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trelian5 30 Jul, 2017 @ 5:44pm
Modding Troubles
I want to make a mod that focuses around summoning enemies that help attack the other enemies. I tried changing the brigand fusilier's (The tutorial one) blanket fire move to hit his side. That failed. I then tried to make his AI target allies. He now keeps targeting himself, and doing no damage but debuffing himself. Does anyone have any ideas how I could make them deal damage, or, failing that, how I could make a custom DoT that simulates them getting hit?
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Entrox Licher 1 Aug, 2017 @ 5:17am 
I'm not entirely sure it's possible, be it for heroes or enemies, to target their allies. The only instance I can think of are the new affliction act-outs, a couple of them are friendly fire attacks. Maybe look in there, see if you can't find something useful
Kinnex 17 Aug, 2017 @ 2:59pm 
Do you know where to find the effects of the afflictions?

I didn't see anything in base.effects.darkest or modes.effects.darkest.
Kinnex 17 Aug, 2017 @ 4:51pm 
As a side note:
The Siren, can steal control of a player hero. If I recall correctly, the hero jumps to the enemy side and is AI controlled for a few rounds -- fairly close to what you describe.

From siren_A.info.darkest :
skill: .id "siren_song" .type "ranged" .atk 102.5% .dmg 0 0 .crit 0% .effect "siren_control 1" .launch 4321 .target 1234 .is_crit_valid False

From base.effects.darkest :
//Siren effect: .name "siren_control 1" .target "target" .chance 105% .control 2 .on_hit true .on_miss false effect: .name "siren_control 2" .target "target" .chance 135% .control 2 .on_hit true .on_miss false effect: .name "siren_control 3" .target "target" .chance 155% .control 2 .on_hit true .on_miss false


Note:
I did try to add this to a custom class and got nothing in the skill description, I did not test it to see if it did anything though.

I am guessing, even if this did work -- you would need a way to increase party size limit temporarily to 5. Or, you would need to bring less than 3 heroes.

Maybe a game dev can explain how .control functions for us, and if it is at all possible to make it work as a player control spell.
trelian5 18 Aug, 2017 @ 5:30am 
I figured it out

effect: .name "DamageTargetSkellington" .target "target" .chance 100% .health_damage 7 .on_hit true .on_miss false

Just plug that into an attack and it works
Kinnex 18 Aug, 2017 @ 9:29am 
So you made an attack for the monster itself, that targets its party with @1234, and used the above effect to make them attack friendly units?

Edit:
Also, does that type of damage get affected by +DMG% and PROT stats? Could be an interesting alternative to bleed / blight for a DoT effect. Like a "Dancing Sword" or something, where you animate a weapon that does normal damage rather than armor ingoring DoT.
Last edited by Kinnex; 18 Aug, 2017 @ 10:16am
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