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Custom Content Patch 1.0 for MTE2

TaxiService Aug 30th, 2015 (edited) 133 Never
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  1. <!-- Custom Content Patch v. 1.0
  2. for Mod Testing Environment v. 2
  3.  
  4. -Taxi sez:
  5. Use this file to spawn custom ships, events and items!
  6. The comments will explain what's going on. Be sure to read them if you don't know what you're doing!
  7.  
  8. Read this to better understand the terminology used in the comments:
  9. https://en.wikipedia.org/wiki/XML#Key_terminology
  10.  
  11. -Instructions:
  12. 1) Save this file as "events.xml.append" in a folder called "data"
  13. 2) Compress the "data" folder to zip
  14. 3) Change the extension to .ftl (read protip 2 to skip this)
  15. 4) That file is your CCP. Load it using SMM and put it **AFTER** MTE
  16. (NOTE: MTE should be loaded after everything else)
  17.  
  18. -Useful links:
  19. Slipstream Mod Manager (aka SMM):
  20. http://www.ftlgame.com/forum/viewtopic.php?f=12&t=17102
  21.  
  22. MTE thread on ftlgame.com:
  23. http://www.ftlgame.com/forum/viewtopic.php?f=12&t=27847
  24.  
  25. A copy of this file on pastebin:
  26. http://pastebin.com/BzkT4wqU
  27.  
  28. A version of this file without comments:
  29. http://pastebin.com/4SRDZHBG
  30.  
  31. -(PROTIP 1)
  32. DO NOT USE NOTEPAD! Get a text editor that can at least highlight the XML syntax. Try one of these:
  33.  
  34. Notepad++ (windows only)
  35. https://notepad-plus-plus.org/
  36.  
  37. Sublime Text 2 (cross-platform)
  38. https://www.sublimetext.com/
  39.  
  40. -(PROTIP 2)
  41. Did you know that Slipstream Mod Manager can read .zip files too? It's true!
  42. Just open SMM, click on File > Preferences..., check "allow_zip" and then click "Apply".
  43. Modders should always turn this option on. It's so much faster than renaming each time!
  44. Note: remember to change the extension when your mod is finished!
  45.  
  46. -(PROTIP 3)
  47. Use the Tab button to indent code rather than spaces. (it's the button above caps lock; next to Q on QWERTY keyboards)
  48. -->
  49.  
  50.  
  51. <!-- MORE TESTING SHIPS - Ships in this list will be appended to the Testing Ships menu -->
  52. <mod:findName type="event" name="MTE_SHIPS_TESTING">
  53.         <mod:findLike type="choice">
  54.                 <mod:selector hook="MTE_CCPINFO"/>
  55.                 <mod:removeTag/>
  56.         </mod:findLike>
  57.  
  58.         <!-- Taxi sez:
  59. This code tells SMM to modify an existing event, the "Testing Ships" picker.
  60. The code above removes the informative greyed-out choice.
  61.  
  62. The following "ship module" is going to be appended as a new choice.
  63. Put the desired auto_blueprint="" attribute in the <ship/> element. (replace MTE_DUMMY)
  64. The content of the first <text></text> element will appear as the actual choice text.
  65.  
  66. You can copy the module and paste it up to 7 times to add more choices.
  67.         -->
  68.  
  69.         <mod-append:choice><!-- SHIP MODULE START -->
  70.                 <text>Another dummy ship.</text> <!--you can put another string in here-->
  71.                 <event>
  72.                         <text>Ship spawned.</text>
  73.                         <ship auto_blueprint="MTE_DUMMY" hostile="true"> <!--CHANGE THIS auto_blueprint-->
  74.                                 <destroyed load="MTE_DESTROYED"/>
  75.                                 <deadCrew load="MTE_DESTROYED" hostile="false"/>
  76.                         </ship>
  77.                         <choice>
  78.                                 <text>Continue...</text>
  79.                                 <event load="MTE_BOARDERS_PICKER"/>
  80.                         </choice>
  81.                 </event>
  82.         </mod-append:choice><!-- SHIP MODULE END -->
  83.  
  84.  
  85.         <!-- PASTE MODULES ABOVE THIS LINE ONLY! -->
  86.         <!--make sure they're indented correctly!-->
  87. </mod:findName>
  88.  
  89.  
  90. <!-- EVENT LOADER - This event will appear after the "Load an event..." choice in [MENU]s -->
  91. <event name="MTE_EVENTLOADER">
  92.         <text>Choose an event to load:</text>
  93.        
  94.         <!-- Taxi sez:
  95. This event overwrites the MTE's empty eventloader.
  96.  
  97. Put the desired event or eventList name in the load="" attribute of any of the following <event/> tags. (replace "MTE_DISABLED")
  98. You can also change the content of the <text><text/> element to what you want.
  99.  
  100. Notes:
  101. The hidden="true" attribute in a <choice> tag prevents the game from rendering the item preview box next to the choice's text. It's used to hide item requirements or rewards.
  102. You can disable this attribute by setting it to "false" or just deleting it altogether.
  103.  
  104. Example:
  105. MTE_DISABLED is an event that will try to subtract 1000000 fuel from the player. Players don't usually go around with so much fuel, so this choice should always appear greyed out. This event is used by MTE to create grey choices. (hence the name)
  106. To hide the [-10000000] box that would show next to the choice's text, all the choices that lead to this event have a hidden="true" attribute, resulting in grey text only!
  107. Try removing this attribute from one of the elements below and check for yourself! :)
  108.         -->
  109.        
  110.         <choice hidden="true">
  111.                 <text>[event slot]</text>
  112.                 <event load="MTE_DISABLED"/>
  113.         </choice>
  114.  
  115.         <choice hidden="true">
  116.                 <text>[event slot]</text>
  117.                 <event load="MTE_DISABLED"/>
  118.         </choice>
  119.  
  120.         <choice hidden="true">
  121.                 <text>[event slot]</text>
  122.                 <event load="MTE_DISABLED"/>
  123.         </choice>
  124.  
  125.         <choice hidden="true">
  126.                 <text>[event slot]</text>
  127.                 <event load="MTE_DISABLED"/>
  128.         </choice>
  129.  
  130.         <choice hidden="true">
  131.                 <text>[event slot]</text>
  132.                 <event load="MTE_DISABLED"/>
  133.         </choice>
  134.  
  135.         <choice hidden="true">
  136.                 <text>[event slot]</text>
  137.                 <event load="MTE_DISABLED"/>
  138.         </choice>
  139.  
  140.         <choice hidden="true">
  141.                 <text>[event slot]</text>
  142.                 <event load="MTE_DISABLED"/>
  143.         </choice>
  144.  
  145.         <choice hidden="true">
  146.                 <text>[event slot]</text>
  147.                 <event load="MTE_DISABLED"/>
  148.         </choice>
  149.  
  150.         <!-- keep this fallback choice down here to prevent issues -->
  151.         <choice>
  152.                 <text>Close this menu.</text>
  153.                 <event/>
  154.         </choice>
  155. </event>
  156.  
  157.  
  158. <!-- ITEM LOADER - This event will appear after the "Spawn an item..." choice in the [MORE] menu -->
  159. <event name="MTE_ITEMLOADER">
  160.         <text>Choose an item to spawn:</text>
  161.        
  162.         <!-- Taxi sez:
  163. This event overwrites MTE's standard itemloader.
  164. You can use this event to spawn specific weapons, augments and drones. Change the name="" attribute in the corresponding tag to spawn the desired item.
  165. You can also change the content of the first <text> element to reflect what it will spawn. (or try putting only a space)
  166.  
  167. Each of these modules can be copied and pasted one after another to add more choices.
  168. The safe limit of total choices in this event is nine (9). More than 5 weapons/drones or 6 augments will overflow from the UI, but it shouldn't be a problem. (put hidden="true" in <choice> start-tags to prevent this)
  169.         -->
  170.  
  171.         <choice> <!-- WEAPON MODULE -->
  172.                 <text>[weapon slot]</text>
  173.                 <event>
  174.                         <text>Weapon added to your ship's inventory.</text>
  175.                         <weapon name="LASER_BURST_1"/> <!-- change this name -->
  176.                         <choice>
  177.                                 <text>Continue...</text>
  178.                                 <event load="MTE_MENU_END"/>
  179.                         </choice>
  180.                 </event>
  181.         </choice><!-- WEAPON MODULE -->
  182.  
  183.         <choice> <!-- AUGMENT MODULE -->
  184.                 <text>[augment slot]</text>
  185.                 <event>
  186.                         <text>Augment added to your ship's inventory.</text>
  187.                         <augment name="ADV_SCANNERS"/> <!-- change this name -->
  188.                         <choice>
  189.                                 <text>Continue...</text>
  190.                                 <event load="MTE_MENU_END"/>
  191.                         </choice>
  192.                 </event>
  193.         </choice><!-- AUGMENT MODULE -->
  194.  
  195.         <choice> <!-- DRONE MODULE -->
  196.                 <text>[drone slot]</text>
  197.                 <event>
  198.                         <text>Drone added to your ship's inventory.</text>
  199.                         <drone name="SHIP_REPAIR"/> <!-- change this name -->
  200.                         <choice>
  201.                                 <text>Continue...</text>
  202.                                 <event load="MTE_MENU_END"/>
  203.                         </choice>
  204.                 </event>
  205.         </choice><!-- DRONE MODULE -->
  206.  
  207.  
  208.         <!-- PASTE MODULES ABOVE THIS LINE ONLY! -->
  209.         <!--make sure they're indented correctly!-->
  210. </event>
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