Ftl weapon tier list
![ftl weapon tier list ftl weapon tier list](https://i.ytimg.com/vi/4DkXjrsz0do/maxresdefault.jpg)
how much damage it will do to crew (all) minus values heal but apparently only on bombs how much damage it will do to a system (all) how much ion damage a weapon does (all, buggy on the beam ie will deplete any shields regardeless of rooms hit how much Hull damage a shot does (all) Only difference between missile and Laser is that Missile projectiles are not animated You can also add another feature of the list below to certain weapon types.Ĭode: Select all //declares type of weapon (possible: LASER, MISSILE,BOMB,BEAM) (all) If you want your new weapon to be OP as hell you could change damage to 5 and the shots to 10 or give it 5 shield pierce. The function cant be changed (so you cant add a new tag like plasma or something) you can only change the values and add other compatible tags (see list further down for overview of tags available. Lists of that plays on launch/hit/miss (miss is always the same but you can add new ones if you like see Part III)Īfter every tag is explained take a look at the whole thing again. Make sure only to enter values between 0-5 or it might crash. Cooldown is how long it takes to recharge the weapon after firing.Ġ means the weapon will not drop randomly or appear in stores.ġ lowest rarity, meaning that it is very likely to appear in a store or drop. Power is the power the weapon needs to function. They need that tag to be set to 4+ (normal 5) in order to avoid shields. (against popular believe the missiles dont pierce on their own. Every point lets the weapon pierce another layer of shields. For Example a Burst MK II fires 3 shots: 3ĭetermine the damage, fire chance and breach chance for every single shot of the weapon (per room if its a beam) Only used for lasers and bombs (bombs always 1. tooltip is the shorter version you see in your HUD. But it will work with higher lengths too).ĭesc is the description of the weapon you read in stores. short is the short form which will be displayed at your weapons bar (short form should be like this "mini Beam" Every word should not go over 5 letters or it will look ugly. Title is the name you see in game if you look at the weapon in a store. There are 4 types: Laser, Beam, Bomb, Missile. All values of the weapon must stand within this and the closing tag.ĭeclares what weapon type it is. Now we quickly go over what everything does.ĭeclares the name of the weapon itself. All not essential tags have generally default values (i.e. I am gonna write a #essential comment behind every important line which must be in every blueprint of a weapon or it will not work (I am not gonna do it behind closing tags since it should be obvious that everthing needs to be closed). In the following I will use the burst_laser_1 (which is the basic laser in game) as an example. You can use this to overwrite existing weapons in the game. If you create 2 weapons with the same name the game will pick the weapon located the furthest down the xml file. This tag contains the name of the weapon which is its unique id.
![ftl weapon tier list ftl weapon tier list](https://i.ytimg.com/vi/31uT8ce96kQ/mqdefault.jpg)
It will be difficult without xml knowledge.Įvery weapon you make must be within a weaponBlueprint tag. I hope you are familiar with xml and html, if not you might wanna take a short look at a teaching side to learn it. You will only be using XML language to change values within some predetermined tags. Make sure you save them with "all files" so that way you dont accidentally save them as. Then you open a Text editor of your choice (I am using Notepad++) and you create 2 files there. The subfolders need to be called like that and be in that order or else it will not load in GMM.
#FTL WEAPON TIER LIST MOD#
My_weapon is the name of your mod and can be anything. My_weapon/audio/waves (only if you intend to add a custom sound)
![ftl weapon tier list ftl weapon tier list](https://i.ytimg.com/vi/Z45pJjOicJ8/hqdefault.jpg)
Within this folder "my_weapon" you create some subfolders: You can just simply mod the existing XMLs in the game, but that would mean you had to reinstall to get rid of the modded stuff.įirst of all you need to create the directory for the mod:Ĭreate a folder named: "my_weapon" anywhere you want (you can ctrl+v the final.
#FTL WEAPON TIER LIST MODS#
ftl file in the end that you can use with GMM ( viewtopic.php?f=4&t=2464) like all mods currently available. What I tell you here is how you create a mod which will be a. Since many people have problems on creating custom weapons for FTL and the old Guide is.