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More Ship Editing #17

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Vhati
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@Vhati Vhati commented Nov 9, 2012

SavedGameGeneralPanel

  • Added session totals, difficulty, and the unknown header field
  • Added Sector Layout Seed, Player BeaconId, and Rebel Fleet Offset, Fudge, and Pursuit Mod

SavedGameFloorplanPanel

  • All aspects of a ship can now be edited (added drones and augments)
  • Moved Name, Hull, Fuel, Drone Parts, Missiles, and Scrap editing to a button here
  • Added 'ghost' race for crew
  • Newly added crew are assigned random names from names.xml
  • System icons are tinted to represent absence, ionization, partial damage, and full damage
  • Selection status messages appear in the top-left regardless of scroll position
  • Side panel scrolls to top when shown
  • Ship panel scrolls to top-left when a new game state is set
  • When editing crew, changing the race combo will update the health slider's max
  • When the ship blueprint doesn't specify a blocked medbay square, # 1 is blocked.

SavedGameHangarPanel

  • Nearby ships can be stolen, or a fresh one can be created from any ship blueprint.
  • ( replaces player ship, though shield oval and floor outline images will be missing in-game for exotic ships )
  • Modders might use this to make custom continue.sav's at sector 1 to start with new ships, which won't fight for slots in the in-game hangar menu.

FTLFrame

  • Added a tab to edit nearby ships
  • Added a tab to change the player ship

GeneralAchievementsPanel and ShipUnlockPanel

  • A new class replaced JCheckBoxes, IconCycleButtons, which can set achievements' difficulty

CrewBlueprint

  • Added constants for race IDs

@Vhati
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Vhati commented Nov 11, 2012

I'll work on a "Change Ship" tab Sunday, which'll hold the steal button and a blueprint combo to create a new ship from scratch.

Vhati added 30 commits January 12, 2018 16:58
… saved games

Exotic characters in AE Profiles prior to FTL 1.6.1 will still be a
problem, albeit an unlikely one. Saved games will be fine.
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