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.
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%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.
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<?xml version="1.0" encoding="utf-8"?> <objects> <object Name="MehmetCtesiphus" Load="Merge"> <part Name="Render" TileColorString="Creatures/sw_mehmet.png&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:.
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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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