Modding:Objects: Difference between revisions
imported>CaptainTechnicality54384 (Created page with "Category:Modding ==Object Definitions== The game's object definitions live in <u>%game directory\CoQ_Data\StreamingAssets\Base\ObjectBlueprints.xml</u> These object defin...") |
imported>CaptainTechnicality54384 No edit summary |
||
Line 9: | Line 9: | ||
'''Example ObjectBlueprints.xml merging a new color for Ctesiphus into ObjectBlueprints.''' | '''Example ObjectBlueprints.xml merging a new color for Ctesiphus into ObjectBlueprints.''' | ||
<syntaxhighlight lang="xml"> | |||
<objects> | |||
<object Name="Ctesiphus" Load="Merge"> | |||
<part Name="Render" ColorString="&B"></part> | |||
</object> | |||
</objects> | |||
</syntaxhighlight> | |||
==Component System== | ==Component System== | ||
Line 21: | Line 23: | ||
==Adding the object to encounter== | ==Adding the object to encounter== | ||
Once you've created your item check out this page for information on how to introduce it to dynamic encounters: [[Modding: | Once you've created your item check out this page for information on how to introduce it to dynamic encounters: [[Modding: Encounters and Population|Encounter and Population Modding]] | ||
==Detailed Topics== | ==Detailed Topics== | ||
*<span class="plugin_pagetree_children_span" id="childrenspan25690143-0"> [[Modding: Giving Creatures Inventory Items|Giving Creatures Inventory Items]] </span> | *<span class="plugin_pagetree_children_span" id="childrenspan25690143-0"> [[Modding: Giving Creatures Inventory Items|Giving Creatures Inventory Items]] </span> | ||
*<span class="plugin_pagetree_children_span" id="childrenspan25690130-0"> [[Modding: Ranged Weapons|Ranged Weapons]] </span> | *<span class="plugin_pagetree_children_span" id="childrenspan25690130-0"> [[Modding: Ranged Weapons|Ranged Weapons]] </span> |
Revision as of 16:03, 23 May 2019
Object Definitions
The game's object definitions live in %game directory\CoQ_Data\StreamingAssets\Base\ObjectBlueprints.xml
These object definitions may be extended or replaced via an ObjectBlueprints.xml file placed in your mod's root directory.
%appdata%\Caves of Qud\Mods\[your mod name]\ObjectBlueprints.xml If an object tag Load="Merge" is supplied, the data will merge with any existing definition, otherwise the object definition will replace the named object entirely.
Example ObjectBlueprints.xml merging a new color for Ctesiphus into ObjectBlueprints.
<objects>
<object Name="Ctesiphus" Load="Merge">
<part Name="Render" ColorString="&B"></part>
</object>
</objects>
Component System
For an introduction to the component system used to define objects in Caves of Qud, check out this introductory presentation Brian Bucklew did at IRDC 2015:.
Adding the object to encounter
Once you've created your item check out this page for information on how to introduce it to dynamic encounters: Encounter and Population Modding