Modding:Objects: Difference between revisions

Add info about the new removal tags
(Add information about removeinventoryobject and removemutation.)
(Add info about the new removal tags)
 
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| <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><removepart></nowiki></code>
| Removes a part that is defined on or inherited by the object
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|-
| <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><removemutation></nowiki></code>
| Removes a mutation from a creature.
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|-
| <code><nowiki><builder></nowiki></code>
| <code><nowiki><builder></nowiki></code>
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| <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><removeinventoryobject></nowiki></code>
| Removes an object from a creature's inventory.
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|-
| <code><nowiki><stat></nowiki></code>
| <code><nowiki><stat></nowiki></code>
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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==
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*<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 />


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