Modding:General Best Practices

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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 article may need cleanup to meet quality standards.
Please help improve this if you can. The Discussion page may contain suggestions.

Reason: "This article should be merged into Modding:Overview as well as the main articles for each section."

This article may need cleanup to meet quality standards.
Please help improve this if you can. The Discussion page may contain suggestions.
Reason: "This article should be merged into Modding:Overview as well as the main articles for each section."

Prefixing[edit | edit source]

Prefix your object and table names with some unique ID.

For instance, alphabeardmods_{id}. This will prevent namespace conflicts with official content and other mods in the future.

<?xml version="1.0" encoding="utf-8"?>
<objects>
  <object Name="ALPHABEARDMODS_CoolNewSword" Load="Merge">
...
  </object> 
</objects>

Merging[edit | edit source]

Only include your content and the minimum changeset via Load="Merge" in tables and object definitions.

Don't copy the whole contents of the game xml. You only need to include new content.

For objects and encounter tables, if you're editing an existing item you can use Load="Merge" in it's tag and only specify new items. For example, if I wanted my mod to give chain mail a 2DV:

<?xml version="1.0" encoding="utf-8"?>
<objects>
  <object Name="Chain Mail" Load="Merge">
    <part Name="Armor" DV="2" />
  </object> 
</objects>

Random Functions[edit | edit source]

To avoid conflicts and to keep consistency between seeds, Stat.Random() and Stat.Rnd() should not be called. The ideal is to use GetSeededRandomGenerator() for your mod's randomness. The next best is calling RandomCosmetic() or Rnd2().

ObjectBlueprint Definitions[edit | edit source]

In general, unless you're defining a unique object, make sure you add the xml property Load="Merge" to prevent breaking behavior.

Stats[edit | edit source]

Prefer using value over sValue, unless you're creating a unique creature. When loading ObjectBlueprints, the code loads both sValue and value into a stat, then if sValue is set, prefers using that to set a stat over value.

Harmony Patches[edit | edit source]

Harmony Patches are an advanced technique for code injection/modification. It allows modding parts of the game that are not normally accessible via the normal part and event systems exposed to modders. Harmony patching is recommended only for modders with advanced coding experience. For some advice about when and when not to use Harmony, see Harmony Modding.