OpenXcom Forum

Modding => Work In Progress => Topic started by: the_third_curry on August 02, 2014, 11:07:34 am

Title: [WEAPON] Acid Weaponry - Acid Capsule Gun 0.8 - needs playtesting
Post by: the_third_curry on August 02, 2014, 11:07:34 am
Here's my first mod attempt to actually produce a result. This mod adds an acid cannon with two types of ammo. The first type of ammo fires an acid attack at the same strength as a celatid spit. The second acid is extremely strong and can be used to dissolve the outer walls of UFOs. The weapon has a ton of power, but is limited by its high weight, small clip size, and lack of auto-fire.

As of now, the weapon is more or less complete. The only things it doesn't have as of 0.8 are 1) HANDOBS and 2) a FLOOROB for the gun. The weapon is fully functioning though. It requires Celatid corpse research to use in a campaign. It's maximum range is 20.

Does anyone have any advice/suggestions/input?
Title: Re: [WEAPON] Acid Weaponry 0.1
Post by: yrizoud on August 02, 2014, 03:54:59 pm
This sounds very cool, and fits very well with the rest of the game.
If you want to keep this weapon from being used as a long-distance high-power but precise (no blast) weapon, you can set a limited range (maxRange). Soldiers see 20 tiles in daylight, so for example a maxRange of 20 makes it only possible to shoot when you see your target (and it can retaliate).

What size of weapon and ammo do you need ? I can try some concepts.
Title: Re: [WEAPON] Acid Weaponry 0.1
Post by: the_third_curry on August 02, 2014, 06:32:17 pm
What size of weapon and ammo do you need ?

The acid cannon and its ammo are the same size as the auto cannon and heavy cannon: height 3 and width 2 for the gun, height 1 and width 2 for the ammo.

I'll definitely consider the maxRange as well.

EDIT: ...and the FLOOROBs are messed up again, I thought I had fixed that
Title: Re: [WEAPON] Acid Weaponry 0.1
Post by: yrizoud on August 03, 2014, 12:00:06 am
My first tests were more like flamethrower, here's a more high-tech biologic rifle.
Title: Re: [WEAPON] Acid Weaponry 0.1
Post by: the_third_curry on August 03, 2014, 12:15:08 am
The design looks pretty good yrizoud, but the gun won't display properly. When I look at the GIF, it looks fine, but when I try to edit the picture to rotate it 90 degrees, the gun part disappears leaving only the can.
Title: Re: [WEAPON] Acid Weaponry 0.1
Post by: yrizoud on August 03, 2014, 12:21:50 am
Sorry about that, it was a multi-layer GIF. I uploaded a flattened (and rotated) version.
Title: Re: [WEAPON] Acid Weaponry 0.1
Post by: ivandogovich on August 03, 2014, 12:28:09 am
the 3x2 Weapon is tricky.    The graphic should be designed with the gun Vertical so that it can fit in the hand or backpack.  (and I posted after this was fixed. ;) )

One thing I did discover is that 3-wide objects aren't possible.

And overall, and interesting concept, but probably OP.  Maybe it should only be available after Celatid Autopsy?  (Edit: then I check the spoiler after I post, and see that this is the intention. ;) )

Cheers, Ivan :D

Edit:  snippet for research code:

research:
  - name: STR_ACID_CANNON
    cost: 250
    points: 30
    dependencies:
    - STR_CELATID_AUTOPSY
    listOrder: 602
    getOneFree:
    - STR_BASIC_ACID_CAPSULE_PACK
# create another research for the advance acid with another depency like below
  - name: STR_CELATID_AUTOPSY
    unlocks:
      - STR_ACID_CANNON
Title: Re: [WEAPON] Acid Weaponry 0.1
Post by: Gifty on August 03, 2014, 12:30:50 am
Damn, I keep planning to do these things and then people beat me to the punch. :P

+1 on the Celatid dependency, that was what I was thinking as well.
Title: Re: [WEAPON] Acid Weaponry 0.1
Post by: the_third_curry on August 03, 2014, 12:45:28 am
Yeah, I was planning to make it Celatid dependent, just wanted to make sure I did it right (thanks Ivandogovich for demonstrating.) It's definitely OP at the beginning, but it should be pretty balanced by the time Mutons hit. I'll have a much more complete 2nd version up in a few hours.
Title: Re: [WEAPON] Acid Weaponry 0.1
Post by: the_third_curry on August 03, 2014, 01:41:04 am
Yrizoud, can you (or anyone else who knows how to work with sprites) give me the acid can on a 32x48 pixel canvas along with a slight variation (like just the acid can with an additional stripe or something) also on a 32x48 pixel canvas. I have no experience or software whatsoever dealing with sprites and any of my attempts to edit them mess something up.

Edit: Very close to being done (just need sprites) when I encountered a problem. When I research the Acid Capsule Gun (changed it from acid cannon) the game crashes. Researching the acid capsule gun should automatically unlock the basic acid capsule and cause the advanced acid capsule research to become available (I decided to make it its own short research project.) Does anyone know what I'm doing wrong (code is listed in spoilers below)?

items: 
  - type: STR_ACID_CAPSULE_GUN
    requires: STR_ACID_CAPSULE_GUN
    size: 0.3
    costSell: 5000
    weight: 17
    bigSprite: 300
    floorSprite: 7
    handSprite: 25
    bulletSprite: 6
    fireSound: 67
    compatibleAmmo:
      - STR_BASIC_ACID_CAPSULE_PACK
      - STR_ADVANCED_ACID_CAPSULE_PACK
    accuracySnap: 75
    accuracyAimed: 105
    tuSnap: 50
    tuAimed: 70
    battleType: 1
    twoHanded: true
    invWidth: 2
    invHeight: 3
    recoveryPoints: 0
    armor: 80
    attraction: 1
    maxRange: 20
    listOrder: 5910
  - type: STR_BASIC_ACID_CAPSULE_PACK
    requires: STR_BASIC_ACID_CAPSULE_PACK
    size: 0.2
    costSell: 500
    weight: 7
    bigSprite: 301
    floorSprite: 8
    hitSound: 19
    hitAnimation: 46
    power: 140
    damageType: 8
    clipSize: 11
    battleType: 2
    invWidth: 2
    recoveryPoints: 0
    attraction: 1
    listOrder: 5911
  - type: STR_ADVANCED_ACID_CAPSULE_PACK
    requires: STR_ADVANCED_ACID_CAPSULE_PACK
    size: 0.2
    costSell: 700
    weight: 10
    bigSprite: 302
    floorSprite: 9
    hitSound: 19
    hitAnimation: 46
    power: 400
    damageType: 8
    clipSize: 4
    battleType: 2
    invWidth: 2
    recoveryPoints: 0
    attraction: 1
    listOrder: 5912
ufopaedia:
  - id: STR_ACID_CAPSULE_GUN
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_ACID_CAPSULE_GUN_UFOPEDIA
  - id: STR_BASIC_ACID_CAPSULE_PACK
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_BASIC_ACID_CAPSULE_UFOPEDIA
  - id: STR_ADVANCED_ACID_CAPSULE_PACK
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_ADVANCED_ACID_CAPSULE_UFOPEDIA
research:
  - name: STR_ACID_CAPSULE_GUN
    cost: 250
    points: 30
    dependencies:
    - STR_CELATID_AUTOPSY
    listOrder: 602
    getOneFree:
    - STR_BASIC_ACID_CAPSULE_PACK
  - name: STR_ADVANCED_ACID_CAPSULE_PACK
    cost: 50
    points: 15
    dependencies:
    - STR_ACID_CAPSULE_GUN
    listOrder: 603
manufacture:
  - name: STR_ACID_CAPSULE_GUN
    category: STR_WEAPON
    requires:
      - STR_ACID_CAPSULE_GUN
    space: 4
    time: 1200
    cost: 140000
    requiredItems:
      STR_ALIEN_ALLOYS: 10
  - name: STR_BASIC_ACID_CAPSULE_PACK
    category: STR_AMMUNITION
    requires:
      - STR_BASIC_ACID_CAPSULE_PACK
    space: 4
    time: 100
    cost: 2000
  - name: STR_ADVANCED_ACID_CAPSULE_PACK
    category: STR_AMMUNITION
    requires:
      - STR_ADVANCED_ACID_CAPSULE_PACK
    space: 4
    time: 1150
    cost: 3500
    requiredItems:
      STR_ALIEN_ALLOYS: 2
extraSprites:
  - type: BIGOBS.PCK
    files:
      300: Resources/AcidWeaponry/Acid_Capsule_Gun_BIGOB.gif
      301: Resources/AcidWeaponry/Basic_Acid_BIGOB.gif
      302: Resources/AcidWeaponry/Advanced_Acid_BIGOB.gif
extraSounds:
  - type: BATTLE.CAT
    files:
      67: Resources/AcidWeaponry/Sound/AcidFire.wav
extraStrings:
  - type: en-US
    strings:
      STR_ACID_CAPSULE_GUN: Acid Capsule Gun
      STR_ACID_CAPSULE_GUN_UFOPEDIA: "The acid capsule gun is an effective but cumbersome weapon that functions by launching powerful, corrosive acids from individual capsules.  Its design is based upon Celatid research."
      STR_BASIC_ACID_CAPSULE_PACK: Basic Acid Capsule Pack
      STR_BASIC_ACID_CAPSULE_UFOPEDIA: "The Basic Acid Capsule Pack contains 7 capsules of acid, each with the approximate power of a Celatid acid spit."
      STR_ADVANCED_ACID_CAPSULE_PACK: Advanced Acid Capsule Pack
      STR_ADVANCED_ACID_CAPSULE_UFOPEDIA: "The Advanced Acid Capsule Pack contains 4 thickly-armored alien alloy capsules of highly concentrated acid.  The acid in each capsule is powerful enough to dissolve nearly anything it touches, organic or otherwise."
  - type: en-GB
    strings:
      STR_ACID_CAPSULE_GUN: Acid Capsule Gun
      STR_ACID_CAPSULE_GUN_UFOPEDIA: "The acid capsule gun is an effective but cumbersome weapon that functions by launching powerful, corrosive acids from individual capsules.  Its design is based upon Celatid research."
      STR_BASIC_ACID_CAPSULE_PACK: Basic Acid Capsule Pack
      STR_BASIC_ACID_CAPSULE_UFOPEDIA: "The Basic Acid Capsule Pack contains 7 capsules of acid, each with the approximate power of a Celatid acid spit."
      STR_ADVANCED_ACID_CAPSULE_PACK: Advanced Acid Capsule Pack
      STR_ADVANCED_ACID_CAPSULE_UFOPEDIA: "The Advanced Acid Capsule Pack contains 4 thickly-armored capsules of highly concentrated acid.  The acid in each capsule is powerful enough to dissolve nearly anything it touches, organic or otherwise."
Title: Re: [WEAPON] Acid Weaponry 0.1
Post by: yrizoud on August 03, 2014, 03:01:44 am
32x48 sounds like floor objects, I've usually seen them fit in 32x40.
Title: Re: [WEAPON] Acid Weaponry 0.1
Post by: the_third_curry on August 03, 2014, 03:06:44 am
32x48 sounds like floor objects, I've usually seen them fit in 32x40.

Nice work, just got to sort this research problem out and the mod will be ready for Beta.
Title: Re: [WEAPON] Acid Weaponry 0.1
Post by: ivandogovich on August 03, 2014, 03:30:43 am

Edit: Very close to being done (just need sprites) when I encountered a problem. When I research the Acid Capsule Gun (changed it from acid cannon) the game crashes. Researching the acid capsule gun should automatically unlock the basic acid capsule and cause the advanced acid capsule research to become available (I decided to make it its own short research project.) Does anyone know what I'm doing wrong (code is listed in spoilers below)?


I think its crashing because the basic acid isn't defined as a research item.  Not quite sure how to structure this....


Edit:
Maybe the best way is to add the basic capsule as an item to research, but make its time zero.
Unfortunately GetOneFree is not a guaranteed breakthrough.

Looking at Alien Missions that you can only get through interrogations, they have a very short entry.
  - name: STR_ALIEN_RETALIATION
    points: 50
    needItem: true

so maybe:
  - name: STR_ADVANCED_ACID_CAPSULE_PACK
    cost: 0
    points: 0
    dependencies:
    - STR_ACID_CAPSULE_GUN
    listOrder: 602


And adjust the list order for the advanced capsule.
Title: Re: [WEAPON] Acid Weaponry 0.1
Post by: the_third_curry on August 03, 2014, 05:26:32 am
I think its crashing because the basic acid isn't defined as a research item.  Not quite sure how to structure this....


Edit:
Maybe the best way is to add the basic capsule as an item to research, but make its time zero.
Unfortunately GetOneFree is not a guaranteed breakthrough.

Looking at Alien Missions that you can only get through interrogations, they have a very short entry.
  - name: STR_ALIEN_RETALIATION
    points: 50
    needItem: true

so maybe:
  - name: STR_ADVANCED_ACID_CAPSULE_PACK
    cost: 0
    points: 0
    dependencies:
    - STR_ACID_CAPSULE_GUN
    listOrder: 602


And adjust the list order for the advanced capsule.

Perfect, I've got it up and running now!

It bugged me a bit that the UFOpedia entry and manufacture announcement for the basic ammo didn't display, so I decided to make basic ammo into a very short research topic. I should have the update up soon.
Title: Re: [WEAPON] Acid Weaponry - Acid Capsule Gun 0.8 - needs playtesting
Post by: the_third_curry on August 03, 2014, 06:19:17 am
Yrizoud, one last request: can you give me a FLOOROB and HANDOBS for the gun? Just the FLOOROB is okay, if you don't want to mess with the HANDOBS then don't worry about them.
Title: Re: [WEAPON] Acid Weaponry - Acid Capsule Gun 0.8 - needs playtesting
Post by: niculinux on August 03, 2014, 09:52:40 am
Wooo chemica warfare!!!

Seriously, such big clips should provide more round capacity, i'd go for 15 or 20(better). The second type of ammo (the one with red square) may be special, for eg. Flammable (incendiary projectiles) or evaporable, one it strike may resoult in a clud of (colored) toxic smoke! Range may be up to 22-25.  ;)
Title: Re: [WEAPON] Acid Weaponry - Acid Capsule Gun 0.8 - needs playtesting
Post by: Aldorn on August 03, 2014, 02:19:16 pm
Capsules are nice !
Title: Re: [WEAPON] Acid Weaponry - Acid Capsule Gun 0.8 - needs playtesting
Post by: yrizoud on August 03, 2014, 05:35:19 pm
The tanks that I drew don't fit well with the idea of throwable capsules, I should have looked more in the ruleset :/
See attached some concepts for 4-slot and 7-slot clips. This may needs some testing for balancing, if the ammo counts need to be changed I'll have to modify the graphics accordingly.

handobjs are tricky, I'll only try when the design of the weapon itself seems "final" :)

edit: I did them anyway since I don't know if I'll have time this week. See the attached zip. I made a single tiny image for the clip in hand and floor, because IMO these don't need to be distinguishable from the battlescape map.
Title: Re: [WEAPON] Acid Weaponry - Acid Capsule Gun 0.8 - needs playtesting
Post by: the_third_curry on August 03, 2014, 07:53:57 pm
The tanks that I drew don't fit well with the idea of throwable capsules, I should have looked more in the ruleset :/
See attached some concepts for 4-slot and 7-slot clips. This may needs some testing for balancing, if the ammo counts need to be changed I'll have to modify the graphics accordingly.

handobjs are tricky, I'll only try when the design of the weapon itself seems "final" :)

I think that just the single can would be best; each canister can be said to hold enough acid for multiple shots with the advanced acid canister holding less due to the extreme strength of the acid.

I'm still playing around with the weapon a bit, including the clipsize, so I'd hate to have to ask you for a redesign every time I started making adjustments. With a single can, it can just be assumed that the gun doesn't have to empty out the whole capsule to produce an acid shot.
Title: Re: [WEAPON] Acid Weaponry - Acid Capsule Gun 0.8 - needs playtesting
Post by: the_third_curry on August 05, 2014, 04:41:26 am
Anyone try it out yet?
Title: Re: [WEAPON] Acid Weaponry - Acid Capsule Gun 0.8 - needs playtesting
Post by: guille1434 on August 05, 2014, 07:26:47 am
Very well done graphics!  8)
Title: Re: [WEAPON] Acid Weaponry - Acid Capsule Gun 0.8 - needs playtesting
Post by: niculinux on August 05, 2014, 10:29:07 am
[...]
See attached some concepts for 4-slot and 7-slot clips. This may needs some testing for balancing, if the ammo counts need to be changed I'll have to modify the graphics accordingly.
[...]

Sorry, i meant capsules!! (Cans in the first post)-.- let'save theclips idea for another mod;)
Title: Re: [WEAPON] Acid Weaponry - Acid Capsule Gun 0.8 - needs playtesting
Post by: the_third_curry on August 06, 2014, 09:10:09 pm
I got the HANDOBs working and they look nice, but for some reason the FLOOROBs refuse to function and I'm out of ideas as to why. The game crashes whenever it tries to display one of them. If I can get those working, then the capsule gun should be ready for 1.0. The code and the images I'm trying to use for the FLOOROBs are attached below. Does anyone see what's wrong?

items: 
  - type: STR_ACID_CAPSULE_GUN
    requires: STR_ACID_CAPSULE_GUN
    size: 0.3
    costSell: 5000
    weight: 17
    bigSprite: 300
    floorSprite: 303
    handSprite: 390
    bulletSprite: 6
    fireSound: 67
    compatibleAmmo:
      - STR_BASIC_ACID_CAPSULE_PACK
      - STR_ADVANCED_ACID_CAPSULE_PACK
    accuracySnap: 75
    accuracyAimed: 105
    tuSnap: 50
    tuAimed: 70
    battleType: 1
    twoHanded: true
    invWidth: 2
    invHeight: 3
    recoveryPoints: 0
    armor: 80
    attraction: 1
    maxRange: 20
    listOrder: 5910
  - type: STR_BASIC_ACID_CAPSULE_PACK
    requires: STR_BASIC_ACID_CAPSULE_PACK
    size: 0.2
    costSell: 500
    weight: 7
    bigSprite: 301
    floorSprite: 304
    handSprite: 398
    hitSound: 19
    hitAnimation: 46
    power: 140
    damageType: 8
    clipSize: 11
    battleType: 2
    invWidth: 2
    recoveryPoints: 0
    attraction: 1
    listOrder: 5911
  - type: STR_ADVANCED_ACID_CAPSULE_PACK
    requires: STR_ADVANCED_ACID_CAPSULE_PACK
    size: 0.2
    costSell: 700
    weight: 10
    bigSprite: 302
    floorSprite: 305
    handSprite: 398
    hitSound: 19
    hitAnimation: 46
    power: 400
    damageType: 8
    clipSize: 4
    battleType: 2
    invWidth: 2
    recoveryPoints: 0
    attraction: 1
    listOrder: 5912
ufopaedia:
  - id: STR_ACID_CAPSULE_GUN
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_ACID_CAPSULE_GUN_UFOPEDIA
  - id: STR_BASIC_ACID_CAPSULE_PACK
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_BASIC_ACID_CAPSULE_UFOPEDIA
  - id: STR_ADVANCED_ACID_CAPSULE_PACK
    type_id: 4
    section: STR_WEAPONS_AND_EQUIPMENT
    text: STR_ADVANCED_ACID_CAPSULE_UFOPEDIA
research:
  - name: STR_ACID_CAPSULE_GUN
    cost: 250
    points: 30
    dependencies:
    - STR_CELATID_AUTOPSY
    listOrder: 602
  - name: STR_BASIC_ACID_CAPSULE_PACK
    cost: 10
    points: 5
    dependencies:
    - STR_ACID_CAPSULE_GUN
    listOrder: 603
  - name: STR_ADVANCED_ACID_CAPSULE_PACK
    cost: 50
    points: 15
    dependencies:
    - STR_ACID_CAPSULE_GUN
    listOrder: 604
manufacture:
  - name: STR_ACID_CAPSULE_GUN
    category: STR_WEAPON
    requires:
      - STR_ACID_CAPSULE_GUN
    space: 4
    time: 450
    cost: 140000
    requiredItems:
      STR_ALIEN_ALLOYS: 10
  - name: STR_BASIC_ACID_CAPSULE_PACK
    category: STR_AMMUNITION
    requires:
      - STR_BASIC_ACID_CAPSULE_PACK
    space: 2
    time: 75
    cost: 2000
  - name: STR_ADVANCED_ACID_CAPSULE_PACK
    category: STR_AMMUNITION
    requires:
      - STR_ADVANCED_ACID_CAPSULE_PACK
    space: 2
    time: 125
    cost: 3500
    requiredItems:
      STR_ALIEN_ALLOYS: 2
extraSprites:
  - type: BIGOBS.PCK
    files:
      300: Resources/AcidWeaponry/Acid_Capsule_Gun_BIGOB.gif
      301: Resources/AcidWeaponry/Basic_Acid_BIGOB.gif
      302: Resources/AcidWeaponry/Advanced_Acid_BIGOB.gif
  - type: FLOOROBS.PCK
    files:
      303: Resources/AcidWeaponry/Acid_Capsule_Gun_FLOOROB.gif
      304: Resources/AcidWeaponry/Basic_Acid_FLOOROB.gif
      305: Resources/AcidWeaponry/Advanced_Acid_FLOOROB.gif
  - type: HANDOB.PCK
    files:
      390: Resources/AcidWeaponry/AcidCapsuleGunHANDOB/
      398: Resources/AcidWeaponry/AcidCapsulePackHANDOB/
extraSounds:
  - type: BATTLE.CAT
    files:
      67: Resources/AcidWeaponry/Sound/AcidFire.wav
extraStrings:
  - type: en-US
    strings:
      STR_ACID_CAPSULE_GUN: Acid Capsule Gun
      STR_ACID_CAPSULE_GUN_UFOPEDIA: "The acid capsule gun is an effective but cumbersome weapon that functions by launching powerful, corrosive acids from individual capsules.  Its design is based upon Celatid research."
      STR_BASIC_ACID_CAPSULE_PACK: Basic Acid Capsule Pack
      STR_BASIC_ACID_CAPSULE_UFOPEDIA: "The Basic Acid Capsule Pack contains 7 capsules of acid, each with the approximate power of a Celatid acid spit."
      STR_ADVANCED_ACID_CAPSULE_PACK: Advanced Acid Capsule Pack
      STR_ADVANCED_ACID_CAPSULE_UFOPEDIA: "The Advanced Acid Capsule Pack contains 4 thickly-armored alien alloy capsules of highly concentrated acid.  The acid in each capsule is powerful enough to dissolve nearly anything it touches, organic or otherwise."
  - type: en-GB
    strings:
      STR_ACID_CAPSULE_GUN: Acid Capsule Gun
      STR_ACID_CAPSULE_GUN_UFOPEDIA: "The acid capsule gun is an effective but cumbersome weapon that functions by launching powerful, corrosive acids from individual capsules.  Its design is based upon Celatid research."
      STR_BASIC_ACID_CAPSULE_PACK: Basic Acid Capsule Pack
      STR_BASIC_ACID_CAPSULE_UFOPEDIA: "The Basic Acid Capsule Pack contains 7 capsules of acid, each with the approximate power of a Celatid acid spit."
      STR_ADVANCED_ACID_CAPSULE_PACK: Advanced Acid Capsule Pack
      STR_ADVANCED_ACID_CAPSULE_UFOPEDIA: "The Advanced Acid Capsule Pack contains 4 thickly-armored capsules of highly concentrated acid.  The acid in each capsule is powerful enough to dissolve nearly anything it touches, organic or otherwise."
Title: Re: [WEAPON] Acid Weaponry - Acid Capsule Gun 0.8 - needs playtesting
Post by: ivandogovich on August 06, 2014, 09:42:49 pm
you don't define Inventory Height (for the capsules).  Try adding that. :)
Title: Re: [WEAPON] Acid Weaponry - Acid Capsule Gun 0.8 - needs playtesting
Post by: Harald_Gray on August 06, 2014, 09:45:04 pm
I'd say the problem is this line:
Code: [Select]
  - type: FLOOROBS.PCK
You have to use this:
Code: [Select]
  - type: FLOOROB.PCK
Title: Re: [WEAPON] Acid Weaponry - Acid Capsule Gun 0.8 - needs playtesting
Post by: the_third_curry on August 06, 2014, 11:09:46 pm
I'd say the problem is this line:
Code: [Select]
  - type: FLOOROBS.PCK
You have to use this:
Code: [Select]
  - type: FLOOROB.PCK

All that looking for one letter. Runs fine now. Expect an update soon.

you don't define Inventory Height (for the capsules).  Try adding that. :)

That should just default to 1 according to the Ruleset Reference.
Title: Re: [WEAPON] Acid Weaponry - Acid Capsule Gun 0.8 - needs playtesting
Post by: niculinux on August 30, 2015, 11:51:04 pm
Should update for latest nightlies support. In the meantime, here's italian translation:

Code: [Select]
  - type: it-It
    strings:
      STR_ACID_CAPSULE_GUN: Cannone a capsule acide
      STR_ACID_CAPSULE_GUN_UFOPEDIA: il cannone a capsule acide è un'arma efficace, ma ingombrante che spara potenti proiettili pieni d'acido corrosivo contenuti in capsule. Il suo design si basa sui risultati della ricerca sulla creatura chiamata "celatide".
      STR_BASIC_ACID_CAPSULE_PACK: Confanetto di capsule acide
      STR_BASIC_ACID_CAPSULE_UFOPEDIA: " ogni confanetto di base di capsule acide contiene 7 capsule, ciascuna con una potenza che si avvicina all'emissione di acido del Celatide.
      STR_ADVANCED_ACID_CAPSULE_PACK: Confanetto avanzato di capsule acide
      STR_ADVANCED_ACID_CAPSULE_UFOPEDIA: il confanetto avanzato di capsule acide  contiene 4 capsule camiciate in uno spesso strato di metallo contenenti acido altamente concentrato.  L'acido contenuto in ogni capsula è sufficentemente potente a dissolvere quasi qualunque cosa esso tocchi, organica o meno.