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Reply To: Can you create a move with certain effects for just the first round?

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Thank you so much. It appears to work perfectly. I’ve never seen “.skill_instant” before. How did you manage to find it?


Reply To: Can you create a move with certain effects for just the first round?

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From the Acolyte mod in Steam Workshop. I guess it was added in DLC, but I don’t have it yet.

Parry/Block

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Hello, Is that possible to create Parry and Block effect beign independent of dodge?

Reply To: Parry/Block

Reply To: [Request] Dark Slayer class art

Reply To: Parry/Block

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About blocking, i actually want to replace the skip turn mechanic with this, raising some protections for a turn like many other turn-based RPG because as it stand now, skip turns adds nothing to game but simmply a function designed to prevent people from pressing it(skip turns raise stress)

And we already have parry system in a form of counterattack, only without any buff from the effect itself but from the skill it attached to.

[Mod] DDBalance

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My take on balancing DD. It has two purposes:
1) Make weak/rarely used skills/classes more viable at high difficulty situations (Stygian/Bloodmoon + No Light)
2) Change monsters to shift priority from “Kill backline ASAP 95% of the time” to “killing frontline is as viable as killing backline”.
This is also from perspective of high difficulty.

Mod is heavily VIP, but stable.

Inspiration from a seasoned DD player, FilthyRobot. Youtube vids:

Mod link and details at Nexusmods:
http://www.nexusmods.com/darkestdungeon/mods/440/?

Is it possible to disable a skill with another skill?

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Just for clarification, I am not interested in the abomination’s method of doing this. I would like the skill to still remain but be blacked out as if you were out of position.

Is this possible? Probably not, but I figured I might as well ask.


Reply To: [Mod] DDBalance

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Update 1.1:
+ made Marks more usefull, now they grant buffs against marked target for the party (except for mark’s caster).
+ made Pelagic Guardian no longer prevent stall penalty.
+ Fungal Scratchers now self buff themselves with every attack (+25% Stun Resist for 1 battle). Kill them quickly before they get out of control.
* added 3 uses per battle limit to PD’s Emboldening Vapours, can’t target self anymore.

Reply To: Is it possible to disable a skill with another skill?

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It might be possible by placing a buff similar to this:

      {
         "id" : "disable_heal",
         "stat_type" : "disable_combat_skill_attribute",
         "stat_sub_type" : "heal",
         "amount" : 1.0,
         "remove_if_not_active" : false,
         "rule_type" : "always",
         "is_false_rule" : false,
         "rule_data" : {
            "float" : 0,
            "string" : ""
         }
      }

this one will disable all healing skills.

You can change "rule_type" : "always" to "rule_type" : "skill" and "string" : "" to "string" : "skill_name"
And maybe try changing "stat_sub_type" : "heal" to something else

Reply To: [MOD CONCEPT] The Librarian

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I’m adding a new camping skill to the list: Soothing Chatter/Calming Chatter. She removes stress from a single ally and herself. I’ll refine the concept before working on anything.

Reply To: [MOD CONCEPT] The Librarian

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It turns out someone on Steam is working on a Scholar mod with a very similar theme and a lot of remarkably similar skills. I’ve got in touch and we now seem to bw working together on this so hopefully something positive will come out of it that we both like.

Modding skill-item relationship Question

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I have some ideas that I was hoping to try and mod into the game but reading through some of the content in this forum about difficulties with conditional coding I’m curious if its even possible.

The question is about the Set bonuses for the crimson trinkets, I was curious if I can make them alter abilities or if that kind of conditional alteration is not possible. A simple example making it so Arbalest’s Sniper shot applies a mark or would gain an additional bonus vs mark.

My initial thought was a rather round about kind of hack where you could basically do a skill replacement with a new skill which could function the same as sniper shot with just the modification tagged on. But I’m not a proficient coder and am not totally sure if the Abominations replacement system is something you could recreate on an item so I was curious if such a thing were feasible before spending a lot of hours on a pointless project.

Looking for someone to help me fix up my mod, will pay

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Hi i’ve been working on a mod now for about a month, i’ve never even touched code until now so its a miracle i got it as far as i have but i’ve hit a snag so at this point im willing to send my work along with a fair sum of money to have someone fix it up

Reply To: Looking for someone to help me fix up my mod, will pay


Reply To: Looking for someone to help me fix up my mod, will pay

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I might be interested, but what kind of mod are you working on? Overhaul, class, etc?

It’s just a custom hero i’m making right now i just want to smooth out all the kinks. Depending how it goes and if a hit another snag id maybe also ask for trinkets for the hero and more more heroes in the future but (ofc all their own thing with their own payments) i’ll be honest this is my first time sorta commissioning something so not entirely sure howd this go but i don’t think im asking for much

Reply To: Looking for someone to help me fix up my mod, will pay

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I might be interested, but what kind of mod are you working on? Overhaul, class, etc?

It’s just a custom hero i’m making right now i just want to smooth out all the kinks. Depending how it goes and if a hit another snag id maybe also ask for trinkets for the hero and more more heroes in the future but (ofc all their own thing with their own payments) i’ll be honest this is my first time sorta commissioning something so not entirely sure howd this go but i don’t think im asking for much

Oh, okay. I think its more “fun”, or atleast better learning experience, if you do on your own. Still, some bugs are harder to find/iron out than other.

If you want, put your files into a file sharing place (like google doc), and I can take a look at it over the weekend. Also give me your steam ID too. Hard to say the scope, but would estimate about 2-3hr of work at about $10-$30-ish.

Reply To: Looking for someone to help me fix up my mod, will pay

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I might be interested, but what kind of mod are you working on? Overhaul, class, etc?

It’s just a custom hero i’m making right now i just want to smooth out all the kinks. Depending how it goes and if a hit another snag id maybe also ask for trinkets for the hero and more more heroes in the future but (ofc all their own thing with their own payments) i’ll be honest this is my first time sorta commissioning something so not entirely sure howd this go but i don’t think im asking for much

Oh, okay. I think its more “fun”, or atleast better learning experience, if you do on your own. Still, some bugs are harder to find/iron out than other.

If you want, put your files into a file sharing place (like google doc), and I can take a look at it over the weekend. Also give me your steam ID too. Hard to say the scope, but would estimate about 2-3hr of work at about $10-$30-ish.

i totally agree with you and this wasn’t my first idea, i tried looking at tutorials reaching out for assistance on reddit and discord. But at this point i really think its something im fundamentally not doing right. so if i could have someone fix it and tell me what was wrong that would be great im pikminbiomaster on steam btw ill send a friend request

Reply To: Looking for someone to help me fix up my mod, will pay

Reply To: Looking for someone to help me fix up my mod, will pay

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