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Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Wed Sep 23, 2015 3:03 am
by WhiteWeasel
RAD-82 wrote:More like this:
Tried it like that and the custom content patch isn't working.
Code: Select all
<!-- - - - - - - HOW TO LOAD CUSTOM EVENTS - - - - - - - - -
| |
| Choose a slot and replace the event name EMPTYSLOT with |
| your event name. Make sure to include it within quotes! |
| |
| Like this: |
| <event load="YOUR_EVENT_NAME_HERE"/> |
| |
- - - - - - - - - - - - - - - - - - - - - - - - - - - - -->
<event name="GET_SSLUG">
<text>To your surprise you get a super slug!</text>
<crewMember amount="1" class="slug" all_skills="2">blah</crewMember>
</event>
<event name="MTE_EVENTLOADER">
<text>What event do you want to load?</text>
<choice>
<text>Get Super Slug</text>
<event load="GET_SSLUG"/>
</choice>
<choice>
<text>Slot 2.</text>
<event load="EMPTYSLOT"/>
</choice>
<choice>
<text>Slot 3.</text>
<event load="EMPTYSLOT"/>
</choice>
<choice>
<text>Slot 4.</text>
<event load="EMPTYSLOT"/>
</choice>
<choice>
<text>Slot 5.</text>
<event load="EMPTYSLOT"/>
</choice>
<choice>
<text>Slot 6.</text>
<event load="EMPTYSLOT"/>
</choice>
</event>
<!-- - - - - - - - DON'T TOUCH THIS STUFF! - - - - - - - -->
<mod:findName name="MTE_WHATDO">
<mod:findName type="choice" name="MTE_CCP_EVENT_CHOICE">
<!--<mod:setAttributes req="pilot" lvl="1"/>-->
<mod-overwrite:text>Load a custom event.</mod-overwrite:text>
</mod:findName>
</mod:findName>
<mod:findName name="MTE_WHATDO_NOMONE">
<mod:findName type="choice" name="MTE_CCP_EVENT_CHOICE">
<!--<mod:setAttributes req="pilot" lvl="1"/>-->
<mod-overwrite:text>Load a custom event.</mod-overwrite:text>
</mod:findName>
</mod:findName>
<mod:findName name="MTE_SHIP_PICKER">
<mod:findLike type="choice">
<mod:findLike type="event">
<mod:findName type="choice" name="MTE_CCP_DUMMY_CHOICE">
<mod-overwrite:text>A custom dummy ship.</mod-overwrite:text>
<mod:findLike type="event">
<mod:findLike type="item_modify">
<mod:removeTag/>
</mod:findLike>
</mod:findLike>
</mod:findName>
</mod:findLike>
</mod:findLike>
</mod:findName>
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Wed Sep 23, 2015 4:17 am
by RAD-82
I've never used the MTE before, so I can't be sure what the problem is. I usually just load events I want to test at the start beacon.
events.xml.append
Code: Select all
<mod:findName type="event" name="START_BEACON">
<mod-append:choice>
<text>Get Super Slug</text>
<event load="GET_SLUGG"/>
</mod-append:choice>
</mod:findName>
<event name="GET_SSLUG">
<text>To your surprise you get a super slug!</text>
<crewMember amount="1" class="slug" all_skills="2">blah</crewMember>
</event>
It should show a slug with the name of blah next to the choice when you start the game.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Wed Sep 23, 2015 4:24 am
by Lightwavers
So I have been wanting to improve the Crystal mod, but slipstream keeps calling me out on "unexpected characters".
I've had to restart multiple times, having done tons of events, and and trying to load it at each stage.
This is the earliest point at which Slipstream fails to load it:
Code: Select all
<event name="START_GAME_EVENT">
<text>Start beacon wormhole variation mod.</text>
<choice>
<text>A rare wormhole seems to have formed. It may be an opportunity, or it may silence your ship, and its information, forever.</text>
<event load="START_WORMHOLE"/>
</choice>
</event>
<event name="START_WORMHOLE">
<text>The wormhole is a little ways off from the jump beacon. It would be a simple matter to go explore it, but it may put your mission in jeoparty.
<choice>
<text>This seems fun. Exploring time!</text>
<event>
<secretSector/>
</event>
</choice>
<choice>
<text>You decide that there are enough dangers in the galaxy without unknown wormholes adding to them.</text>
</choice>
</event>
Anyone want to point out what I'm doing wrong? Thanks!

Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Wed Sep 23, 2015 4:29 am
by RAD-82
You are missing a </text>
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Wed Sep 23, 2015 4:53 am
by WhiteWeasel
RAD-82 wrote:I've never used the MTE before, so I can't be sure what the problem is. I usually just load events I want to test at the start beacon.
events.xml.append
Code: Select all
<mod:findName type="event" name="START_BEACON">
<mod-append:choice>
<text>Get Super Slug</text>
<event load="GET_SLUGG"/>
</mod-append:choice>
</mod:findName>
<event name="GET_SSLUG">
<text>To your surprise you get a super slug!</text>
<crewMember amount="1" class="slug" all_skills="2">blah</crewMember>
</event>
It should show a slug with the name of blah next to the choice when you start the game.
Cool, It works. I think I'll make thread dedicated about my event modding, because I have a lot to learn.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Wed Sep 23, 2015 6:28 am
by Chrono Vortex
For the event code <surrender chance=X"> what X value will give the ship a 100% chance of surrendering?
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Wed Sep 23, 2015 6:41 am
by RAD-82
Based on this code, I would say chance="0" gives a 100% surrender.
Code: Select all
<ship name="JELLY_UNLOCK1" auto_blueprint="SHIPS_JELLY">
<surrender chance="0" min="3" max="4" load="SLUG_UNLOCK_SURRENDER"/>
<escape chance="0.5" min="3" max="4" load="PIRATE_ESCAPE"/>
<destroyed load="DESTROYED_DEFAULT"/>
<deadCrew load="DEAD_CREW_DEFAULT"/>
</ship>
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Wed Sep 23, 2015 11:20 am
by Captain Markus
del
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Wed Sep 23, 2015 12:26 pm
by stargateprovider
Chrono Vortex wrote:For the event code <surrender chance=X"> what X value will give the ship a 100% chance of surrendering?
Removing the chance and only leaving <surrender > is another way to do it.
Captain Markus wrote:Guys, help please. How to overwrite vanilla game object ?
trying edit combat_1 drone and ion_4 blast
change energy and cooldown, still no affect in game.
trying as .append, as .rawclobber no one works
https://www.dropbox.com/s/9pesl4bveyaui ... a.ftl?dl=0
Remove the .rawclobber file from your mod and it should work. blueprints.rawclobber deletes the game's blueprints and leaves
only your blueprints, which in this case crashes the game.
Re: Questions here: an inquiry thread! [Updated Sep 15th, 2014]
Posted: Thu Sep 24, 2015 1:50 am
by Chrono Vortex
One more question; even though the events labeled BOSS_TEXT_1-3 don't technically load the flagship, can effects still be applied to the flagship through those events?
EDIT: Never mind, I got that one figured out, but what would I do if I wanted to add a value to a ship?
Code: Select all
<mod:findName type=shipBlueprint" name="PLAYER_SHIP_HARD">
<artillery power="1" room="15" start="false" weapon="TIB_EMP" img="room_artillery_blue_2x2right" />
</mod:findName>
This is what I tried and it's not working. I'm guessing there needs to be a tag like <mod:addvalue> or something.