The Warden Class Mod. Copy the effects, heroes, localization, raid, and upgrades folders. Navigate to your Cannoneer - Class Mod. Exaelus' Revenant Class Mod. Created by Exaelus. The Crow. The Crow is a backline DPS and also a powerful blighter. With his large skillset, Chosen Cultist Class Mod. Created by GhostSeeker. Exaelus' Prodigy Class Mod. Trap Maker - Class Mod. High Priestess Class Mod. Martyr - Class Mod. Exaelus' Seer Class Mod.
Ronin - Class Mod. Warrior and Warlock Class Mods. Add 2 new heroes with 11 skins 1. Exaelus' Scourge Class Mod. Reaver Class Mod. Musketeer Reworked Standalone Outdated.
Created by O'Nightmare! Please use new version instead! This is Androu1's Musketeer that was fixed for Color of Madness buil Created by nuva. Commissar - Class Mod. Fanatic Hero. Created by decimator I have resurrected this 3 years later as I finally prevailed over the incompetent Steam uploader.
Steam update brings new skins as well as the town events that were always in the other versions. Google Drive download is still good, but f Shield Maiden - Class Mod. Witcher Class Mod. Created by Onetama. Exaelus' Enigma Class Mod. Acolyte of Sun - New Class. Onnabushi Class. Created by Poljanan. Marvin Seo's Falconer Class Mod. Created by Marvin Seo. Download the Immediate Town Event Mod below! Wyrd Pariah Class. The Wyrd Pariah "There, at the very edge of that lonely copse, did I bear witness to a most alarming and abhorrent sight.
Clad in scarlet was a frail-looking waif; no older than twenty. Overhauls Trinkets Monsters Localization UI New Class Class Tweaks Skins Most Popular Mods in the past week. Most Subscribed. The Rudiment Class Mod. Black Reliquary Open Testing. Sword Bearer. Grey Warden Crusader Skin. Bucket Man At Arms Skin. The Hexer Class Mod. Your mod is a collection of changed data files, in the same relative file hierarchy as the core game.
Modding DLC content may at first seem confusing since all of the DLC content is kept in a seperate folder, but it actually requires you to do nothing differently. DLC content is applied much like a mod is.
That is to say that it is applied over the base game files before mods. So to mod DLC content you simply need to keep the hierarchy the exact same as you've been doing to mod the base game! The 'rules' file contains a bunch of variables and values that were hardcoded previous to official mod support.
Things like light level buffs, affliction chances, etc Below is a table listing some notable sections and variables! This is the chance that your party will successfully retreat when you attempt to do so during battle.
This larger table lists the chances for backtracking events to occur, such as battles, traps, and hunger tiles. This table determines the camping costs and rewards when choosing how much food to eat.
This is the base scouting chance for the entire team; individual heroes do not control scouting chance whatsoever. This section covers the formatting of the effects and different ways to control the effects to perform the desired actions.
We recommend perusing the effects file and getting familiar with how effects are set up. There are many different effects, and explaining them individually would take far too long. It's best to have a desired effect or set of effects in mind, and knowing what hero, enemy, or curio has such an effect. That way you can determine how your effect should work!
Let's say, for instance, you want to mimic the Jester's stress healing effects of Inspiring Tune. You may either scroll down to where the Jester's skill effects are listed, or you may do a search for "Jester" and you'll find his section in the file.
Take note of how the effect is laid out. Let's dissect the first rank of that particular effect, "InspiringTune 1", below. Example Effect Dissection. This specifies the name of the effect so that when a hero, enemy, or curio calls it the engine knows which line of data it needs to read. This specifies the targeting parameters of the effect. For this example effect, the Jester's 'Inspiring Tune' targets any hero. This effect then is applied to that target. Should an effect be used by a curio, this line followed by either "positive" or "negative" will determine which visual effect the player will see.
This, followed by a number, tells the effect to heal stress by a specific number. The number, ten in this example, is before any buff or debuff is taken into account.
These are boolean true or false values that determine whether the effect will apply if a skill hits or misses the intended target s. This optional parameter, also a boolean, can tell the effect to count after the others in the skill, if there's more than one of them. Buff Types and Subtypes. This additively adjusts the minimum and maximum healing power of the target.
A heal with a "4. This multiplicatively adjusts the minimum and maximum healing power of the target. A heal with a "0. This adjusts the virtue chance of the target.
A positive amount will increase the chance for a virtue, and a negative chance will increase the chance for an affliction. This adjusts the chance for a negative quirk to be removed from a target. Currently all chances are guaranteed Sanitarium and curios , so this buff remains unused.
This adjusts the amount of resolve experience the target gains at the end of a quest. This adjusts how much damage the target receives. This buff also applies to DoT damage.
This section will cover "rule types", commonly known as buff conditions. Many rules will require specific float number values or a string value. Whichever is needed by a certain rule will be denoted by an 'X' in that column. Explanations will be provided in the rule description to help. In addition, many of these rules can be tagged as a 'false' rule, meaning the effect will be active when the conditions aren't being met.
The buff will be active when the torchlight is below a certain number between 0 and The buff will be active when the torchlight is above a certain number between 0 and The buff will be active when the target's HP is below a certain percentage. The buff will be active when the target's HP is above a certain percentage.
The buff will be active when the target's stress is below a certain number between 0 and The buff will be active when the target's stress is above a certain number between 0 and The buff will be active when the target is engaging or engaged in a melee attack. The buff will be active when the target is engaging or engaged in a ranged attack. The buff will be active when the target is engaging or engaged with an enemy under the effects of a certain status.
The strings should be written in lowercase letters, even though they appear in-game as all capitals. The buff will be active when the target is in a specific rank. The acceptable rank values are 0, 1, 2, and 3.
The front rank is 0, and the back rank is 3. The buff will be active when in a specific dungeon. Current dungeon strings are: cove, crypts, darkestdungeon, town, warrens, weald. Do note that there are no capital letters and no spaces in the strings. The buff will be active when the target is in a specific town activity. The buff will be active when the target is engaging with a specific skill, or engaged with an enemy using a specific skill.
String should match the respective skill id. The buff will be active when the target is in a specific mode. Currently this only applies to the Abomination who has two modes, 'beast' and 'human'. Hero info files can be split up into 3 main parts: the general hero stats, abilities, and finally the generation data.
NOTE on. It's a bit clumsy, but we recommend giving an arbitrary high number so your class doesn't conflict with one of the core game classes, which start at 1 and count up as integers. General Hero Stats. The level of the ability that the line is describing. Level 0 is the base, or level '1' in-game, whereas level 4, or level '5' in-game, is the highest.
The damage of the ability in relation to a hero's base damage. The crit chance of the ability to be added onto the weapon crit chance. The ranks that the ability targets. If an ' ' symbol precedes the numbers, this indicates that it targets friendly ranks. If an '? The list of effects associated with an ability. Currently there can only be a maximum of 4 effects tied to a single ability level. When a hero is spawned at the stagecoach, this parameter with a boolean value of 'true' will guarantee that the hero spawns with the specified ability.
Note that only a single ability can be guaranteed per hero. This parameter accepts two values, the first being the minimum healing amount and the second being the maximum. Take a look at the Vestal's healing skills for two good examples.
This parameter needs two numbers. The first number indicates movement backwards, and the second indicates movement forwards. The best simplified example of this parameter can be seen on generic movement skills. This parameter followed by a boolean value indicates whether or not an ability can target the performing hero. The limit on the number of times an ability can be used during a single battle.
Monsters can generally be explained in two parts - data and art. Data comprises of the stats, abilities, and other information that isn't primarily related to what the monster looks like. You can set the "language" to Javascript for visual help.
You should see this: Click image if it's too small to read At the start of each line you should see a word followed by a colon :. These generally specify what that line contains in terms of data, so below is a table to specific the basics of each line. As with most other sections here you are encouraged to look at other examples, for some unique cases and mechanics exist solely in a single enemy file.
This line will only contain a single variable, which is the amount of spaces that the monster will take up. This line can be repeated more than once to determine what categories the enemy falls under. These categories are used in effects and buffs that require specific enemy categories in their descriptions.
This line contains the health, protection, dodge, speed, and various resistances associated with the enemy. This indicates that the following variables are tied to an enemy skill. Usually you'll find a very similar set of information for most skills, all of which should be self-explanatory. An antiquated and redundant variable. Keep at "-1" to avoid issues. This line can be repeated more than once to determine what loot tables are called upon enemy death and how many times the table is called.
This line houses the variable that determines how many times an enemy can act each round. This line determines what monster class the enemy will become upon death. As you can see the cutthroat will turn into a corpse. This line contains mostly booleans all in this example, but other enemies have other modifiers.
The booleans in the cutthroat example determine such things as the stall penalty and surprise mechanics. We'll continue to look at the Apprentice Brigand Cutthroat, but this time we're going to focus on the art of the enemy. The 'anim' folder contains the battle animation for the monster along with the static sprites of their attacks.
The 'fx' folder contains all of the skill fx that appears on the enemy, weapon, or target when a skill is used. Both the animations and skill fx are made in the application " Spine2D [esotericsoftware. Just be aware that general bone movements and boundaries cannot be modified without the use of Spine2D. The monster will use any skill with a heal attached to it when a valid target has less HP than the given threshold.
If an attack has an effect that targets a specific status stunned, poisoned, bleeding, etc The monster will use a skill if another monster of a specified base type is still alive. The monster will use a skill if a specified monster is not alive in the current encounter.
This skill's base chance is added to the mix on the performing initiative of the monster. To clarify, this is not the round that is being specified, but rather the performing turn of the monster. This giant in the example, if stunned in the first round before it can act first, will still have this skill selection desire during the second round.
The monster will choose a marked rank. Currently this is only used by the Prophet and Vvulf. The monster will choose the companion with either the lowest or highest health, as determined by the data. The monster will choose the hero with the highest or lowest stress, as determined by the data. The monster will choose the hero with the highest or lowest resistance to the specified effect, as determined by the data. Quirks, apart from their in-game strings, are handled in two main files.
You'll need to set the specifics of the quirk and then set the buffs if the quirk has any. Below we'll use two quirks as examples! On the left you can see the disease of Black Plague, and on the right we have the Claustrophobia quirk. This id will be used to identify the quirk for strings and incompatibility between other quirks. This variable, if set to false, will not show the assigned buffs for the quirk.
This variable, if set to true, will show the custom string description in lieu of the actual buff s assigned. This variable, if set to true, will show the curio interaction chances for the quirk.
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