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How to make a trinket provide effects to enemies?
I've seen trinkets from various mods that make it so, for example, debuffs, bleeding, or blight are applied to enemies from attacks which would normally not have that effect. But in my experience so far adding trinkets to the game, it seems like all the effects from a trinket only ever apply to the hero? I've tried looking into the files of other mods to see how this is done but I still have no clue...
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Showing 1-7 of 7 comments
Warempel Dec 31, 2024 @ 2:22am 
My advice would be to check out those mods, see how it's done and make changes you want from there. That, in combination with this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1095670238 should help you create trinkets that affect enemies in some way.
Warempel Dec 31, 2024 @ 2:36am 
Oh, I see you've already checked other mods - but it cannot get more basic than this:
Copy one trinket to a local mod and make it work. Make modifications 1 step at a time and see what they do. A good thing to know is that Trinkets use -> Buffs.
jacksondaxhacker Dec 31, 2024 @ 5:10am 
Originally posted by Warempel:
Oh, I see you've already checked other mods - but it cannot get more basic than this:
Copy one trinket to a local mod and make it work. Make modifications 1 step at a time and see what they do. A good thing to know is that Trinkets use -> Buffs.
The problem is the code doesn't seem limited to one file. In the other mods I've looked at, there are references to effects in the trinkets file that are not listed in the buffs file.
jacksondaxhacker Dec 31, 2024 @ 5:15am 
Originally posted by Warempel:
My advice would be to check out those mods, see how it's done and make changes you want from there. That, in combination with this guide: https://steamcommunity.com/sharedfiles/filedetails/?id=1095670238 should help you create trinkets that affect enemies in some way.
The guide is the one I've been using so far, but it only explains the effects, it doesn't do much to explain how to actually write the blocks of code
Warempel Dec 31, 2024 @ 7:31am 
Yes, you'll need to modify multiple files to add a new trinket. Indeed, trinkets can have effects too.

"How to" in short:
Trinket definitions refer to buffs (and/or effects). These buffs must be defined in ./shared/buffs/*.buffs.json (and effects in ./effects/*.effects.darkest). You can (re)use existing buffs or effects, otherwise they have to be added.
Furthermore, trinkets need to be of an existing category (in ./trinkets/*.rarities.trinkets.json), and require an image (go figure) and localization entry (name, optionally: description) for every preferred language.

I think that's all.
jacksondaxhacker Dec 31, 2024 @ 7:38am 
Yeah I understand buffs and all that, but I didn't know they could have effects and I'm having some trouble adding in an effect to a trinket, so far this is what I have for the code:
(Trinket)
{
"id": "charm_blood",
"buffs": [
"trinket_charm_blood_1"
],
"hero_class_requirements": [
],
"rarity": "uncommon",
"price": 1750,
"limit": 0,
"origin_dungeon": "",
"attack_skill_additional_effects": [
"charm blood"
]
}
(Effect)
effect: .name "charm blood" .target "target" .chance 120% .dotBleed .duration 3 .on_miss false .on_hit true

However I tested it and it doesn't seem to be working
Warempel Dec 31, 2024 @ 9:02am 
The bleed effect has no value (.dotBleed n).
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Date Posted: Dec 30, 2024 @ 4:10pm
Posts: 7