Modding:Objects: Difference between revisions

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[[Category:Modding]]
[[Category:Modding]]
==Object Definitions==
==Object Definitions==
The game's object definitions live in <u>%game directory\CoQ_Data\StreamingAssets\Base\ObjectBlueprints.xml</u>
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>.


<u>%appdata%\Caves of Qud\Mods\[your mod name]\ObjectBlueprints.xml</u>
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 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.'''
'''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 encounter==
==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="&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 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

Detailed Topics