Author Topic: Problem with my mod  (Read 649 times)

Afaut

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Problem with my mod
« on: July 19, 2016, 02:24:51 am »
Edit: just found why it's not working anymore * Changed healing beam balance, now it heals 25% structure for 5 seconds regardless of maximum HP

i've create this mod http://steamcommunity.com/sharedfiles/filedetails/?id=480173777&searchtext=repair

it was working fine on 1.4.9 but now it just see ship immortal...

i've look into device_repair_beam.xml to see if anything have change but it's still the same, so device_repair_beam.xml work and mine not and i don't know why.
Maybe it's a bug?.

here's the code

<?xml version="1.0" encoding="utf-8"?>

<root>
   <header>
      <id>device_repair_beam_exp</id>
      <title>Experimental Repair beam</title>
      <description>Special device designed to repair other ships in space.</description>
      <enabled>1</enabled>
   </header>

   <gfx>
      <icon>items/devices/device_repair_beam_exp.png</icon>
   </gfx>

   <data>
      <type>9</type>
      
      <shops>
         <shops_level>30</shops_level>
         <faction_filter></faction_filter>
         <faction_only>0</faction_only>
         <faction_reputation>0</faction_reputation>
         <price>10000</price>
      </shops>
      
      <flags>
         <!-- none -->
      </flags>

      <upgrades_max>0</upgrades_max>
      <upgrades>
         <!-- none -->
      </upgrades>

      <requirements>
         <effects>
            <effect>
               <id>engineering_ability</id>
               <value>5</value>
            </effect>
         </effects>
      </requirements>

      <effects>
         <!-- none -->
      </effects>

      <item_data>

         <durability>25000</durability> <!-- max durability -->

         <cooldown>1</cooldown> <!-- cooldown in seconds after initiation of usage -->

         <!-- DEVICE ACTIVATION
            determines a way the module can be activated
         -->
         <target>3</target> <!-- 0- N/A, 1- self, 2- area (around self), 3- object, 4- coordinates -->
         <target_parameters>
            <range>10</range> <!-- used for all except "self" and "area" mode. -->
            <area>10</area>
            <!-- determines area of effect on specified coordinates. only for "area", "target", "coordinates" -->
            <target_filter>ship</target_filter>
            <!-- only for "target" mode. For target can be specified: asteroid, ship, crate, jumpgate, base -->
         </target_parameters>

         <!-- DEVICE ACTION
            determines how module effect should be applied
         -->
         <action_type>2</action_type> <!-- 0- N/A, 1- immediate, 2- per frame, 3- on complete -->
         <!-- the following configuration is only applicable for "per frame" and "on complete" modes -->
         <action_parameters>
            <duration>0</duration> <!-- 0 for infinite -->
            <cancel_on_move>0</cancel_on_move> <!-- module is disabled when ship moves -->
            <cancel_on_take_damage>0</cancel_on_take_damage> <!-- module is disabled when ship takes damage -->
            <cancel_on_deactivate>0</cancel_on_deactivate> <!-- module is disabled when user activates it again (in this case deactivates) -->
         </action_parameters>

         <!-- CUSTOM PARAMETERS
            can be any number parameters, also accessible through scripts
         -->
         <custom_parameters>
            <!-- duration in seconds -->
            <duration>3</duration>
            <heal_per_second>150</heal_per_second>
            <energy_per_second>75</energy_per_second>
         </custom_parameters>

         <!-- script definition for this module, must be valid filename -->
         <script>RepairBeam.js</script>

      </item_data>
   </data>
</root>
« Last Edit: July 19, 2016, 02:32:14 am by Afaut »