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(more comments and edits thanks to gnarf) |
(some light edits to the xml side) |
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The tile you will be using for said mutation in-game. | The tile you will be using for said mutation in-game. | ||
By default most mutations use gold/yellow for | By default most mutations use gold/yellow for background and brown for foreground but this can be customized for any color of your choice, see [[Modding:Tiles]] and [[Modding:Colors_%26_Object_Rendering]] for further info on this. | ||
=== Constructor === | === Constructor === | ||
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public class GasGeneration : BaseMutation | public class GasGeneration : BaseMutation | ||
{ | { | ||
// In the above XML, you can see that the constructor is set to "SleepGas" which replaces the GasObject within this file | |||
// This means you could create a new mutation easily by copying the above xml, and replacing sleep gas with say confusion gas | |||
public GasGeneration(string _GasObject) | public GasGeneration(string _GasObject) | ||
{ | { | ||
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} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
=== Exclusions === | === Exclusions === | ||
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== C# Scripting, and Making The Mutation == | == C# Scripting, and Making The Mutation == | ||
Here is an example of a mutation that will add udders to your character, | Here is an example of a mutation that will add udders to your character, which will edit the title of your character to add udders, and make you moo occasionally. | ||
<syntaxhighlight lang="csharp"> | <syntaxhighlight lang="csharp"> | ||
using System; | using System; |
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