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Mod question
Hey everyone-

Got my first mod coming later this week (thanks to Scorpio for the help and walkthrough), but I am having some issues with my second one I am making so I want to throw out what I am thinking and see if anyone may have a suggestion. Bare in mind I have no background with modding or coding and have very basic knowledge of what I am doing. (ie: complete noob)

Ok the class I am making is a time mage centered around abilities that buff speed, stun, etc. What I am doing right now is using pre-exisiting abilities in game and then just buffing/debuffing as I go along to make the class abilities. However what I am looking to do in this case is have an interaction that doesn't have a pre-exisitng effect.

Example: The time mage's 'Warp' ability I would like to have take one of your own party's characters and move him/her to a different row. Right now I don't see any way to do this using already exisiting skills. Another one is with 'haste' I just want to buff speed which right now can only happen with a pre-exisiting effect that also has another ability tied to it.

So my question is- does anyone know if effects can be added or changed without breaking in the game so I could have a 'party shuffle' or 'speed buff only' type of effect? Sorry for the rambling just want to make sure I explaining what I want to do understandably.
Last edited by Baron von Gosu; 16 Jan, 2017 @ 2:45pm
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Showing 1-4 of 4 comments
Saint_Michaels_ 17 Jan, 2017 @ 10:07am 
It depends on if you are editing the "effects.json" file or not. Both can be technically done without editing the "effects" folder as is.

For the "Warp", you can't fine move someone to a rank that you exactly want (as far as I'm aware), but you can achieve the shuffle easily by just adding "Shuffle Target" to the .effect string in your ".info" class file. Adding a "@" symbol in front of the ".target" string (Ie. @1234) in .info makes it target allies. You could also add "Shuffle Self" to the .effects string to make your time mage shuffle too. Both effects are already in the effects.json file.

The Haste thing can also be easily done straight from an unedited effects.json, but only if you are applying it to the hero itself. There are very few speed buffs for targets and all of them also include an additional effect, only self speed buffs have only speed effect.

"Self Speed 1" to 5, "Antiq Self Speed 1" to 5, "Arb Self Speed 1" to 5, "GR Self Speed 1" to 5 & "Jester Self Speed 1" to 5 all and only effect speed with different values to the caster.

For targets though, you are going to have to edit the effects.json located in the scripts folder. It's as simple as, for example, copying and pasting the "Self Speed 1" to 5 string to below and changing the name from "Self Speed" to something like "Target Speed" and changing the .target from "performer" to "target". You can also change the speed values to your liking. The only downside is that if theres any other Class mod that changes the effects file as well, then it will override the effects with its own, or vice versa depending on the priority.
Baron von Gosu 19 Jan, 2017 @ 6:52pm 
Thanks for the tips. If i change the self speed to target speed, will a character using a self speed spell then screw with the target speed change? Or if I rewrite it and have both a self speed buff and target speed buff in the effects script will it treat them as 2 separate abilities?
If that makes sense......
Saint_Michaels_ 19 Jan, 2017 @ 7:18pm 
I wouldn't change it because it will effect every class and monster that would use those abilities.

Originally posted by Baron:
Or if I rewrite it and have both a self speed buff and target speed buff in the effects script will it treat them as 2 separate abilities?

Yes. As long as you are not editing or replacing any of the current abilities, then it will not interfere with the core game or other class mods that do not rely on a modified effects file. For example, doing this with the generic Speed part:

//Speed //------------------------- //Self Speed Boost effect: .name "Self Speed" .target "performer" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 9 .on_hit true .on_miss false effect: .name "Self Speed 1" .target "performer" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 5 .on_hit true .on_miss false .queue true .apply_once true effect: .name "Self Speed 2" .target "performer" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 6 .on_hit true .on_miss false .queue true .apply_once true effect: .name "Self Speed 3" .target "performer" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 7 .on_hit true .on_miss false .queue true .apply_once true effect: .name "Self Speed 4" .target "performer" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 8 .on_hit true .on_miss false .queue true .apply_once true effect: .name "Self Speed 5" .target "performer" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 9 .on_hit true .on_miss false .queue true .apply_once true effect: .name "Target Speed 1" .target "target" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 5 .on_hit true .on_miss false .queue true .apply_once true
effect: .name "Target Speed 2" .target "target" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 6 .on_hit true .on_miss false .queue true .apply_once true
effect: .name "Target Speed 3" .target "target" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 7 .on_hit true .on_miss false .queue true .apply_once true
effect: .name "Target Speed 4" .target "target" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 8 .on_hit true .on_miss false .queue true .apply_once true
effect: .name "Target Speed 5" .target "target" .curio_result_type "positive" .chance 100% .combat_stat_buff 1 .speed_rating_add 9 .on_hit true .on_miss false .queue true .apply_once true
//This is definitely not referenced anymore effect: .name "Slow" .target "target" .curio_result_type "negative" .chance 100% .debuffenemy 1 .speed_rating_add -10 .on_hit true .on_miss false //-------------------------

Will be perfectly fine. Just to clarify, it doesn't have to be there. It can be in the end, the very top or anywhere really, as long as the "effect:" string is structured similar to that.

Then the new effects can be added to your class ".info" file as part of an ability.
Baron von Gosu 19 Jan, 2017 @ 8:18pm 
Sweet! Thank you! This gives me some variety in what to play with. I appreciate the help
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