Caves of Qud

Caves of Qud

View Stats:
flemingluiz Nov 12, 2023 @ 11:36am
How do i mod skills?
where are the skills on games code? and does it require any c# scripting for it?
< >
Showing 1-3 of 3 comments
glass zebra Nov 12, 2023 @ 11:38am 
CoQ_Data\StreamingAssets\Base\Skills.xml for the skills shown in the ingame menu and XRL.World.Parts.Skill for scripts.

It depends on what you want to do. If you only want to change requirements, you only need to change stuff for the skills.xml. If you want to do more than that, you might want to check out https://wiki.cavesofqud.com/wiki/Modding:Activated_Abilities

Skills that just add some passive stuff can work simply by handling events, e.g. modifying poison damage taken when the event to take some is thrown. Check out e.g. XRL.World.Parts.Skill.Endurance_PoisonTolerance
Last edited by glass zebra; Nov 12, 2023 @ 12:12pm
I blame Earthshaker (Banned) Nov 12, 2023 @ 1:07pm 
The 10 paths mod should be a decent template for showing what the wiki can't/won't.
flemingluiz Nov 12, 2023 @ 1:12pm 
Originally posted by I blame Earthshaker:
The 10 paths mod should be a decent template for showing what the wiki can't/won't.
what i wanted to do is just increase how much chance you get from leveling multiweapon fighting so it becomes at least a bit good as single weapon fighting. im testing it now and i guess it worked.
< >
Showing 1-3 of 3 comments
Per page: 1530 50