Modding:Bodies: Difference between revisions
Kernelmethod (talk | contribs) Add descriptions for more bodyparttype attributes |
Kernelmethod (talk | contribs) 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 | 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 |