Modding:Objects

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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