me to modding
R4V3-0N wrote:They added a 2 weapon and 4 drone slot thingy, not sure if these work but they added it.
It works. The autofire button is removed in the game.
No one really made any ships yet.
I have this ugly thing: Frankenstein
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- Joined: Sun Nov 25, 2012 11:13 pm
Re: Introduce me to modding
Side note regarding weapon power: 0 power weapons actually do work. They are always active. Might be interesting thinking of some sort of balanced, non power requiring weapon. Maybe like the flak concept: a missile type weapon with dummy shots which is intended to distract defense drones.
- R4V3-0N
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- Joined: Sun Oct 06, 2013 11:44 am
Re: Introduce me to modding
RAD-82 wrote:R4V3-0N wrote:They added a 2 weapon and 4 drone slot thingy, not sure if these work but they added it.
It works. The autofire button is removed in the game.No one really made any ships yet.
I have this ugly thing: Frankenstein
I consider that an update, not a new ship =P sorry
rannl wrote:Side note regarding weapon power: 0 power weapons actually do work. They are always active. Might be interesting thinking of some sort of balanced, non power requiring weapon. Maybe like the flak concept: a missile type weapon with dummy shots which is intended to distract defense drones.
Well when I tested it, after the weapon fired it continued repeating the firing animation and I can't make it fire or stop, after I jump to a next sector my game crashes due to the weapon.
0 power required drones can work though but it's a bad idea to stop it in game, or then you can't turn it on again.
R4V3-0N, a dreamer.
-
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Re: Introduce me to modding
R4V3-0N wrote:RAD-82 wrote:R4V3-0N wrote:They added a 2 weapon and 4 drone slot thingy, not sure if these work but they added it.
It works. The autofire button is removed in the game.No one really made any ships yet.
I have this ugly thing: Frankenstein
I consider that an update, not a new ship =P sorryrannl wrote:Side note regarding weapon power: 0 power weapons actually do work. They are always active. Might be interesting thinking of some sort of balanced, non power requiring weapon. Maybe like the flak concept: a missile type weapon with dummy shots which is intended to distract defense drones.
Well when I tested it, after the weapon fired it continued repeating the firing animation and I can't make it fire or stop, after I jump to a next sector my game crashes due to the weapon.
0 power required drones can work though but it's a bad idea to stop it in game, or then you can't turn it on again.
Odd. I think kartoFlane made a 0-power laser cannon in a Zoltan ship of his.