セルフ魚拓

For examples of this process and more see my gameplay overhaul mod Pearls Before Swine here:

http://www.nexusmods.com/darkestdungeon/mods/179/?

MAKING A NEW CLASS

Let's say I want to make a new class called the Wizard.

  1. Pick an existing class to use as your skeleton/animation base.
  2. Go to that class's folder in your heroes directory (DarkestDungeon/heroes/occultist for example), and make a copy of one of the existing skin folders ( occultist_A for example). Rename the folder to occultist_X .
  3. Go into your new folder, then into the subfolder anim (DarkestDungeon/heroes/occultist/occultist_X/anim) and start editing the pictures using software like GIMP or Photoshop. Start with the .idle file.
  4. Start up a game where you have an Occultist. Go into a dungeon, and into the character screen. Here you can switch between skins - your new skin should be available as skin 5 (if you haven't added any others). Each time you make changes to the .idle file, exit to main menu and reload the game to see your work. When you're satisfied, repeat the same for the .combat and .walk files. Leave the rest as is for now (or edit them too, but usually by this point I'm really sick of art)
  5. Create a new folder in the heroes directory for your new class (DarkestDungeon/heroes/wizard) and move your new skin inside. Rename the folder from occultist_X to wizard_A.
  6. Now it's time to start making the new files for your new class. Start with the .info file, which details the stats and combat skills for your character. I recommend copying the .info file from an existing character and changing the values. Start with a character with roughly the same stats/role as the one you're making, and then ask yourself, how much better/worse should my character be at X than its base character? So for instance, your Wizard might be slower than the Occultist with worse dodge, but slightly higher damage. Don't go too far outside of existing constraints if your aim is balance :) Save your new .info file with seven new skills (or a combination of old ones) and name it wizard.info. Make sure you change all instances of the old class name to the new class name with a cntrl-h search! One last thing and this is IMPORTANT, on the second to last line you want to replace the random_starting_combat_skills 4 with a 7, to give your wizard all seven abilities right away (for testing). you can change this back to 4 later.
  7. Go into the effects file in the folder DarkestDungeon/scripts and if you made any new effects up, define them here. Save and exit.
  8. Next make a .art file. Again I recomennd copying the one from your original class and renaming the abilities. Do not change any of the .fx or .anim in this file right now, just rename the hero class with cntrl-h , rename the abilities, and move on.
  9. Copy the icon_equip, anim and fx folders from your original class into your new class folder. Go into your anim folder and change every instance of your old class name to new class name. For instance, the file occultist.sprite.afflicted will be renamed to wizard.sprite.afflicted. Next, go INSIDE every .atlas file (it should open in notepad) and replace the first word of the file (the old class name) with your new class name. Create a new fx folder for your new class, but do not bother copying any of the old class's fx - it's a lot of work, and you probably won't end up using them anyway. Lastly, rename all the icon names and guild header files with the new class name.
  10. Next you need to make a localization file for your new class. Here, I recommend downloading an existing class mod and copying the localization file from it to start. The reason is that all the game's original character localizations are grouped together in one big file that I wouldn't touch or edit if I were you, cause you don't have to (you can just add a supplemental file). So copy the localization from an existing mod, do a cntrl-h and replace the old class name with the new class name, then go line by line through the new file and replace all the old skill names and extensions for your new skill names (the ones from the .info and .art files). When you are done, save the file as wizard.string_table and run the localization.bat file in the localization folder to compile it all together. If this doesn't work, it means you made a mistake in your localization file.
  11. Next you need to edit an upgrades file from the folder DarkestDungeon/upgrades/heroes . It's a .json file, and I use a json editor online to open it. I would pick the upgrade from your base class, cntrl-h to rename every old class to new class (as usual), and then go through the file and cntrl-h each one of the old abilities for your new abilities. Make sure the names match exactly the ones in the localization, art, and info files!
  12. Next go back to your json editor and open the file DarkestDungeon/campaign/buildings/stage_coach/stage_coach.buildings.json and replace either the vestal or plague doctor with wizard. Save this file and replace your old one with it (save the original so you can go back to the PD-V starting setup).
  13. Start a new game and get to the first mission. Recruit your new Wizard! It should have a working skin and seven working combat abilities with names and descriptions. At this point it still has old ability icons and no camping skills. Make sure that each ability is displaying correctly and listing the correct effects! If it's not working, exit to main menu, edit the code, and return. Repeat until you've got all the abilities working as intended.
  14. Enter the first dungeon and get into a combat. Now exit the game and go back to your .art file. Start changing the anims to ones appropriate to the ability, and match or make up new .fx. Go one ability at a time, one change at a time, so if your game starts crashing you'll know exactly what caused it. Once you're satisfied with the fx and animations for each of your seven abilities, move on to the next step.
  15. If you didn't do it before, do the rest of your painting on each of the remaining skins in the wizard_A folder.
  16. Make new skill icons and replace the old ones.
  17. Make up a set of camping skills and icons. If you're using existing camping skills, you don't need icons (obviously). Again, here I recommend starting with an existing mod and copying the classname.camping_skills.json file from it. Cntrl-H to replace the class name with your own. If you're just using existing abilities, copy them from the default_camping_skills.json file into your own, being VERY CAREFUL of the syntax. An extra comma will screw you up here. If you're making your own go slowly and be even more careful :) The file you create should be put in DarkestDungeon/raid/camping
  18. If you made new camping skills, make new icons for them and put them in the folder DarkestDungeon/raid/camping/skill_icons
  19. Go back to the localization file and edit in the appropriate camping skill names. Run localization.bat again!
  20. Go back to your saved game and play through to mission 2 to make sure the camping skills work. If they do you're done! congrats! Remember to change the number of starting skills back to 4 and upload your work to nexus mods, then post to reddit about it :)