Caves of Qud

Caves of Qud

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Doctor 3 Oct, 2024 @ 2:34pm
Editing Burgeoning
Would it be possible to edit Burgeoning to create a new ability that summons different creatures? Such as modded ones? Also, Mutations.xml doesn't seem to have the code for Burgeoning, do you know where I could find it?
Originally posted by AlphaBeard:
The actual behavior is in code, and you'd have to create your own .cs file, I don't think there's trivial API exposure to do it directly in data (the xml)

Here's the code for burgenoning if you want to use it as a base: https://pastebin.com/x5eN09xr
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AlphaBeard  [developer] 3 Oct, 2024 @ 4:25pm 
The actual behavior is in code, and you'd have to create your own .cs file, I don't think there's trivial API exposure to do it directly in data (the xml)

Here's the code for burgenoning if you want to use it as a base: https://pastebin.com/x5eN09xr
Doctor 3 Oct, 2024 @ 4:30pm 
Originally posted by AlphaBeard:
The actual behavior is in code, and you'd have to create your own .cs file, I don't think there's trivial API exposure to do it directly in data (the xml)

Here's the code for burgenoning if you want to use it as a base: https://pastebin.com/x5eN09xr
Thank you, this'll help so much. I didn't expect to get help from the developer them self! Thanks again for the direct code, have a great day, and good luck on the 1.0 release!
Doctor 3 Oct, 2024 @ 4:45pm 
Out of curiosity, is there a place where I can find all the code for the mutations or not? If not that's fine, just thought I'd ask if I had missed it lol, I'm pretty new to this.
glass zebra 4 Oct, 2024 @ 7:02am 
Originally posted by Doctor:
Out of curiosity, is there a place where I can find all the code for the mutations or not? If not that's fine, just thought I'd ask if I had missed it lol, I'm pretty new to this.
You'd have to disassemble the C# code. In XRL.Worlds.Parts.Mutations, you should be able to find all the mutations's code.
Here is some hint on how to do it:
https://wiki.cavesofqud.com/wiki/Modding:C_Sharp_Scripting#Obtaining_the_Source_Code

And if you want to get into modding, this has some intro:
https://wiki.cavesofqud.com/wiki/Modding:Overview
glass zebra 4 Oct, 2024 @ 7:21am 
Originally posted by AlphaBeard:
The actual behavior is in code, and you'd have to create your own .cs file, I don't think there's trivial API exposure to do it directly in data (the xml)

Here's the code for burgenoning if you want to use it as a base: https://pastebin.com/x5eN09xr
They could however mod the PopulationTables.xml to change the <population Name="PlantSummoning_Generics"> entries to summon different creatures. That would change the original burgeoning mutation (instead of creating a new one), but is probably the closest you can do with pure XML modding.

The C# code has the logic for the table selection, but which entities are summoned is written in the XML. GetPlantByTier() is the important part to change for the selection.
Last edited by glass zebra; 4 Oct, 2024 @ 7:24am
Doctor 4 Oct, 2024 @ 3:08pm 
Thanks so much for the tips! I'm gonna try my best, we'll see though, I'm not great at code.
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