Modding:Bodies: Difference between revisions

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* <code>bodyparttypes</code> (or '''types''' for short), the core kinds of body parts;
* <code>bodyparttypes</code> (or '''types''' for short), the core kinds of body parts;
* <code>bodyparttypevariants</code> (or '''variants''' for short), body part sub-types that are more or less interchangeable with other parts of the same main type;
* <code>bodyparttypevariants</code> (or '''variants''' for short), body part sub-types that are more or less interchangeable with other parts of the same main type;
* and <code>anatomies</code>, which are actual structures of body parts.
* and <code>anatomies</code>, which are actual structures of body parts. These are assigned to objects in ObjectBlueprints.xml.
 
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[[Category:Modding]]
[[Category:Modding]]

Latest revision as of 07:17, 25 March 2021

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 article is a stub. You can help Caves of Qud Wiki by expanding it.
This article is a stub. You can help Caves of Qud Wiki by expanding it.

Bodies are how the game conceptually organizes creatures, primarily for purposes of equipment slots. Through modding, the body of any creature is completely customizable.

The data file for body information is Bodies.xml. It's organized into three main sections:

  • bodyparttypes (or types for short), the core kinds of body parts;
  • bodyparttypevariants (or variants for short), body part sub-types that are more or less interchangeable with other parts of the same main type;
  • and anatomies, which are actual structures of body parts. These are assigned to objects in ObjectBlueprints.xml.