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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.

 

Info

%appdata%\Caves of Qud\Mods\[your mod name]\ObjectBlueprints.xml

 

If an object tag Load="Merge" is supplied, the data will merge with any existing definition, otherwise the object definition will replace the named object entirely.

Code Block
languagexml
titleExample ObjectBlueprints.xml merging a new tile into the Mehmet definioncolor for Ctesiphus into ObjectBlueprints.
<?xml version="1.0" encoding="utf-8"?>
<objects>
    	<object Name="MehmetCtesiphus" Load="Merge">
		<part Name="Render" TileColorString="Creatures/sw_mehmet.png&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:.

Widget Connector
urlhttps://www.youtube.com/watch?v=U03XXzcThGU

Adding the object to encounter

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

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