Modding:Mutations: Difference between revisions

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Rm refs to IPart.Name and IPart.DisplayName
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(Rm refs to IPart.Name and IPart.DisplayName)
 
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[[Category:Modding]]{{Modding Info}}
[[Category:Script Modding]]{{Modding Info}}{{Modding Topic Prerequisites|Modding:C Sharp Scripting}}
== Tutorial ==
== Tutorial ==
First, include a mutations.xml in your mod that defines a new mutation.
First, include a mutations.xml in your mod that defines a new mutation.
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using System.Collections.Generic;
using System.Collections.Generic;
using System.Text;
using System.Text;
 
using XRL.Rules;
using XRL.Rules;
using XRL.Messages;
using XRL.Messages;
using ConsoleLib.Console;
using ConsoleLib.Console;
 
namespace XRL.World.Parts.Mutation
namespace XRL.World.Parts.Mutation
{
{
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     class FreeholdTutorial_Udder : BaseMutation
     class FreeholdTutorial_Udder : BaseMutation
     {
     {
        public FreeholdTutorial_Udder()
        {
            Name = "FreeholdTutorial_Udder";
            DisplayName = "Udder";
        }
         public override void Register(GameObject Object)
         public override void Register(GameObject Object)
         {
         {
         }
         }
       
 
         public override string GetDescription()
         public override string GetDescription()
         {
         {
             return "";
             return "";
         }
         }
 
         public override string GetLevelText(int Level)
         public override string GetLevelText(int Level)
         {
         {
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             return Ret;
             return Ret;
         }
         }
 
         public override bool BeforeRender(Event E)
         public override bool WantEvent(int ID, int cascade)
        {
            return base.WantEvent(ID, cascade) || ID == BeforeRenderEvent.ID;
        }
 
        public override bool HandleEvent(BeforeRenderEvent e)
         {
         {
             if (ParentObject.IsPlayer())
             if (ParentObject.IsPlayer())
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             return true;
             return true;
         }
         }
 
         public override bool FireEvent(Event E)
         public override bool FireEvent(Event E)
         {
         {
             return base.FireEvent(E);
             return base.FireEvent(E);
         }
         }
 
         public override bool ChangeLevel(int NewLevel)
         public override bool ChangeLevel(int NewLevel)
         {
         {
             return true;
             return true;
         }
         }
 
         public override bool Mutate(GameObject GO, int Level)
         public override bool Mutate(GameObject GO, int Level)
         {
         {
             return true;
             return true;
         }
         }
 
         public override bool Unmutate(GameObject GO)
         public override bool Unmutate(GameObject GO)
         {
         {
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{
{
return true;
return true;
}
public FlamingHands()
{
this.DisplayName = "Flaming Hands";
}
}


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