Modding:C Sharp Scripting: Difference between revisions

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(Minor update to decompiler recommendation)
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[[Category:Modding]]{{Modding Info}}
[[Category:Script Modding]]{{Modding Info}}
==Overview==
==Overview==
Caves of Qud loads a majority of its content via reflection. You may add new files to its database of reflectable objects by including .cs files in your mod. These files are compiled at runtime into an assembly and the type resolver will first check for types in the mod assembly before checking the Caves of Qud game assembly, thus you may add new types or override existing types by including classes with the right naming convention in your mod.
Caves of Qud loads a majority of its content via reflection. You may add new files to its database of reflectable objects by including .cs files in your mod. These files are compiled at runtime into an assembly and the type resolver will first check for types in the mod assembly before checking the Caves of Qud game assembly, thus you may add new types or override existing types by including classes with the right naming convention in your mod.

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