The end goal is for ASB_ARTILLERY_A and ASB_ARTILLERY_B to be artillery weapons (specifically, Anti-Ship Batteries). Because of a weird glitch with multiple Artillery systems, upgrading the first (and only upgradeable) Artillery system doesn't confer any additional benefits, so I changed the Artillery's upgrade levels to be super high, so no one would try to upgrade them. However, as of now, I've just added them as normal weapons onto TaxiService's Testrel, and they don't work.
blueprints.xml.append
Code: Select all
<systemBlueprint name="artillery">
<type>artillery</type>
<title>Artillery</title>
<!-- dummy text. will steal from whatever weapon blueprint it uses-->
<desc>Powers a slow, high-powered beam that pierces all shields and does one damage per room hit. More power means faster cooldown.</desc>
<!-- dummy text. will steal from whatever weapon blueprint it uses-->
<startPower>2</startPower>
<maxPower>4</maxPower>
<rarity>0</rarity>
<upgradeCost>
<level>999</level>
<!-- level 2 -->
<level>999</level>
<!-- level 3 -->
<level>999</level>
<!-- level 4 -->
</upgradeCost>
<!-- hopefully this works, and prevents anyone from upgrading the artillery in vain-->
<cost>150</cost>
</systemBlueprint>
<weaponBlueprint name="ASB_ARTILLERY_A">
<type>LASER</type>
<tip>tip_laser</tip>
<title>ASB Artillery</title>
<short>ASB</short>
<desc>An Anti-Ship Battery. Each shot deals 3 damage and pierces all shields, with a guaranteed breach; however, one gun is defective, and always leeches power.</desc>
<tooltip>Shouldn't see this.</tooltip>
<damage>3</damage>
<shots>1</shots>
<stunChance>3</stunChance>
<sp>5</sp>
<fireChance>3</fireChance>
<breachChance>10</breachChance>
<cooldown>25</cooldown>
<power>1</power>
<cost>55</cost>
<bp>6</bp>
<rarity>0</rarity>
<image>asb_shot</image>
<explosion>ba_explosion_laser_hit_heavy</explosion>
<launchSounds>
<sound>heavyLaser1</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser3</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull1</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>asb_artillery_a</weaponArt>
</weaponBlueprint>
<weaponBlueprint name="ASB_ARTILLERY_B">
<type>LASER</type>
<tip>tip_laser</tip>
<title>ASB Artillery</title>
<short>ASB</short>
<desc>An Anti-Ship Battery. Each shot deals 3 damage and pierces all shields, with a guaranteed breach; however, one gun is defective, and always leeches power.</desc>
<tooltip>Shouldn't see this.</tooltip>
<damage>3</damage>
<shots>1</shots>
<stunChance>3</stunChance>
<sp>5</sp>
<fireChance>3</fireChance>
<breachChance>10</breachChance>
<cooldown>25</cooldown>
<power>1</power>
<cost>55</cost>
<bp>6</bp>
<rarity>0</rarity>
<image>asb_shot</image>
<explosion>ba_explosion_laser_hit_heavy</explosion>
<launchSounds>
<sound>heavyLaser1</sound>
<sound>heavyLaser2</sound>
<sound>heavyLaser3</sound>
</launchSounds>
<hitShipSounds>
<sound>hitHull1</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>asb_artillery_b</weaponArt>
</weaponBlueprint>
animations.xml.append
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<animSheet name="asb_shot" w="371" h="216" fw="371" fh="216">weapons/asb_shot_strip1.png</animSheet>
<anim name="asb_shot">
<sheet>asb_shot</sheet>
<desc length="1" x="0" y="0" />
<time>0.5</time>
</anim>
<animSheet name="asb_artillery_a" w="410" h="202" fw="41" fh="202">weapons/asb_artillery_a_strip10.png</animSheet>
<weaponAnim name="asb_artillery_a">
<sheet>asb_artillery_a</sheet>
<desc length="10" x="0" y="0" />
<chargedFrame>5</chargedFrame>
<fireFrame>7</fireFrame>
<firePoint x="19" y="4" />
<mountPoint x="0" y="141" />
</weaponAnim>
<animSheet name="asb_artillery_b" w="410" h="202" fw="41" fh="202">weapons/asb_artillery_b_strip10.png</animSheet>
<weaponAnim name="asb_artillery_b">
<sheet>asb_artillery_b</sheet>
<desc length="10" x="0" y="0" />
<chargedFrame>5</chargedFrame>
<fireFrame>7</fireFrame>
<firePoint x="19" y="4" />
<mountPoint x="0" y="141" />
</weaponAnim>
asb_artillery_a_strip10.png
asb_artillery_b_strip10.png
asb_shot
asb_shot is a custom bullet animation for the gun. It's adapted from ASB #1, on Scooterbaga's "replacers for many of the things" visual polish mod.