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I don't think you need to edit or understand the .fnt files, but just from a brief look I would say that the file name (e.g. cinzel_20) contains the basic grid size (i.e. 20x20) and the .fnt file probably describes deviations from the grid.
Anyway, I don't believe you need to edit the .fnt file because editing the .png file is enough if you just want to change the characters in it. cinzel_20.png apparently uses a 22x20 grid, reversed both horizontally and vertically for whatever reason. You can just try editing the file a see what happens.
All that said, it's quite possible that your edits will have no effect. There's a good chance that the game doesn't use those files at all, and instead uses the .ttf files for text. Still, you can try it.
cinzel_20.fnt
cinzel_20.png
cinzel_bold_20.fnt
cinzel_bold_20.png
cinzel_bold_100.fnt
cinzel_bold_100.png
bbsq -d script.cnut
nutcracker script.cnut >script.nut
To compile and encrypt, you do:
sq -o script.cnut -c script.nut
bbsq -e script.cnut
Some care is required to keep track of whether the files are currently encrypted or not, since running bbsq -d on a file that's already decrypted, or bbsq -e on a file that's already encrypted, will result in them being double-decrypted or double-encrypted...
i was able to finally edit my local game, just so that items that are "worth xyz" are actually closer to that value when selling, instead of selling for like 10% :)
for example here:
https://steamcommunity.com/app/365360/discussions/3/2802882333588816330/
1 funny thing though, is that your nutcrackerexe file was not able to modify the .cnut i was trying to edit (world_assets.cnut) with the usual exe filename > output command,
BUT, simply using your masscompile/massdecompile batch files in a folder with just that file, actually did make it editable and back :)
thanks again
[code]bro.getSkills().add(new("scripts/skills/injury_permanent/brain_damage_injury"));[/code]
I haven't tested that, but that's the idea. bro.addLightInjury() just reduces HP by a small amount, while bro.addInjury(...) takes an array of injury structures, selects one at random, and adds it. Const.Injury.Brawl is an array of typical injuries that might be obtained from brawling, in a form suitable to be passed to bro.addInjury(...). So bro.addInjury(Const.Injury.Brawl) adds a random brawling-type injury. You can see the definitions of these functions in scripts/entity/tactical/player.nut.