Modding:Objects

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This page is about modding. See the modding overview for an abstract on modding.
This page is about modding. See the modding overview for an abstract on modding.

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