718
edits
Kernelmethod (talk | contribs) (Add information about removeinventoryobject and removemutation.) |
Kernelmethod (talk | contribs) (Add info about the new removal tags) |
||
Line 31: | Line 31: | ||
| <code><nowiki><part></nowiki></code> | | <code><nowiki><part></nowiki></code> | ||
| Indicates that this object should load the part with the specified name. A parts is any C# class that inherits <code>IPart</code>.<br>You don't need to know how to code to add a part though, there are a lot of useful parts already available in the base game that you can steal from other objects. | | Indicates that this object should load the part with the specified name. A parts is any C# class that inherits <code>IPart</code>.<br>You don't need to know how to code to add a part though, there are a lot of useful parts already available in the base game that you can steal from other objects. | ||
|- | |- | ||
| <code><nowiki><mutation></nowiki></code> | | <code><nowiki><mutation></nowiki></code> | ||
| If an existing mutation is redefined, the game merges the new attributes you define with existing attributes on the mutation, overwriting them if they already exist. | | If an existing mutation is redefined, the game merges the new attributes you define with existing attributes on the mutation, overwriting them if they already exist. | ||
|- | |- | ||
| <code><nowiki><builder></nowiki></code> | | <code><nowiki><builder></nowiki></code> | ||
Line 49: | Line 43: | ||
| <code><nowiki><inventoryobject></nowiki></code> | | <code><nowiki><inventoryobject></nowiki></code> | ||
| Adds an object to a creature's inventory. <code>Number</code> can be specified to say how many of the object the creature should have. In addition, a blueprint can be prefixed with <code>@</code> to sample the inventory objects from a population table, e.g. <code>Blueprint="@DynamicObjectsTable:EnergyCells:Tier{ownertier}"</code>. | | Adds an object to a creature's inventory. <code>Number</code> can be specified to say how many of the object the creature should have. In addition, a blueprint can be prefixed with <code>@</code> to sample the inventory objects from a population table, e.g. <code>Blueprint="@DynamicObjectsTable:EnergyCells:Tier{ownertier}"</code>. | ||
|- | |- | ||
| <code><nowiki><stat></nowiki></code> | | <code><nowiki><stat></nowiki></code> | ||
Line 80: | Line 71: | ||
|- | |- | ||
|} | |} | ||
The effects of most objects tags can be reverted using a <code>remove*</code> tag. For instance, <code><nowiki><removepart Name="..." /></nowiki></code> will remove a part from an object blueprint; <code><nowiki><removemutation Name="..." /></nowiki></code> can be used to remove a mutation from a creature{{Code Reference|namespace=XRL.World.Loaders|class=ObjectBlueprintLoader.RemovalNode}}. | |||
==Adding the object to encounters== | ==Adding the object to encounters== | ||
Line 323: | Line 316: | ||
*<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> | ||
== References == | |||
<references /> | |||
{{Modding Navbox}} | {{Modding Navbox}} |