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Reply To: Recruiting for Complete Overhaul Mod

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Wyrmkin

The wyrmkin comes from a caste of humans originally bred as slaves to dragons. In her human form she buffs the party and inflicts ranged damage on her enemies. In dragon form she is capable of high amounts of ranged damage and even inflicting instant death.

//Skills

1. Transform. launch 234. the code here is complicated, but the transformation damages the entire party, and does continued damage every turn.

//human form
2. Immolate. launch 43. target ~12. debuffs damage, accuracy, speed.
3. Dragon Scales. launch 432. target @~4321. +15% protect, 3 turns.
4. Grace of the Dragon. launch 432 target @1234 (allies only). cure blight/bleed. +100% protect, 1 turn.

//dragon form
5. Fearsome Visage. launch 32. target ~1234. -100% damage. 90% base stun. 10% chance to cause instant death.
6. Incinerate. launch 432. target 1234. +10% damage. +10% crit. 10% chance to cause instant death.
7. Spitfire. launch 43. target ?1234. +50% damage.


Reply To: Recruiting for Complete Overhaul Mod

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Seem like a very big and scary undertaking. Reduce the RNG would be interesting, but the challenge part is to still keeping it challenging (which would come from other tactical decisions). So be interesting to see your take on it. (but at that point, could almost see it as making a new game).

Class and Faction wise, sound interesting, granted feel a bit out of the general theme of the DD, still, those sound offer great possibilities. Just note that art modding is a bit more complex than you think…. :)

Keep us update on WIP :)

Reply To: Recruiting for Complete Overhaul Mod

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I love the mods you’ve made, thank you for the feedback. Could you elaborate on some of the art challenges you’ve encountered?

Reply To: Recruiting for Complete Overhaul Mod

Reply To: Recruiting for Complete Overhaul Mod

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Well I guess I can’t just upload the files here…when you get around to looking at this ActionJack, what do you think is the best way for you to check my work :)

Reply To: [Class Mod] Hunter

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As i thought game was crashing because of missing transformation sprites.

But still i have problem with white sprites, can anyone tell how i can edit them and animation files?

Reply To: Recruiting for Complete Overhaul Mod

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If you’re planning on making that sort of overhaul, it would probably do you good to try other people’s attemtps at it to better see what aspects of them you agree and disagree with, and make them clear to potential users. I recommend you check out MasterSilvio’s Pitch Black Dungeon. It doesn’t add any new class (a pack of all of Actionjack’s custom classes tweaked to be balanced for Pitch Black would be a dream come true for me), but subjectively I agree with and enjoy most of the changes it does to the vanilla game (specially increasing the size of all dungeons as to provide one more campfire for each length, so camping is a mechanic in all quests).

Concept Class – Bombardier

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Ehm not sure what happened to the old thread, but it seemed to bug out and disappear when I tried to upload a new pose.

Anyhoo, I made a new thread for those who care.

Here’s what we had so far on this guy:

Abilities
1. Rifle Club:
Melee. Accuracy base 90. Dmg mod -33%. Move back 1 forward 0. Crit mod 0%.
Launch 21. Target 123.
2. Covering Fire:
Ranged. Accuracy base 75. Dmg mod -50%. Debuff enemy -5 acc. Crit mod 0%.
Launch 43. Target ~1234.
3. Steady Shot:
Ranged. Accuracy base 80. Dmg mod +10%. Random spaces (look into Prophet code). Crit mod 0%. Launch 43. Target 1234.
4. Shrapnel Bomb:
Ranged. Accuracy base 90. Dmg mod -67%. Causes medium bleed. Crit mod base 2% inc by 1% per lvl.
Launch 43. Target ~34
5. Long Fuse Bomb:
Ranged. Accuracy base 90. Dmg mod 10% inc by 2-3% per lvl. Self: Stun 300%. Crit mod base 2% inc by 1% per lvl. Launch 43. Target 234.
6. Concussion Bomb:
Ranged. Accuracy base 85. Dmg mod -100%. Stun enemies base 100%.
Crit mod base 0%. Launch 32. Target ~23
7. Smoke Bomb:
Party Buff. Dodge +20, Acc -10. Lasts one turn.

Camping Skills
1. Default Bandage Wounds:
Health recovery.
2. Default Encourage:
Stress Recovery.
3. Default Pep Talk:
Minus Stress Damage.
4. Refine Powder:
Acc buff +10 (4 combats). Dmg buff +15%.
5. Tripwire Mines:
Prevent ambush. Cause party 7 stress.
6. Remove Shrapnel:
75% Chance to heal 30%, 25% Chance to heal 60%.
7. Target Practice
Self and Ally. Ranged Acc buff +5, crit buff +5%

Im probably not gonna upload as often as I have been coz Im slightly worried that I’ve been spamming. Dont wanna be that guy.

Attachments:
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The Forsaken (WIP Character mod)

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Stats are based on Crusader
+means I’ve added it to class files
*means changed from base of Crusader
~ means I’ve created a script for the ability

The Forsaken

Class Description:
Once a proud warrior of the light, the Forsaken fell in battle and was raised as an undead servant to the wicked necromancer. Breaking from his eternal bond through an unstoppable force of will, he now roams the wilds in search of redemption…. and revenge.

Role:
A combo oriented front line tank with low damage and high sustainability. Utilises magic to deal low aoe damage and debuff. Works well with Houndmaster, Jester, and Apothecary. No movement abilities making him susceptible to being displaced. Because he is undead I think high bleed resist and lower blight resist. Cannot be partied with Religious(not added yet).

Preferred slots: 0-0-1-1
Base Stats

Resolve level
1
2
3
4
5
MAX HP
33
40
47
54
61
DODGE
5
10
15
20
25
PROT
0%
0%
0%
0%
0%
SPD
1
1
2
2
3
ACC MOD
0
0
0
0
0
CRIT
5%
5.5%
6%
6.5%
7%
DMG
6-12
7-14
8-16
9-17
10-19

Resistances

STUN
40%
MOVE
40%
BLIGHT
40% (30%)*+
BLEED
30% (50%)*+
DISEASE
30% (50%)*+
DEBUFF
30%
DEATH BLOW
67%
TRAP
10%

OTHER

Movement
1 Forwards, 1 Backwards
Non-Religious
No
Provisions

Combat Skills
(Need 7)

+~HeartStrike~
Range Melee
Rank 0-0-1-1
Target 1-1-1-0
Damage -50%
Acc 80
CritMod 5%
Effect +25% dmg to blighted target (I cant get this to work, tried using the +Dmg to bleed from Trapmaster but idk the string for poison)
Self Heal3-4

combat_skill: .id “Heartstrike” .level 0 .type “melee” .atk 80% .dmg -50% .crit 5% .launch 21 .target 123 .is_crit_valid True .effect “HealSelf 1” “Bloodboil effect 1”
combat_skill: .id “Heartstrike” .level 1 .type “melee” .atk 85% .dmg -50% .crit 6% .launch 21 .target 123 .is_crit_valid True .effect “HealSelf 1” Bloodboil effect 1”
combat_skill: .id “Heartstrike” .level 2 .type “melee” .atk 90% .dmg -50% .crit 6% .launch 21 .target 123 .is_crit_valid True .effect “HealSelf 2” “Bloodboil effect 2”
combat_skill: .id “Heartstrike” .level 3 .type “melee” .atk 95% .dmg -50% .crit 6% .launch 21 .target 123 .is_crit_valid True .effect “HealSelf 2” “Bloodboil effect 2”
combat_skill: .id “Heartstrike” .level 4 .type “melee” .atk 100% .dmg -50% .crit 7% .launch 21 .target 123 .is_crit_valid True .effect “HealSelf 3” “Bloodboil effect 3”

+~DeathGrip~
Range Ranged
Rank 0-0-1-1
Target 0-0-1-1
Damage -80%
Acc 90
CritMod 0
Effect Pull 2 Stun (80% B)
Self-

combat_skill: .id “Deathgrip” .level 0 .type “ranged” .atk 90% .dmg -80% .crit 0% .launch 21 .target 34 .is_crit_valid True .effect “Pull 2A” “Stun 1”
combat_skill: .id “Deathgrip” .level 1 .type “ranged” .atk 95% .dmg -80% .crit 0% .launch 21 .target 34 .is_crit_valid True .effect “Pull 2B” “Stun 2”
combat_skill: .id “Deathgrip” .level 2 .type “ranged” .atk 100% .dmg -80% .crit 1% .launch 21 .target 34 .is_crit_valid True .effect “Pull 2C” “Stun 3”
combat_skill: .id “Deathgrip” .level 3 .type “ranged” .atk 105% .dmg -80% .crit 2% .launch 21 .target 34 .is_crit_valid True .effect “Pull 2D” “Stun 4”
combat_skill: .id “Deathgrip” .level 4 .type “ranged” .atk 110% .dmg -80% .crit 2% .launch 21 .target 34 .is_crit_valid True .effect “Pull 2E” “Stun 5”

+Bone Armor (I think this needs a downside, perhaps darkness. Or to differ from the crusader)
Range Self
Rank 0-0-1-1
Target –
Damage
Acc
CritMod
Effect
Self +25% Prot, Mark Self
combat_skill: .id “Bone_armor” .level 0 .type “melee” .atk 0% .dmg 0% .crit 0% .launch 21 .target .is_crit_valid True .effect “Crusader Bulwark 1”
combat_skill: .id “Bone_armor” .level 1 .type “melee” .atk 0% .dmg 0% .crit 0% .launch 21 .target .is_crit_valid True .effect “Crusader Bulwark 2”
combat_skill: .id “Bone_armor” .level 2 .type “melee” .atk 0% .dmg 0% .crit 0% .launch 21 .target .is_crit_valid True .effect “Crusader Bulwark 3”
combat_skill: .id “Bone_armor” .level 3 .type “melee” .atk 0% .dmg 0% .crit 0% .launch 21 .target .is_crit_valid True .effect “Crusader Bulwark 4”
combat_skill: .id “Bone_armor” .level 4 .type “melee” .atk 0% .dmg 0% .crit 0% .launch 21 .target .is_crit_valid True .effect “Crusader Bulwark 5”

Idea: Loses charges on hit x3 (no idea how to code that)

+(Necrotic Plague)* (NO ANIMATION YET) (Needs Teaking)
Range Ranged
Rank 0-0-1-1
Target 1+1+1+1
Damage -100%*
Acc 85
CritMod –
Effect Blight (100% B) 1pts/R 3r -25% Blight Res

combat_skill: .id “Necrotic_plague” .level 0 .type “ranged” .atk 85% .dmg -100% .crit 5% .launch 21 .target ~1234 .is_crit_valid True .effect “Weak Blight 1” “GR Blight Debuff 1” .generation_guaranteed true
combat_skill: .id “Necrotic_plague” .level 1 .type “ranged” .atk 90% .dmg -100% .crit 6% .launch 21 .target ~1234 .is_crit_valid True .effect “Weak Blight 2” “GR Blight Debuff 2”
combat_skill: .id “Necrotic_plague” .level 2 .type “ranged” .atk 95% .dmg -100% .crit 6% .launch 21 .target ~1234 .is_crit_valid True .effect “Weak Blight 3” “GR Blight Debuff 3”
combat_skill: .id “Necrotic_plague” .level 3 .type “ranged” .atk 100% .dmg -100% .crit 6% .launch 21 .target ~1234 .is_crit_valid TrueD26Blight Debuff 4″
combat_skill: .id “Necrotic_plague” .level 4 .type “ranged” .atk 110% .dmg -100% .crit 7% .launch 21 .target ~1234 .is_crit_valid True .effect “Weak Blight 5” “GR Blight Debuff 5”

+BloodBoil (Will def need tuning)
Range Ranged
Rank 0-0-1-1
Target 0+1+1+1
Damage -90%
Acc 80
CritMod 2%
Effect -bleed 1pt 3rd, 25% more dmg vs. bleed targets

combat_skill: .id “Bloodboil” .level 0 .type “ranged” .atk 80% .dmg -80% .crit 2% .launch 34 .target ~12 .effect “Bloodboil Bleed 1” “Bloodboil Effect 1”
combat_skill: .id “Bloodboil” .level 1 .type “ranged” .atk 85% .dmg -80% .crit 3% .launch 34 .target ~12 .effect “Bloodboil bleed 2” “Bloodboil Effect 1”
combat_skill: .id “Bloodboil” .level 2 .type “ranged” .atk 90% .dmg -80% .crit 4% .launch 34 .target ~12 .effect “Bloodboil bleed 3″ “Bloodboil Effect 2”
combat_skill: .id “Bloodboil” .level 3 .type “ranged” .atk 95% .dmg -80% .crit 5% .launch 34 .target ~12 .effect “Bloodboil bleed 4” “Bloodboil Effect 2”
combat_skill: .id “Bloodboil” .level 4 .type “ranged” .atk 100% .dmg -80% .crit 6% .launch 34 .target ~12 .effect “Bloodboil bleed 5” “Bloodboil Effect 3”

Notes: think about consuming stacks of bleed for extra damage, no idea how to code.

-Plague Carrier (HARD AF TO MAKE)(not in game) (want to replace bone_armor with this)
Range Self
Rank 0-0-1-1
Target Self
Damage
Acc
CritMod
Effect Riposte 1 Chance on riposte to cause blight 2
Self

+Deathcoil (+damage to blight not added) (WORKS BUT NO ANIMS) (needs rework)
Range Ranged
Rank 0-0-1-1
Target 0-0-1-1
Damage -40%
Acc 85
CritMod 5%
Effect+25% to marked +25% to blight
Self

combat_skill: .id “Deathcoil” .level 0 .type “ranged” .atk 85% .dmg -30% .crit 5% .launch 21 .target 234 .is_crit_valid True .effect “Highwayman Pistol Dmg Marked” .generation_guaranteed true
combat_skill: .id “Deathcoil” .level 1 .type “ranged” .atk 90% .dmg -30% .crit 6% .launch 21 .target 234 .is_crit_valid True .effect “Highwayman Pistol Dmg Marked”
combat_skill: .id “Deathcoil” .level 2 .type “ranged” .atk 95% .dmg -30% .crit 6% .launch 21 .target 234 .is_crit_valid True .effect “Highwayman Pistol Dmg Marked”
combat_skill: .id “Deathcoil” .level 3 .type “ranged” .atk 100% .dmg -30% .crit 7% .launch 21 .target 234 .is_crit_valid True .effect “Highwayman Pistol Dmg Marked”
combat_skill: .id “Deathcoil” .level 4 .type “ranged” .atk 105% .dmg -30% .crit 7% .launch 21 .target 234 .is_crit_valid True .effect “Highwayman Pistol Dmg Marked”

+PlagueStrike (Needs rework, is supposed to debuff but i couldnt get them to trigger so im using a blight Dbuff for now)
Range Melee
Rank 0-1-1-1
Target 1-1-0-0
Damage -40%
Acc 85
CritMod 3%
Effect Stat Debuffs
Self

combat_skill: .id “PlagueStrike” .level 0 .type “melee” .atk 85% .dmg -40% .crit 3% .launch 234 .target ~23 .effect “GR Blight Debuff 5”
combat_skill: .id “PlagueStrike” .level 1 .type “melee” .atk 85% .dmg -40% .crit 4% .launch 234 .target ~23 .effect “GR Blight Debuff 5”
combat_skill: .id “PlagueStrike” .level 2 .type “melee” .atk 90% .dmg -40% .crit 4% .launch 234 .target ~23 .effect “GR Blight Debuff 5”
combat_skill: .id “PlagueStrike” .level 3 .type “melee” .atk 95% .dmg -40% .crit 5% .launch 234 .target ~23 .effect “GR Blight Debuff 5”
combat_skill: .id “PlagueStrike” .level 4 .type “melee” .atk 100% .dmg -40% .crit 5.5% .launch 234 .target ~23 .effect “GR Blight Debuff 5”

Alright boys what do you think? Still working on Anims and a skin, and it crashes the game when i enter guild or blacksmith….buuuuuuuuut

Strange Error

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Hi Everyone! I’m making great progress with my first attempt at a class mod, but I am still encountering a strange error:

Assert Failed
((uint32) character_count < size)
BinaryReader::ReadString in utils/h/binary.reader.h line 179
buffer too small!

I’ve gone over all the relevant hero files over and over and I can’t figure out what else to do! Anyone have any familiarity with this error, or the files in question?

Reply To: Strange Error

Reply To: [Class Mod] Hunter

Reply To: The Forsaken (WIP Character mod)

Reply To: Recruiting for Complete Overhaul Mod

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For error on wyrmkin.. well.. not sure about your progress or where you are in making it, but I am kinda suspecting that you don’t have all the matching files yet.

When you make a new class, you need all the files in there to work (heroes, raid, upgrades, localization, effect (if any)), and all renamed to match. One small break could break all.

Instead, would suggest this. Usually first I just mod one of the classes’s .info and effect and art asset (while keep it the same name), till I am happy, before I copy it out and make a new class out of it.

Reply To: Abyssal Trio (Class Mod Pack)

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this looks very cool. It could dovetail with what I’m working on, if you’d like it to :) I’m trying to create an overhaul mod with a bunch of new factions, (along with numerous other changes). Do you have any interest in collaboration?


Reply To: Help with a mod

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try this. I dont know if it works, but this is what gives the hag two actions in her code.

initiative: .number_of_turns_per_round 2

Reply To: Help with a mod

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Yeah I tried that already and it didn’t work :\ oh well I’ll just try something else

Reply To: Abyssal Trio (Class Mod Pack)

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this looks very cool. It could dovetail with what I’m working on, if you’d like it to :) I’m trying to create an overhaul mod with a bunch of new factions, (along with numerous other changes). Do you have any interest in collaboration?

If you want to throw in my opinion and my class mods go ahead and count me in I guess

Reply To: [Class Mod} Courtesan

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How did you get the “blow a kiss” and “feather fan” animations? Didn’t think we could do stuff like that yet.
Looks great nonetheless.

http://www.darkestdungeon.com/users/customstone/topics/
Concepts, ideas, and more I'd like to share.

Reply To: [Class Mod} Courtesan

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How did you get the “blow a kiss” and “feather fan” animations? Didn’t think we could do stuff like that yet.
Looks great nonetheless.

You can edit the PNG files in the .anim folder as long as they still fit within the allotted space for any attack.

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