FTL Captains Edition: Call for Events/Textlists

Discuss and distribute tools and methods for modding. Moderator - Grognak
User avatar
Biohazard063
Posts: 412
Joined: Fri Feb 14, 2014 4:38 pm

Re: FTL Captains Edition: Call for Events/Textlists

Postby Biohazard063 » Tue Aug 04, 2015 8:09 pm

Alright, so the surrender event is written.
Both the initial encounter and the surrender event have been tested in MTE and are... sort of working.
So for the initial encounter, the game fails to load the proper ship. Whether or not that's because of MTE, I don't know, but I'm guessing it isn't.
Here's the corresponding code that should make this work I think :
Event :

Code: Select all

<event name="CE_ANOMALY_ENCOUNTER" unique="false">
   <ship load="C_AUTO_CRUISER_2" hostile="false" />
   ...

Ship blueprint :

Code: Select all

<shipBlueprint name="C_AUTO_CRUISER_2" layout="c_auto_cruiser_2" img="c_auto_cruiser_2">
   <class>Auto-Cruiser</class>
   <minSector>1</minSector>
   <maxSector>8</maxSector>
   <systemList>
      <artillery power="1" max="1" room="8" start="false" weapon="BA_ION_HEAVY_2" />
      <cloaking power="1" max="3" room="14" start="false" />
      <doors power="1" max="3" room="6" start="false" />
      <drones power="2" max="8" room="10" start="false" />
      <engines power="2" max="5" room="5" start="true" />
      <pilot power="1" max="2" room="7" start="true" />
      <shields power="2" max="10" room="12" start="true" />
      <weapons power="3" max="10" room="4" start="true" />
   </systemList>
   <weaponSlots>4</weaponSlots>
   <droneSlots>2</droneSlots>
   <weaponList missiles="10" count="4" load="WEAPONS_AUTO" />
   <droneList drones="5" count="2" load="DRONES_STANDARD" />
   <health amount="15" />
   <maxPower amount="7" />
   <boardingAI>sabotage</boardingAI>
   <aug name="AUTO_COOLDOWN" />
   <aug name="SYSTEM_CASING" />
</shipBlueprint>

There's a corresponding img folder, .txt file and .xml file for the hull, layout, gibs and mounts.
This mod is also loaded in by the way...
And the ship won't surrender, probably because it doesn't load in the correct ship and when it blows up it just gives you a reward without any text.
Here's the events_ships.xml.append anyway :

Code: Select all

<ship name="C_AUTO_CRUISER_2">
   <surrender chance="1.0" min="4" max="4" load="CE_ANOMALY_ENCOUNTER_SURRENDER" />
   <destroyed>
      <text>The ship is destroyed and the scrap is yours to take. You also find detailed mapping of the surrounding area.</text>
      <reveal_map />
      <autoReward level="MED">standard</autoReward>
   </destroyed>
</ship>

Which brings me to my final question.
If I'm not mistaken, it seems like I'm either misusing the <reveal_map /> tag or it can't be used in conjunction with <modifyPursuit amount="-1" />
Either that or the <reveal_map /> tag doesn't work in MTE for reasons unknown to me...
Here's an example :

Code: Select all

<event>
   <text>Some nice text I won't spoil yet...</text>
   <reveal_map />
   <modifyPursuit amount="-1" />
   <autoReward level="LOW">standard</autoReward>
</event>

I get the fleet delay, but not the map. Are they mutually exclusive or...?
So other than getting the correct ship to fight and having it surrender with the proper event, I'm done.

Anyway, sorry about my constant pestering. Feel free to tell me to shut it. ;)
The thing is though, if I get 1 completely custom event made myself, I can use it as a blank for future ones...
Just like I did with custom weapons.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captains Edition: Call for Events/Textlists

Postby Sleeper Service » Tue Aug 04, 2015 8:54 pm

Your <reveal_map/> map has a space before the /, that might cause problems.
Also your ship event has no ship list to draw ships from. It needs an auto_blueprint=.
User avatar
Biohazard063
Posts: 412
Joined: Fri Feb 14, 2014 4:38 pm

Re: FTL Captains Edition: Call for Events/Textlists

Postby Biohazard063 » Tue Aug 04, 2015 9:29 pm

Sleeper Service wrote:Your <reveal_map/> map has a space before the /, that might cause problems.
Also your ship event has no ship list to draw ships from. It needs an auto_blueprint=.

Really ? So that "ship load=" always refers to a list rather than a single ship ? Huh... would you look at that.
Would've never thought of that. It also explains why I've seen a bunch of those lists with 2x the same name in.
Alright I'll do some more testing.
Thanks !
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captains Edition: Call for Events/Textlists

Postby Sleeper Service » Tue Aug 04, 2015 10:01 pm

There are a few instances where it uses a single ship ID instead (Khazaak event?), but usually it uses lists. FTL is all about randomizing stuff...
User avatar
stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: FTL Captains Edition: Call for Events/Textlists

Postby stylesrj » Tue Aug 04, 2015 10:17 pm

Sleeper Service wrote:There are a few instances where it uses a single ship ID instead (Khazaak event?), but usually it uses lists. FTL is all about randomizing stuff...


I've seen Kazaaak's ship sometimes not have a teleporter.

Speaking of which, shouldn't the legendary Mantis thief himself have an awesome ship to go with his reputation? Like an Invasion Barge or a Bomber or something?
User avatar
R4V3-0N
Posts: 1291
Joined: Sun Oct 06, 2013 11:44 am

Re: FTL Captains Edition: Call for Events/Textlists

Postby R4V3-0N » Wed Aug 05, 2015 6:26 am

I think kazaaak is just going around hunting and such, which is easier in a smaller ship I would imagine and such. That and from memory his cruiser he's working on wasn't finished.
R4V3-0N, a dreamer.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captains Edition: Call for Events/Textlists

Postby Sleeper Service » Wed Aug 05, 2015 8:42 am

stylesrj wrote:I've seen Kazaaak's ship sometimes not have a teleporter.

Systems are randomized independently from ships. The question was whether Kazaak always flies a bomber. I don't think that the case... Hoewever there is this one Mantis event where the enemy flees and you can chase them, only to find them again with a much better ship. I think that events force certain ships (Scout and Bomber).
User avatar
R4V3-0N
Posts: 1291
Joined: Sun Oct 06, 2013 11:44 am

Re: FTL Captains Edition: Call for Events/Textlists

Postby R4V3-0N » Wed Aug 05, 2015 8:44 am

wait, he flies a bomber? for me he was in a fighter... this was pre-AE though and only time I ever saw him was in FTL: Stations Job mod which I saw him in a bomber...
R4V3-0N, a dreamer.
User avatar
Sleeper Service
Posts: 2305
Joined: Sun Mar 24, 2013 8:49 pm

Re: FTL Captains Edition: Call for Events/Textlists

Postby Sleeper Service » Wed Aug 05, 2015 8:56 am

Yeah as mentioned I wasn't sure if Kazaak's ship is drawn from a list or not. Apparently it is randomized, as he seems to be flying different ships whenever encountered. ;)
User avatar
stylesrj
Posts: 3644
Joined: Tue Jul 08, 2014 7:54 am

Re: FTL Captains Edition: Call for Events/Textlists

Postby stylesrj » Wed Aug 05, 2015 9:21 am

It's always been a Fighter for me. With or without a teleporter. Maybe it's a bomber in later sectors