Modding:Creature AI
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This page is about modding. See the modding overview for an abstract on modding. |
This page is about modding. See the modding overview for an abstract on modding.
This page is about modding. See the modding overview for an abstract on modding.
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This article has information that is missing or not up to par.
Reason: This article is currently a work-in-progress. Please check back later. |
This article has information that is missing or not up to par.
Reason: This article is currently a work-in-progress. Please check back later.
Reason: This article is currently a work-in-progress. Please check back later.
Behavior controllable with XML
Designing custom AI for creatures in Caves of Qud typically requires scripting with C#, however, there is a limited set of changes you can make to a creature's behavior through XML only.
The Brain part
Brain
is the primary part in charge of granting sentience to creatures in Caves of Qud. It is required to give an object goals and perform actions autonomously in the game.
In XML, Brain
supports multiple parameters that can be used to influence creature behavior:
Wanders
: whether, absent any goals, a creature will wander autonomously or simply stay still in its current location.MaxWanderRadius
: when idly wandering, the maximum distance that a creature will go from its starting point. This is primarily used bypigs to control their maximum wander distance.
Factions
: what factions the creature belongs to. TODOHostile
: TODO
Existing AI parts
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This article is a stub. You can help Caves of Qud Wiki by expanding it.
Part name | Description |
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TODO: parts that influence AI behavior
Opinions and allegiances
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This article is a stub. You can help Caves of Qud Wiki by expanding it.
Making creatures use items and skills
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Goal handlers
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