PART 1
___________________________________________
Hey guys, I found out how to add additional weapons to the game, just adding them, not yet making them dropped from events.
They are also duplicate weapons with just reskinned animations/models and damage values changed a bit, but I know people can figure it out further.
I shall give you a quick tutorial here:
Step 1: Unpack Data.dat and Resource.dat
That step is quite straightforward, follow the intructions in the first post.
Step 2: Go to data.dat-unpacked folder and look for these files:
Animations.xml, autoBlueprints.xml and Blueprints.xml.
Step 3: Open up Animations.xml.
What I did was make a duplicate missile, so look for
Code: Select all
<animSheet name="missiles_1" w="75" h="43" fw="25" fh="43">weapons/missiles_1_strip3.png</animSheet>
Code: Select all
<animSheet name="missiles_4" w="75" h="43" fw="25" fh="43">weapons/missiles_4_strip3.png</animSheet>
Now look for this part of the code:
Code: Select all
<weaponAnim name="missiles_1">
<sheet>missiles_1</sheet>
<desc length="3" x="0" y="0"/>
<chargedFrame>1</chargedFrame>
<fireFrame>2</fireFrame>
<firePoint x="15" y="20"/>
<mountPoint x="7" y="30"/>
<chargeImage>weapons/missiles_1_glow.png</chargeImage>
</weaponAnim>
Code: Select all
<weaponAnim name="missiles_4">
<sheet>missiles_4</sheet>
<desc length="3" x="0" y="0"/>
<chargedFrame>1</chargedFrame>
<fireFrame>2</fireFrame>
<firePoint x="15" y="20"/>
<mountPoint x="7" y="30"/>
<chargeImage>weapons/missiles_1_glow.png</chargeImage>
</weaponAnim>
Now, the last part of the animations we have to cover is the actual projectile, look for this part of the code:
Code: Select all
<animSheet name="missile_1" w="32" h="80" fw="32" fh="80">weapons/missile_1.png</animSheet>
<anim name="missile_1">
<sheet>missile_1</sheet>
<desc length="1" x="0" y="0"/>
<time>1</time>
</anim>
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_4</sheet>
<desc length="1" x="0" y="0"/>
<time>1</time>
</anim>
Alright, we got the animations ready for our missile!
We only need to create the info about the missile, define its damage values and make it so your ship starts with it!
End of part 1 of this tutorial, I'll write part 2 as soon as possible.
___________________________________________
PART 2
___________________________________________
Alright, lets continue!
Lets go to autoBlueprints.xml, this is gonna be a quick one since it's just 1 line of code that you need to add.
Look for:
Code: Select all
<name>MISSILES_1</name>
Code: Select all
<name>MISSILES_4</name>
Let's go further then, here comes the damage value part etc. etc.
Step 1: Go to Blueprints.xml and look for:
Code: Select all
<blueprintList name="STARTING_WEAPONS">
Code: Select all
<name>MISSILES_2_PLAYER</name>
Code: Select all
<name>MISSILES_4</name>
Now, here comes the damage value stuff, look for this line:
Code: Select all
<weaponBlueprint name="MISSILES_1">
<type>MISSILES</type>
<title>Leto Missiles</title>
<short>Leto</short>
<desc>This launcher is outdated and weak, but can still be effective.</desc>
<tooltip>Fires 1 missile; does 1 damage; pierces all shields.</tooltip>
<damage>1</damage>
<missiles>1</missiles>
<shots>1</shots>
<sp>5</sp>
<fireChance>1</fireChance>
<breachChance>1</breachChance>
<cooldown>9</cooldown>
<power>1</power>
<cost>20</cost>
<bp>2</bp>
<rarity>0</rarity>
<image>missile_1</image>
<launchSounds>
<sound>smallMissile1</sound>
<sound>smallMissile2</sound>
</launchSounds>
<hitShipSounds>
<sound>smallExplosion</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>missiles_1</weaponArt>
</weaponBlueprint>
Code: Select all
<weaponBlueprint name="MISSILES_4">
<type>MISSILES</type>
<title>PUTYOURWEAPONTITLEHERE</title>
<short>SHORTNAMEFORYOUWEAPON</short>
<desc>YOURWEAPONDESCRIPTION</desc>
<tooltip>TOOLTIPFORYOURWEAPON</tooltip>
<damage>AMOUNTOFDAMAGEITDOES</damage>
<missiles>AMOUNTOFMISSILESITTAKESFORITTOSHOOT</missiles>
<shots>AMOUNTOFSHOTSITSHOOTS</shots>
<sp>HOWMUCHSHIELDPOINTSITPENETRATES</sp>
<fireChance>HOWMUCHCHANCEITHASTOCREATEAFIRE</fireChance>
<breachChance>HOWMUCHCHANCEITHASTOBREAKHULL</breachChance>
<cooldown>COOLDOWNTIME</cooldown>
<power>POWERCOST</power>
<cost>MONEYCOST</cost>
<bp>2</bp>
<rarity>HOWRAREITIS</rarity>
<image>missile_4</image>
<launchSounds>
<sound>smallMissile1</sound>
<sound>smallMissile2</sound>
</launchSounds>
<hitShipSounds>
<sound>smallExplosion</sound>
</hitShipSounds>
<hitShieldSounds>
<sound>hitShield1</sound>
<sound>hitShield2</sound>
<sound>hitShield3</sound>
</hitShieldSounds>
<missSounds>
<sound>miss</sound>
</missSounds>
<weaponArt>missiles_4</weaponArt>
</weaponBlueprint>
End of part 2, next part will show you how to create custom animations and graphics.
___________________________________________
PART 3
___________________________________________
Well then, let's go to the custom animations/graphics!
Step 1: Go to the folder resource.dat-unpacked
You have probably unpacked resource.dat and data.dat, or else you couldn't have started modding, so yeah, look for that folder.
Step 2: Go to img\weapons and make a copy of missile_1.png and missiles_1_strip_3.png
In the other 2 parts we told the code to look for these files, but we said that the name for them were missile_4.png and missiles_4_strip_3.png, so rename the copies you made of those files.
Step 3: Create your own graphics!
HINT: USE PAINT.NET OR PHOTOSHOP, IF YOU DONT THE FILES WILL LOOK LIKE BIG WHITE BLOCKS!
You can change the colour of the missile or launcher, maybe change it to a nyan gun or something, then just overwrite it!
Step 4: Pack the 2 folders!
What I did was make a .cmd file that automatically packs the 2 files, make a .cmd in the folder that has data.dat-unpacked and resource.dat-unpacked in it and paste this into the CMD:
Code: Select all
ftldat pack O:\FTLModding\data.dat O:\FTLModding\data.dat-unpacked
ftldat pack O:\FTLModding\resource.dat O:\FTLModding\resource.dat-unpacked
And that's it, I will put 1 extra that will show you how to make it your starting weapon!
___________________________________________
PART 4(EXTRA)
___________________________________________
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:
Code: Select all
<shipBlueprint name="PLAYER_SHIP_HARD" layout="kestral" img="kestral">
<class>Kestrel Cruiser</class>
<name>The Kestrel</name>
<desc>This class of ship was decommissioned from Federation service years ago. After a number of refits and updating this classic ship is ready for battle.</desc>
<systemList>
<pilot power="1" room="0" start="true" img="room_pilot">
<slot>
<direction>right</direction>
<number>0</number>
</slot>
</pilot>
<doors power="1" room="2" start="true" img="room_doors"/>
<sensors power="1" room="3" start="true" img="room_sensors"/>
<medbay power="1" room="4" start="true" img="room_medbay">
<slot>
<number>1</number>
</slot>
</medbay>
<oxygen power="1" room="13" start="true" img="room_oxygen"/>
<shields power="2" room="5" start="true" img="room_shields"/>
<engines power="2" room="14" start="true" img="room_engines"/>
<weapons power="3" room="10" start="true" img="room_weapons"/>
<drones power="2" room="1" start="false"/>
<teleporter power="1" room="15" start="false"/>
<cloaking power="1" room="8" start="false"/>
</systemList>
<weaponSlots>4</weaponSlots>
<droneSlots>2</droneSlots>
<weaponList count="2" missiles="8">
<weapon name="MISSILES_2_PLAYER"/>
<weapon name="LASER_BURST_3"/>
</weaponList>
<health amount="30"/>
<maxPower amount ="8"/>
<crewCount amount = "3" class="human"/>
</shipBlueprint>
Code: Select all
<weaponList count="2" missiles="8">
<weapon name="MISSILES_2_PLAYER"/>
<weapon name="LASER_BURST_3"/>
Code: Select all
<weapon name="MISSILES_2_PLAYER"/>
Code: Select all
<weapon name="MISSILES_4"/>
This will make it so instead of the usual missile launcher it will spawn you with the weapon you made in the previous tutorials.
And thats it!
Edit: Thank Cash at Folsom for pointing out some errors in the tutorial, I fixed them now.
Edit 2: If you want to know how to make the weapon drop through an event, please look at this tutorial http://www.ftlgame.com/forum/viewtopic.php?f=4&t=2533