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Reply To: The Forsaken (WIP)

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For Blood boil . the closest I could think of are Super Bleed killer(deal 150-200% bonus damage against bleeding target) effect with cure bleed effect

Or Super Bleed that deal like 18-24 per tick but only has proc once but will first cure all bleed that effect target before applied this super bleed.(don’t know which one will appear first.)


Reply To: The Forsaken (WIP)

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+Bone Armor

lost charge on hit?….. maybe you use it riposte(yet again) with special add-on

It doesn’t deal damage(or it can up to you) but will applied debuff to himself (reduce protection) every time riposte activate.

Templar Theme outfit for leper

Reply To: Scripts got me beat

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Did you add a *hero name*.upgrades.json file to the upgrades/heroes folder? You need it to set the upgrade costs etc. to your hero’s skills.
Btw if you haven’t, I recommend you to check this 20-steps guide on how to add a new class to the game (notice step 11).

Hope it helps ^__^

Reply To: Need "resolve_number" text input file

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What do you mean by “I want to mod the resolve number”? What do you want to edit more precisely?

Reply To: How to create new items (provisions) ?

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I suggest you follow this tutorial on Reddit. It helped me a lot when trying to create a new supply item (which I indeed succeeded doing by following this guide).
About your problem: did you add the item to the inventory.darkest file? Did you add the lines needed to the miscellaneous.string_table.xml file? Follow the guide I linked and I’m sure you’ll solve your crashes!

About NG+

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So, what does NG+ change about enemies and heroes? Do the enemies just get tougher to kill and the rest (heroes damage/heals etc.) stays the same? I was wondering because I’m almost done on this mod I was working on that modifes effects.darkest along with other files and I wasn’t really thinking about how it could all conflict with NG+. Does anyone know how it works file-wise?
Thanks in advance for helping!

[MOD] Court Magus Custom Class now available.

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Court Magus

DOWNLOAD FROM NEXUS: http://www.nexusmods.com/darkestdungeon/mods/304/?

Current class mods/variants:
Shadow-Dancer, Maiden, Paladin, Lord, Blackguard, Falconer, Apothecary, Huntress, Baron, Diablo Pack (Necromancer, Sorceress, Monk, Demon Hunter, Witch Doctor)

DOWNLOAD FROM: http://www.nexusmods.com/darkestdungeon/?

My personal Art work and Novels: www.stevenmouland.com


[MOD] Viking Custom class available now

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vIKING PROMO

Current class mods/variants:
Shadow-Dancer, Maiden, Paladin, Lord, Blackguard, Falconer, Apothecary, Huntress, Baron, Diablo Pack (Necromancer, Sorceress, Monk, Demon Hunter, Witch Doctor)

DOWNLOAD FROM: http://www.nexusmods.com/darkestdungeon/?

My personal Art work and Novels: www.stevenmouland.com

Reply To: Scripts got me beat

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That’s a good one, mate. Cheers. I’ll get right to it when I get home.

Reply To: The Forsaken (WIP)

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Zerafina, I appreciate your help!

I haven’t updated much on this post, but the mod is going very well, and is in my opinion, very unique!
I have finally figured outwhat i want out of my riposte as well as got it working.

your super bleed killer idea spurred some of my ideas, and i much appreciate your suggestion.

Thanks!

Reply To: The Forsaken (WIP)

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I’m now working on messing with animations, namely target fx anims.

While testing, I changed my targetfx in my .art file to “vomit”. Although I do not have a vomit .png, .atlas, or .skel file in my fx folder, the animation still works. So my .art file is pulling the vomit FX from somewhere else, the abomination i assume.

But when I take the same target.fx file and name it what i want, my game crashes.

Basically I don’t understand FX at all, if someone could enlighten me that’d be stellar.

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Reply To: The Forsaken (WIP)

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Zerafina, I appreciate your help!

I haven’t updated much on this post, but the mod is going very well, and is in my opinion, very unique!
I have finally figured outwhat i want out of my riposte as well as got it working.

your super bleed killer idea spurred some of my ideas, and i much appreciate your suggestion.

Thanks!

No a problem.

Wonder how it will turn out.

Riposte?

Reply To: Riposte?

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Yep you can.

original riposte

Extra one

Code I use

But I still don’t know how to add an extra effect into riposte.


Reply To: Riposte?

Heal per turn effect and multiple grouped target ?

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Hello people !

First of all, sorry for my english, I do my best to write something that can be easy to understand, just let me know if I need to rephrase something, thanks.

These time I’m modding the game but only the abilities of existants heroes and I try to create a rebalance mod…But I was trying to create some news effects but without succes. Maybe any of you could help me.

Here were go, for my example, I’m trying to make a change with Fortifying Vapours,

antiquarian.info.darkest :

combat_skill: .id "fortifying_vapours" .level 0 .launch 34 .target @~1234 .effect "Antiq Regen Heal 1"

Alright, we have a spell that will only apply the effect “Antiq Regen Heal 1” for all the team, that can be launch only on position 34 and the target is all the team, the first problem faced that I’m trying to resolve is to change the .target and do this .target @~12 @~34

But that doesn’t work, that will only consider @~12

Here the desired result : (Yeah I know the team composition is stupid x)

Is it possible to do this ? As you can see you have the choice to target the two Antiquarian or the Man-at-Arms.

For my second problem, as you can see the Fortifying Vapours is not a real healling spell anymore, I remove the heal and add an effect, let’s check what my effect doing.

Effect. Darkest :

//Antiq Regen Heal
effect: .name "Antiq Regen Heal 1" .target "target" .curio_result_type "positive" .chance 100% .duration 3 .buff_ids antiq_heal_regen_1 .combat_stat_buff 1 .on_hit true .on_miss false

As you can see the spell gonna add a “buff” for 3 turn using the buff_ids “antiq_heal_regen_1”, let’s check now the buff that I want to create.

buff_library.json

         "id" : "antiq_heal_regen_1",
         "stat_type" : "XXXXXXXXXXX",
         "stat_sub_type" : "XXXXXXXXX",
         "amount" : X.XX,
         "remove_if_not_active" : false,
         "rule_type" : "always",
         "is_false_rule" : false,
         "rule_data" : {
            "float" : 0,
            "string" : ""
         }
      },

So I really don’t know if it’s possible but this is my objective :

As you can see I wanna to use a new icons for this buff, If I add "stat_type" : "resistance", that will probably use this icon
Is it possible to create a new stat_type with a new icon ?

Oh I forgot the most important, the effect of this buff : Heal 1 HP everytime when its your turn for the duration of 3 turns, this effect is not stackable, using again Fortifying Vapours will reset the duration.

I know that the only monster of Darkest Dungeon that have a regeneration effect is the Drowned Crew, but that not a real effect or buff that he is using, here the code.

drowned_captain_A.info.darkest :

companion: .monster_class drowned_anchored .buffs drowned_captain_buff_PROT drowned_captain_buff_stun_resist drowned_captain_buff_blight_resist drowned_captain_buff_bleed_resist .heal_per_turn_percent 0.025

Thank you in advance for your help

Reply To: How to create new items (provisions) ?

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Ok, running localization.exe screwed up all of my strings, because what used to be <red>Bleed</red> is now <purple>leed</purple> or <yellow>Stun</yellow> is now <purple>tun</purple>

Apart from eating up the first letter and changing colors of most colored parts of strings to purple, .target "global" seems to have been the key… or at least a step in the right direction, it doesn’t crash the game and applies a part of the effect, like it only reduced stress but not healing HP.

Either having ‘global’ for a target, or having the “inv_supply+healing_potion” icon fixed it. Now I just need to get the effect right… after I recover my purple strings to their original colors.

Reply To: Heal per turn effect and multiple grouped target ?

Reply To: Riposte?

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