Darkest Dungeon® II

Darkest Dungeon® II

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5 May @ 2:14am
6 May @ 12:28am
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Mark Token

Description
Mark Is Back!!!


This is a blank mod, the example above is a example. This mod aims to add a new token for modding use, you can add this mod as a required download if you wish to add the mark token.


Mark acts as a 3 round duration token, that skills and effects can synergize with, due to taunt existing this token has no aggro grabbing property's, it is up to the mod creator to add effects on skills.


Image 3 is the token data and example effects and conditions


Token name: mark_token_mod
add 1 mark effect: add_1_mark_token_mod
end mark early = end_mark


condition data
performer_has_mark
Skill_is_mark_skill *(add the tag "mark_skill" to hero skills if u ever wana add something like "mark skills ignore dodge" but its unnecessary if u want to have a skill deal a bonus vs mark)
target_has_mark


localization data
if you wana add the icon in a localization use the line: <sprite={q}tmp_mark_token_mod{q} name={q}mark_token_mod{q}>
otherwise most of the code is already put in.


i recommend having mark be in the last part of a localization line due to the space the token takes up in ui *(this is a weird bug) you can manual change performer skill buffs to say stuff like
"+50% crit if target *mark token*"




Hope this can inspire some future mods :)
7 Comments
DarkestCat1d4  [author] 6 Aug @ 4:55pm 
would be cool, but i feel thats a huge time sink for a visual mod
Sovetskaya Rossiya 6 Aug @ 2:00pm 
my friend, can you make mod that changes "combo" mark with the old red one mark?:praisesun:
Moco 12 May @ 2:48pm 
thanks for the example w/ pic explaining the code, huge help
no cake = anal 6 May @ 5:43am 
Oh, i didnt consider mark and combo being together without replacing eachother... yeah that sounds interesting too. nice work!
DarkestCat1d4  [author] 6 May @ 12:29am 
Fixed the look of the token in ui, now it should always look good :)
DarkestCat1d4  [author] 5 May @ 9:59pm 
for sure, at the moment i don't intend to do overhaul mod with mark, but this mod could be used to integrate mark into the base game no problem, i might do something like that, or just do a combo replacement like you said, but personally i think it would be cool to have both mark and combo in dd2.
also to be clear this mod dose not replace combo in any way
no cake = anal 5 May @ 5:50pm 
sick! I think combo as a mark replacement is interesting, but i wish the numbers and abilities had better interactions with it. Like, if more moves applied combo as a side effect it'd be much more worth to actually play around it, since the only combo appliers that are good tempo are like, sharpshooter double tap and weakening curse on big enemies. Also better value for consuming the combo, no stunning blow isnt worth a combo when you could kill the enemy instead of running a 20% chance of stunning them for a turn.
Anyway, sorry for nerding out. This is a cool implementation, hoping to see some ability rebalances with marks in mind!