Modding:Giving Creatures Inventory Items: Difference between revisions

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[[Category:Modding]]{{Modding Info}}{{Stub}}
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The examples below require merging an XML tag into an existing object. For more information about how to merge tags, refer to [[Modding:Objects]].
== Preset Inventory ==
== Preset Inventory ==
Add an inventoryobject to the object
Add an inventoryobject to the object.


<syntaxhighlight lang="xml">
<syntaxhighlight lang="xml">

Latest revision as of 15:41, 2 October 2023

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.

The examples below require merging an XML tag into an existing object. For more information about how to merge tags, refer to Modding:Objects.

Preset Inventory

Add an inventoryobject to the object.

 <inventoryobject Blueprint="Lives1"></inventoryobject>

Random Inventory

The best modern way is to add a tag:

 <tag Name="InventoryPopulationTable" Value="MyNewSnapjawPopulationTableWhatever"></tag>

...and add the matching population table via a populationtables.xml file in your mod.

Legacy Methods

Legacy methods that we've most deprecated in favor of population tables:

Builder classes directly on the inventory part:

 <part Name="Inventory" Builder="InventoryChestJunk3or4"></part>