Modding:Objects: Difference between revisions

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(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...")
 
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'''Example ObjectBlueprints.xml merging a new color for Ctesiphus into ObjectBlueprints.'''
'''Example ObjectBlueprints.xml merging a new color for Ctesiphus into ObjectBlueprints.'''
<objects>
<syntaxhighlight lang="xml">
    <object Name="Ctesiphus" Load="Merge">
<objects>
        <part Name="Render" ColorString="&amp;B"></part>
    <object Name="Ctesiphus" Load="Merge">
    </object>
        <part Name="Render" ColorString="&amp;B"></part>
</objects>
    </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: Encounter and Population Modding|Encounter and Population 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="&amp;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

Detailed Topics