Modding:Tutorial - Custom Player Tiles: Difference between revisions

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# Go through character creation, selecting your genotype, calling/caste, attributes, and mutations/cybernetics. (Optionally, you can enter a name as well.)
# Go through character creation, selecting your genotype, calling/caste, attributes, and mutations/cybernetics. (Optionally, you can enter a name as well.)
# While on the build summary step, select “Export Code to Clipboard”.
# While on the build summary step, select “Export Code to Clipboard”.
 
# Paste the code somewhere you'll be able to find it later.
TODO


== Instructions ==
== Instructions ==


# Locate your <code>Mods</code> folder, listed as “‘offline’ mods” on the [[file locations]] page.
# Locate your <code>Mods</code> folder, listed as “‘offline’ mods” on the [[file locations]] page.
# Create a directory inside that folder that will contain your mod data. Name it something distinctive, such as <code>My Custom Preset</code>. This name will appear in the in-game mod manager.
# Create a directory inside that folder that will contain your mod data. Name it something distinctive, such as <code>[Your Name]'s Custom Preset</code>. This name will appear in the in-game mod manager.
# Inside your new mod folder, make a folder called <code>Textures</code> and put your tile in it.
# Inside your new mod folder, make a folder called <code>Textures</code> and put your tile in it.
# Also inside the mod folder, make a file called <code>EmbarkModules.xml</code>. (The <code>.xml</code> file extension is mandatory; it can't be <code>.txt</code>. If necessary, disable hiding of file extensions in your file manager.) Add this text to it:
# Also inside the mod folder, make a file called <code>EmbarkModules.xml</code>. (The <code>.xml</code> file extension is mandatory; it can't be <code>.txt</code>. If necessary, disable hiding of file extensions in your file manager.) Add this text to it:

Revision as of 04:18, 12 October 2023

This is a step-by-step guide on how to use your own choice of tile for your character. It's intended to be followable by anyone who plays Caves of Qud, regardless of modding knowledge. We will be adding the tile by using a preset, which is selectable during character creation.

Besides a copy of the game itself, you will need:

  • A tile. This is an image in a specific format that we'll go over in a moment.
  • A build code. It will be the default when selecting your preset, but you can still choose a different build during character creation.
  • A text editor. You don't need to know how to program, but you'll need to edit a text file. Notepad is fine, Microsoft Word isn't.

Tile Format

The gunslinger tile as seen in an image viewer.
The gunslinger tile as rendered in-game, using y as the foreground color, K as detail, and k as background.

Your tile should be a .png file with pixel dimensions 16×24. For colors, it should use:

  • black (hex code #000000) – The game will replace this with the foreground color. This is generally the main color of your tile, the one there is the most of.
  • white (hex code #ffffff) – This will be replaced with the detail color. This is used as an additional color to contrast with the foreground color.
  • transparent (any color with an opacity/alpha of 0) – This will be the background color. This is almost always k (see below).

(It's possible to use other colors as well, but it's out of the scope of this guide. See here for more details.)

For reference, here are the colors the game can render your tile with:

Code Name Hex
r dark red / crimson #a64a2e
R red / scarlet #d74200
o dark orange #f15f22
O orange #e99f10
w brown #98875f
W gold / yellow #cfc041
g dark green #009403
G green #00c420
b dark blue #0048bd
B blue / azure #0096ff
c dark cyan / teal #40a4b9
C cyan #77bfcf
m dark magenta / purple #b154cf
M magenta #da5bd6
k #0f3b3a
K dark grey / black #155352
y grey #b1c9c3
Y white #ffffff

Build Code

To get a build code for your character:

  1. Launch the game and select “New Game”.
  2. Go through character creation, selecting your genotype, calling/caste, attributes, and mutations/cybernetics. (Optionally, you can enter a name as well.)
  3. While on the build summary step, select “Export Code to Clipboard”.
  4. Paste the code somewhere you'll be able to find it later.

Instructions

  1. Locate your Mods folder, listed as “‘offline’ mods” on the file locations page.
  2. Create a directory inside that folder that will contain your mod data. Name it something distinctive, such as [Your Name]'s Custom Preset. This name will appear in the in-game mod manager.
  3. Inside your new mod folder, make a folder called Textures and put your tile in it.
  4. Also inside the mod folder, make a file called EmbarkModules.xml. (The .xml file extension is mandatory; it can't be .txt. If necessary, disable hiding of file extensions in your file manager.) Add this text to it:
<embarkmodules>
    <module Class="XRL.CharacterBuilds.Qud.QudPregenModule">
        <pregens>
            <pregen Name="TODO" Genotype="TODO" Tile="TODO" Foreground="TODO" Detail="TODO" Background="k">
                <code>TODO</code>
                <description>
TODO
                </description>
            </pregen>
        </pregens>
    </module>
</embarkmodules>

Now you need to go through and replace all the TODOs.

  • Inside the quotes next to Name, write whatever you want the preset to be called on the character creation menu.
  • Next to Genotype, write either Mutated Human or True Kin, or the appropriate modded genotype if you're using one.
  • Next to Tile, write the file name of your tile. For instance, if you put a file called My Tile.png into the Textures folder, write My Tile.png.
  • Next to Foreground, write the single-letter color code for the foreground color you want from the table in the #Tile Format section (the one that will replace black).
  • Next to Detail, likewise but for the detail color (the one that will replace white).
  • In between <code> and </code>, paste the build code that you generated earlier.
  • In between <description> and </description>, write whatever descriptive text you want to appear for the preset on the character creation menu.

Now, assuming everything has gone to plan, you should be able to boot the game and enjoy your new preset with its custom tile!