Modding:Objects: Difference between revisions
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[[Category:Modding]] | [[Category:Modding]] | ||
==Object Definitions== | ==Object Definitions== | ||
The game's object definitions live in < | The game's object definitions live in <code>%game directory%\CoQ_Data\StreamingAssets\Base\ObjectBlueprints.xml</code>. | ||
These object definitions may be extended or replaced via an ObjectBlueprints.xml file placed in your mod's root directory. | These object definitions may be extended or replaced via an <code>ObjectBlueprints.xml</code> file placed in your mod's root directory, <code>%appdata%\Caves of Qud\Mods\[your mod name]\ObjectBlueprints.xml</code>. | ||
If an object attribute <code>Load="Merge"</code> is supplied, the data will merge with any existing definition, otherwise the object definition will replace the named object entirely. | |||
If an object | |||
'''Example ObjectBlueprints.xml | '''Example <code>ObjectBlueprints.xml</code> that merges a new color into Ctesiphus's blueprint:''' | ||
<syntaxhighlight lang="xml"> | <syntaxhighlight lang="xml"> | ||
<objects> | <objects> | ||
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==Component System== | ==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: | 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: | ||
{{#ev:youtube|U03XXzcThGU}} | {{#ev:youtube|U03XXzcThGU}} | ||
==Adding the object to | ==Adding the object to encounters== | ||
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]] | 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 18:42, 26 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 attribute 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
that merges a new color into Ctesiphus's blueprint:
<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 encounters
Once you've created your item, check out this page for information on how to introduce it to dynamic encounters: Encounter and Population Modding