Modding:Bodies: Difference between revisions

Add descriptions for more bodyparttype attributes
Add some more attribute descriptions
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* and <code>anatomies</code>, which are actual structures of body parts. These are assigned to objects in ObjectBlueprints.xml.
* and <code>anatomies</code>, which are actual structures of body parts. These are assigned to objects in ObjectBlueprints.xml.


Caves of Qud provides support for defining custom body part types, variants, and anatomies.
Caves of Qud provides support for defining custom body part types, variants, and anatomies. To have a creature use a specific anatomy, you set the <code>Body</code> part in that creature's object blueprint definition. For example:
 
<syntaxhighlight lang="xml">
<part Name="Body" Anatomy="Spider" />
</syntaxhighlight>
 
This tells the game that you want to use the <code>Spider</code> anatomy for a given creature.


== Body part types ==
== Body part types ==


Body part types are defined under the <code><bodypartytypes /></code> tag in <code>Bodies.xml</code>. For example, the <code>Head</code> part type is defined as follows:
Body part types are defined under the <code><bodypartytypes></code> tag in <code>Bodies.xml</code>. For example, the <code>Head</code> part type is defined as follows:


<syntaxhighlight lang="xml">
<syntaxhighlight lang="xml">
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| DescriptionPrefix
| DescriptionPrefix
| Adds a prefix to the name of the body slot as it appears in the inventory menu. For example, the <code>Back</code> slot has a <code>DescriptionPrefix</code> of <code>Worn on</code>, so the slot appears as "worn on back" in the inventory screen.
| Adds a prefix to the name of the body slot as it appears in the inventory menu. For example, the <code>Back</code> slot has a <code>DescriptionPrefix</code> of <code>Worn on</code>, so the slot appears as "worn on back" in the inventory screen.
|-
| Extrinsic
| Marks a body part type as not being a fundamental part of a creature's body; for example, the robo-hands and robo-arms granted by {{favilink|helping hands}}. This has a few minor effects; for example, it ensures that the body part doesn't get copied when creating a copy of your anatomy. It also prevents that body part from being set as a primary limb and prevents it from dropping an object when severed.
|-
|-
| ImpliedBy
| ImpliedBy
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|-
|-
| Mortal
| Mortal
| Marks a body part as mortal, which has implications for skills like [[Amputate]] and [[Decapitate]]. Heads are the most common example of mortal body party.
| Marks a body part as mortal, which has implications for skills like [[Amputate Limb]] and [[Decapitate]]. Heads are the most common example of mortal body party.
|-
|-
| Name
| Name
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|-
|-
| BodyMobility
| BodyMobility
|
| Weighs the creature's body slot when computing the total mobility of the creature. This is used by some creatures, such as creatures with the <code>Snake</code> or <code>Slug</code> anatomies, that don't have any foot slots by default.
|-
|-
| BodyType
| BodyType
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|-
|-
| Abstract
| Abstract
|
| Marks the body part as abstract.
|-
|-
| Category
| Category
|
| Alter the category of the limb.
|-
|-
| Contact
| Contact
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|-
|-
| Integral
| Integral
|
| Alter the integrality of the limb.
|-
|-
| Laterality
| Laterality
|
| Used to set the position / orientation of the limb. <code>Laterality</code> allows players to distinguish limbs of the same type from one another. For example, humanoids have a left and right arm; fish have a left and right fin; frogs have left fore, right fore, left hind, and right hind feet.
|-
|-
| Mass
| Mass
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|-
|-
| Mobility
| Mobility
|
| Alter the mobility contribution of the limb.
|-
|-
| Mortal
| Mortal
|
| Alter the mortality of the limb.
|-
|-
| Plural
| Plural