Darkest Dungeon game character attribute modification cheats

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Darkest Dungeon game character attribute modification cheats

Darkest Dungeon game character attribute modification cheats

First find: game root directory \heroes\

Then under the heroes directory:

_template ⇒ The directory is the script module of the system for character occupations, which is equivalent to a virtual model.

arbalest ⇒ catalog is Arbalest system module

bounty_hunter ⇒ The directory is the bounty hunter system module

crusader ⇒ catalog is crusader system module

grave_robber ⇒ The directory is the grave robber system module

hellion ⇒ The catalog is the wicked system module

highwayman ⇒ catalog is the bandit system module

jester ⇒ catalog is the clown system module

leper ⇒ The catalog is Leper System Module

man_at_arms ⇒ The directory is Soldier System Module

occultist ⇒ The catalog is the occultist system module

plague_doctor ⇒ The directory is the plague doctor system module

vestal ⇒ catalog is the nun system module

(I want to modify the crusader system script in the crusader directory, then after we open the crusader directory, we will see some files and folders, but the point is that it also contains some UI in the game, and this UI refers to some of the game interface The icons of character skills and the views of some props are the art pictures in the game anyway. Of course, these players who can use PS will also how to make mods and change their skins without me, haha, then the point is, here I have to explain two files, the first is crusader.art in the crusader script directory. .darkest and crusader.info.darkest.)

After the crusader.art.darkest file is opened with Notepad, the script content is as follows:

commonfx: .deathfx death_medium

weapon: .name “crusader_weapon_0” .icon “eqp_weapon_0.png”

weapon: .name “crusader_weapon_1” .icon “eqp_weapon_1.png”

weapon: .name “crusader_weapon_2” .icon “eqp_weapon_2.png”

weapon: .name “crusader_weapon_3” .icon “eqp_weapon_3.png”

weapon: .name “crusader_weapon_4” .icon “eqp_weapon_4.png”

armour: .name “crusader_armour_0” .icon “eqp_armour_0.png”

armour: .name “crusader_armour_1” .icon “eqp_armour_1.png”

armour: .name “crusader_armour_2” .icon “eqp_armour_2.png”

armour: .name “crusader_armour_3” .icon “eqp_armour_3.png”

armour: .name “crusader_armour_4” .icon “eqp_armour_4.png”

combat_skill: .id “smite” .icon “one” .anim “attack_sword” .fx “smite” .targchestfx “blood_splatter”

combat_skill: .id “zealous_accusation” .icon “two” .anim “attack_scroll” .fx “zealous_accusation” .targchestfx “blood_splatter”

combat_skill: .id “stunning_blow” .icon “three” .anim “attack_stun” .fx “stunning_blow” .targheadfx “stunning_blow_target”

combat_skill: .id “bulwark_of_faith” .icon “four” .anim “attack_scroll” .fx “bulwark_of_faith”

combat_skill: .id “battle_heal” .icon “five” .anim “attack_heal” .fx “battle_heal” .targfx “battle_heal_target”

combat_skill: .id “holy_lance” .icon “six” .anim “attack_charge” .fx “holy_lance” .targchestfx “blood_splatter”

combat_skill: .id “inspiring_cry” .icon “seven” .anim “attack_banner” .fx “inspiring_cry”

combat_move_skill: .id “move” .icon “generic_move” .anim “idle”

(The above are the picture corresponding guides responsible for managing the crusaders in the game. This is useful for people who make MOD skins. For example, weapon: .name “crusader_weapon_0” .icon “eqp_weapon_0.png” This one, this one is Correspondingly, the pattern of the Crusader’s birth weapon in the game is the same as the basic weapon. This corresponds to the eqp_weapon_0.png weapon picture in the icons_equip directory under the crusader directory. Of course, why should I explain this part because some children like it. It’s a dazzling mod for weapons and equipment, so here is a special explanation, then we will explain the character’s numerical modification script later.)

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