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Need help with custom class


Reply To: Need help with custom class

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Line 217 strikes again.

Check that your fx files all have the custom class name instead of whichever name they originally had when you copied them.

Also check the atlas & skel files in the anim folder match the sprites they’re related to (class name). Then open each atlas file (as atext file) and make sure you’ve entered your custom class name in the first line instead of the original class name that was there. Do not change anything else in the atlas files.

Reply To: Need help with custom class

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Ahah. Looking at your art file and looking in your fx folder you appear to be missing the stunning_blow.taret fx file. The Crusader’s Stunning Blow fx comes in two parts. The woosh energy line on the sword is stunning_blow and the gleam of light shining on the target’s head is stunning_blow.target (with the stun halo being separate – you don’t need that one).

Reply To: Need help with custom class

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Thanks, I kinda tinkered around it and for whatever reason all I had to do was verify my games’ integrity and insert stunning_blow.atlas & skel in fx/stunning_blow_target

Reply To: Need help with custom class

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Ahah. Looking at your art file and looking in your fx folder you appear to be missing the stunning_blow.taret fx file. The Crusader’s Stunning Blow fx comes in two parts. The woosh energy line on the sword is stunning_blow and the gleam of light shining on the target’s head is stunning_blow.target (with the stun halo being separate – you don’t need that one).

What do you mean? The files are there or at least from my point of view.

Reply To: Need help with custom class

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Ahah. Looking at your art file and looking in your fx folder you appear to be missing the stunning_blow.taret fx file. The Crusader’s Stunning Blow fx comes in two parts. The woosh energy line on the sword is stunning_blow and the gleam of light shining on the target’s head is stunning_blow.target (with the stun halo being separate – you don’t need that one).

What do you mean? The files are there or at least from my point of view.

Hmm. You might have been fixing it while I wrote my posts (I took my time, got distracted by something else then realised I hadn’t hit Post). While I was looking I couldn’t see stunning_blow.target but I could see stunning_blow. Anyway I’m glad you seem to have got it sorted out.

FMOD project no sound

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So I’ve been trying to edit the sound according to the guide but there are no sounds available in any of the sound files https://puu.sh/wtHq8/3f8c48c1bd.png
I have also compiled it but the game doesn’t play these sounds so I assume there’s something wrong with my FMOD.
https://puu.sh/wtHuN/d82d01418f.png here’s the zzz_test file and the sound works here just fine. I do have the 1.06.07 version of FMOD

Reply To: [WIP] The Twilight Knight (in Darkest Dungeon)

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I’m currently working on a new placeholder sprite for Whirlwind Attack. Hopefully I can get Scorpy to run it through spine so I don’t have to look at my old hideous placeholder any more :).


Reply To: FMOD project no sound

Reply To: Need help with custom class

Seeking Art – Peasant

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This is a very nitch idea that I have (but really lazy to do), so see if anyone interested in helping.
So I am thinking of Peasant class (also can be reuse as monster). The Code I can do, but the art part could use some help.

Will reveal more if there are any interest. But note that its pretty nitch, so won’t imagine to be a popular class.

[MOD Concept] When the Winged Hussars arrived!

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Okay. Since Scorpy can do crazy things with spine now how about a Winged Hussar!


Amusing music video

The feathered wings were not just for show. The sound of all the feathers of many hussars rustling together as they charged put fear into enemy horses. We could have a stun attack (bash them with the small round headed mace). We could have some kind off ear based debuff (terrifying presence or something). We could even abuse the Abomination’s Transformation to have him switch between the sabre and the two handed sword!

Thius could be quite an impressive mod. I haven’t given much thought to skills or stats yet (Unlike the dwarven defender mod) but I’m really struck with the notion and reckon it could be a lot of fun! If we made the wings look battered and worn and made him lok suitably downcast and bedraggled then he could fit into the Darkest Dungeon world quite easily.

questions about making skins

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hey i need some help with making skins.
1. what brush is used to get the texture of the colors? im not sure if its watercolor or not.
2. how do i make the skin bigger? i want to make a jester with long hair instead of his hat, but ingame it will show the hair in the shape of the hats silhouette.
thanks

Reply To: questions about making skins

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1. Few ways you can try to get the old paper texture of the color. Use a texture layer and overlay. Use a splatter brush. Use the film grain filter. You have to see which work best for you.

2. Not really a easy way. The combat animation are just one image. But the moving animations (idle, walk, combat) have its own borders on some pieces (to allow it to have mesh movements).

Reply To: questions about making skins

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do you know how to edit the borders?


Reply To: questions about making skins

How do I add a requirement to camping skills?

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I am working on a mod that changes a lot of the effects and levels of camping skills. It sets class specific skills at 0 for new characters, and I would also like to add purchase requirements to buy the skills.

Every skill in (default_camping_skill.json) has a section called “prerequisite_requirements”, however, for all skills that section is blank. I have tried to add in variations of “resolve_level” : x or “prerequisite_resolve_level” : x, in that section, thinking that some value of x would either require that resolve level to buy or use the skill, but the game just ignores it. What are the available options for the “prerequisite_requirements” and how do I make the game recognize it?

If I can’t make a level requirement to buy the skill, I would like to possibly make the skill scale with resolve level. Instead of……
“selection” : “individual”,
“requirements” : [],
“chance” : { “code” : “a”, “amount”: 1.0 },
“type”: “health_heal_max_health_percent”,
“sub_type” : “”,
“amount” : 0.1

Could I use some form of “amount” : 0.02 * “resolve_level”?

So this way the healing amount scales linearly with resolve level. If possible, how exactly do I phrase it? I have noticed that the game is very particular about commas, etc.

Thank you.

Increasing stack size conditionally

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Hello there,

I started poking around with the game files tonight. I’m looking to add a few buildings in the district which increase inventory stack size.

I’m aware I can alter the starting limits, but I don’t want to do that. I’d rather it be something expensive to upgrade.

Initially I wanted to put this in the camping house, as an upgrade, but I couldn’t see an obvious way to hook this particular thing to a building upgrade in the main town. So instead, I thought about the district, some of which add things to heroes when they’re built.

I’ve added a district building and some art, I can build the thing, but now I’m struggling to make it do what I want.

From what I’ve gleaned, I can add lines to this file

\DarkestDungeon\inventory\base.inventory.extra_stack_limits.darkest

There’s already an entry that looks like this:
extra_stack_limit: .id antiquarian_gold .item_type gold .item_id "" .amount 750

And in the antiquarian file there’s this:
extra_stack_limit: .id antiquarian_gold

So, the antiquarian has this value/flag set in her character file. Fine, makes sense.

What I’m now trying to do is enable the district building (or camping upgrade, whatever) to set this value somehow. This is my district building

            "name": "torch_stack_increase",
            "render_data": {
                "sprite_paths": [
                    "fx/town_district_illuminators_guild/town_district_illuminators_guild.sprite.skel",
                    "fx/purchase_district/purchase_district.sprite.skel"
                ],
                "not_built_animation": "idle",
                "built_animation": "built",
                "purchased_animation": "purchased",
                "town_priority": 10000
            },
            "currency_cost": [
                { "type": "gold", "amount": 150 },
                { "type": "portrait", "amount": 1 }
            ],
            "buff_list": [
                {
				  "type": "DistrictSupplyBuffData",
                  "name": "extra_stack_limit",
				  "id": "torch_stack"
                }
            ]

Hopefully you can see what I’m trying in buff_list, but it’s not doing much. Can anyone help out please? I’m still trying to wrap my head around if this is even possible from the config files, or if the buffs are defined elsewhere in the compiled game code.

The Torch Shop

Reply To: How do I add a requirement to camping skills?

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try putting it outside of the [] like this:

“prerequisite_requirements” :
[
],
“prerequisite_resolve_level” : 0

This is taken from the skill upgrade, so not sure if it will work. but give it a try. (part of the fun of modding is hacking the game, but part of not fun is debugging it afterward)

Reply To: How do I add a requirement to camping skills?

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Thanks for the idea. Didn’t work though. Everything I have tried either gets completely ignored or crashes it.

Do the devs ever look at these forums and offer aid?

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