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Reply To: Increasing stack size conditionally


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

Reply To: Increasing stack size conditionally

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Thank you actionjack. The problem isn’t the district code (I’ve done that). It’s how to put the extra_stack_limit data into a buff, trinket, upgrade, quirk, disease, or really anything. I can’t find a way to hook that particular effect into any system.

Reply To: FMOD project no sound

To give different exp to different hero

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I don’t always hate punishing difficulties, but I think it is better to have some relaxed restriction on dungeon diffculties. I’m thinking about removing entrance restriction but make the too-high-level-heroes cannot gain exp, as it is loar friendly(in vanilla heroes say they cannot develop in easy dungeon!) But for the second part I cannot imagine where to start because of my short of knowledge on DD variables.
Currently I think I can give buffs with “resolve_xp_bonus_percent = -100%” to heroes with too high levels to acheive it. Will it be possible? Or is there any else idea where to start?

Reply To: To give different exp to different hero

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It might be easiest to hook it into a trinket.

THat is, the trinket has the effect of removing level requirements and removes XP rewards.

Reply To: To give different exp to different hero

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It might be easiest to hook it into a trinket.

THat is, the trinket has the effect of removing level requirements and removes XP rewards.

I was looking for the appropriate Rule Types but could not find it directly… I think the trinket would be the best way now. Thanks.

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

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You are taking too long! I NEED her in my party!


How to use the rule type in_mode for the abomination?

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I’m trying to create a transformation long buff for the abomination rather have it end after a certain amount of turns. However, when I use this rule type, his buffs just defaults to 3 rounds.

View post on imgur.com

View post on imgur.com

Is there any way around this? I could only find one reference to this rule type and it looks like it’s currently unused.

Druid. Looking for help.

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Druid

I have the character working. I need help with bear sprites and walking animation.

And I have a question.
Its posible make a buff that doesnt stack? I can make some improvements if i make it works.

Abilities:

HUMAN FORM:

Transformation (bear):
+20% Def Bonus. Riposte (-40/-20). Our party gets horror.

Thorns: XOOO ~OOXX
Jump back: 1, small bleed (1), speed debuff.

Restoration: OOXX OOOO
Direct heal with a small heal over time.

Regeneration: OOXX ~OOOO
AOE heal over time. (1 heal duration 1/5)

BEAR FORM:

Transformation (human):
Remove some stress

Charge: OOXX OXXX
Jump 3 front. Stun -75% damage

Shred: XXOO OOXX
Bleeding, bleeding debuff

Bite: XXOO OOXX
More damage against bleeding.

Reply To: Druid. Looking for help.

What's involved in making a custom class?

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I don’t even know where to start, or what programs I might need, or where to begin with custom abilities and skins.

Is this too difficult of an undertaking for someone with little experience?

Reply To: What's involved in making a custom class?

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It’s not too difficult but it’s difficult. Start with an idea. Have a firm idea of what you want your class to do. It helps to make it unique. Once you’ve got your idea down you’ll need to get your character art sorted. For now it’s easy to borrow art from another class then reksin it as you go along. That’s more complicated.

Take a look in the heroes folder. Each hero has their own folder. Your hero will need a folder of their own as well but look at the other heroes’ folders so that you can see how they’re laid out and what goes in them. The .art file tells the game which art to use for each skill. The .info tells the game most of the information about the hero, their stats, skills, pretty much everything apart from camping skills & upgrade costs (which are covered elsewhere). It’s actually fairly easy to understand on teh whole once you’re looking at the info file. In the subfolders the anim folder contains the spine files that make the sprites work in game. In the anim folder you will need to tweak the names of the atlas & skel files to replace their existing class name with your new class name (remembering_that_names_have_underscores_separating_words_instead_of_spaces). You’ll then need to open up the atlas files with notepad and change the class name in the first line of text to match. Change nothing else. The fx folder is for blood splatters and other visual effects that appear when the hero does stuff. The fx files will need to have their class name match and you probably need to open the atlas files and change the class name, same as in the anim folder. The ABCD folders are the hero palette swaps. Once again class names will need to match.

You’ll also want to create a file for them in the upgrades folder (governing the use of the guild hall and the blacksmith), raid/camping (for their camping skills) and localisation (for baking the language into the game). The localisation file, the camping file and the upgrades file are all xml files. It helps to have a program capable of editing xml files and some basic xml know how.

That’s the basics of it. Sorry I can’t go further in depth but it’s almost 3pm and I’ve been up all night and absolutely must get some sleep. Hopefully it’s enough to get you started ‘though.

I’d also recommend getting hold of a class mod from the nexus. Don’t install it. Just open it up and look at the folder & file structure. That way you’ll get to see what the localisation, camping & upgrade files need to look like.

Reply To: What's involved in making a custom class?

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It’s not too difficult but it’s difficult. Start with an idea. Have a firm idea of what you want your class to do. It helps to make it unique. Once you’ve got your idea down you’ll need to get your character art sorted. For now it’s easy to borrow art from another class then reksin it as you go along. That’s more complicated.

Take a look in the heroes folder. Each hero has their own folder. Your hero will need a folder of their own as well but look at the other heroes’ folders so that you can see how they’re laid out and what goes in them. The .art file tells the game which art to use for each skill. The .info tells the game most of the information about the hero, their stats, skills, pretty much everything apart from camping skills & upgrade costs (which are covered elsewhere). It’s actually fairly easy to understand on teh whole once you’re looking at the info file. In the subfolders the anim folder contains the spine files that make the sprites work in game. In the anim folder you will need to tweak the names of the atlas & skel files to replace their existing class name with your new class name (remembering_that_names_have_underscores_separating_words_instead_of_spaces). You’ll then need to open up the atlas files with notepad and change the class name in the first line of text to match. Change nothing else. The fx folder is for blood splatters and other visual effects that appear when the hero does stuff. The fx files will need to have their class name match and you probably need to open the atlas files and change the class name, same as in the anim folder. The ABCD folders are the hero palette swaps. Once again class names will need to match.

You’ll also want to create a file for them in the upgrades folder (governing the use of the guild hall and the blacksmith), raid/camping (for their camping skills) and localisation (for baking the language into the game). The localisation file, the camping file and the upgrades file are all xml files. It helps to have a program capable of editing xml files and some basic xml know how.

That’s the basics of it. Sorry I can’t go further in depth but it’s almost 3pm and I’ve been up all night and absolutely must get some sleep. Hopefully it’s enough to get you started ‘though.

I’d also recommend getting hold of a class mod from the nexus. Don’t install it. Just open it up and look at the folder & file structure. That way you’ll get to see what the localisation, camping & upgrade files need to look like.

That’s pretty helpful. Is there any code knowledge needed to make custom abilities?

A lot of it sounds like it comes down to a) making the art and b) making sure everything is named properly. That sound right?

I’m not sure about spines, or how I’m supposed to make the art match them.

Reply To: What's involved in making a custom class?


Removing a specific buff without affecting other buffs?

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Let’s say you give a character a +1 speed buff. Is there a way to remove that buff without affecting other buffs that the character might have. Kind of like how the bone bearer applies his buff and then removes it when he dies.

Reply To: What's involved in making a custom class?

Reply To: What's involved in making a custom class?

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I just can’t figure out why this isn’t working. I renamed everything, I have all the files, the localisation string file, and I even set the class to replace the vestal as one of the two starting stagecoach recruits, but the class just won’t appear at all.

What the hell did I do wrong? How am I supposed to debug this? How am I even supposed to know if the class CAN spawn? I already tried editing the card number and chance strings in the info file but it does nothing.

Reply To: What's involved in making a custom class?

Reply To: What's involved in making a custom class?

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I’m hoping Actionjack or Scorpiovaeden can help you hunt down the bugs in this one. My advice would be to go through and check everything methodically to see if you can find the problem yourself.

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