Modding:Activated Abilities: Difference between revisions

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Created page with "Category:Modding Any part can add activated abilities, including mutations, skills, or even equipment (see: Hologram Bracelet and Rocket Skates for examples). All parts ad..."
 
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[[Category:Modding]]
{{Modding Info}}{{Modding Topic Prerequisites | Modding:C Sharp Scripting}}[[Category:Modding]][[Category:Modding - Creatures and Objects]]
 
Any part can add activated abilities, including mutations, skills, or even equipment (see: Hologram Bracelet and Rocket Skates for examples). All parts add abilities through the same interface.
Any part can add activated abilities, including mutations, skills, or even equipment (see: Hologram Bracelet and Rocket Skates for examples). All parts add abilities through the same interface.


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== Further Reading ==
== Further Reading ==


You can find the full original source code for FlamingHands.cs at: [[Modding: Creating New Mutations]]. You can also see how any ability was implemented by decompiling your game and looking at the decompiled code. For more information on decompiling your game, see: [[Modding: .cs Scripting]].
You can find the full original source code for FlamingHands.cs at: [[Modding: Creating New Mutations]]. You can also see how any ability was implemented by decompiling your game and looking at the decompiled code. For more information on decompiling your game, see: [[Modding: C Sharp Scripting]].
 
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