Modding:Liquids
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This page is about modding. See the modding overview for an abstract on modding. |
This page is about modding. See the modding overview for an abstract on modding.
This page is about modding. See the modding overview for an abstract on modding.
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This article is a stub. You can help Caves of Qud Wiki by expanding it. |
This article is a stub. You can help Caves of Qud Wiki by expanding it.
Adding a new liquid
A new liquid is implemented by a C# class that inherits from XRL.Liquids.BaseLiquid
and has the XRL.World.Parts.IsLiquid
attribute. A trivial liquid might be implemented, say, in a file called MyLiquid.cs
directly inside the mod's directory, as follows:
using XRL.Liquids;
[IsLiquid]
public class MyLiquid : BaseLiquid {
public MyLiquid () : base ("myliquid") {}
}
This creates a liquid with largely uninteresting properties whose internal identifier is myliquid
. The easiest way is to see it in-game is to spawn it in some container, so let's create an ObjectBlueprints.xml
as well:
<objects>
<object Name="MyLiquidPool" Inherits="Water">
<part Name="LiquidVolume" MaxVolume="-1" Volume="10" StartVolume="10d10" InitialLiquid="myliquid-1000"></part>
</object>
</objects>
Now you can wish it into existence with MyLiquidPool
.
Modifying an existing liquid
This article has information that is missing or not up to par.
Reason: This section has yet to be written. |
This article has information that is missing or not up to par.
Reason: This section has yet to be written.
Reason: This section has yet to be written.
Properties that a liquid can implement
This article has information that is missing or not up to par.
Reason: This section has yet to be written. |
This article has information that is missing or not up to par.
Reason: This section has yet to be written.
Reason: This section has yet to be written.
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