STEAM GROUP
Darkest Dungeon - Workshop DD-Workshop
STEAM GROUP
Darkest Dungeon - Workshop DD-Workshop
126
IN-GAME
824
ONLINE
Founded
29 November, 2016
Showing 21-30 of 46 entries
4
Mod question
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.
22
Checking in - custom hero class status
4
Mod question
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.
3
Modding Sound / Narration / Music?
22
Checking in - custom hero class status
3
Mod Testers
2
Workshop Build Update! (Build 16861)
22
Checking in - custom hero class status
78
Known Issues & Uploader/Mod Support Requests
22
Checking in - custom hero class status
I tested all the class mods currently on the Workshop just recently.

- All three of your class mods, Blackguard, Apothecary & Lord, still have the same "SpineDataBinaryLoader 349" error from before:

http://i.imgur.com/TQS39Qb.jpg

Besides the bugged localization file on the Lord causing all the text to appear as strings and the tutorial version not working due to the mod system not using the "persist" starting save files correctly, everything else seems to be fine.

---

Actionjack's Assassin mod crashes Darkest Dungeon with 3 unique errors as soon as you try starting a game with his mod activated:

Assert Failed: ((unit32)character_count < size) BinaryReader::ReadString in utils/h/binary_reader.h line 179 buffer too small!
Assert Failed: (bone_index < m_BoneCount) SpineSkeletonBuildData::GetBoneData in graphics/h/spine_skeleton_build_data.h line 217 Bone index out of range
Assert Failed: (m_SlotNameArray == nullptr) SpineSkeletonBuildData::SetSlotCount in spine_skeleton_build_data.cpp line 80 Already allocated!

Though this might be because the mod was not uploaded correctly. There are some missing files when looking through the Workshop folder.

---

Muscarine's Offering mod is something everyone, both testers and developers, should look at because I'm not exactly sure what is wrong. It has the same localization string error as Scorpiovaden's Lord mod, but for whatever reason, I can't get the Offering class to appear in the stagecoach or into the game in any form. Besides the localization, everything appears to have uploaded correctly and nothing seems to be missing, misspelt or mis-rooted. I modded the stagecoach to have over 40 recruits a week and I went through a good hour and several hundread recruits and didn't get her once.

I'll do a bit more tests to see if I can find out what exactly, if I can, the issue is.

Edit: I saw on the page of the Offering Mod on the Nexus that people had the same problem, due to the "id_index". I tried values from 20 to "0" & "2", both were used with scorpio's mods that do work, and "33", the original value, but none of them work.

Not sure if this is related, but I constantly got this "Resource_Deref" error when going back to the campaign menu:

http://i.imgur.com/IhapFaQ.jpg

I also got different values each time. the other values were:
15552CD0
161833B0
154D25D0
Showing 21-30 of 46 entries