安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题




Your suggested reworks for weapons -> cannot be done (some can will get to it later)
Custom cosmetic options added in tailor -> cannot be done
New diets -> cannot be done
I would highly suggest reading the modding documentation to have a better understanding of what can and can't be done. But I will give some basic info.
Weapons/Skills
- we can only change some basic stats, like how much damage does the weapons do, how fast they are, color with which they scale (this is the part from your post that can be done)
- we cannot change how they work, they unique behavior. Example you cannot make impaler crit if it hits at least two enemies, also you cannot make torch not set enemies on fire or a bow not to shoot arrows
Cosmetic options
- just no, forget about adding some new sub menu to tailor with hats, we CANNOT modify the logic/mechanics of the game in any way. So also forget about your options menu where people can activate which part of your mod they want. Only way to "add" such a menu is make multiple small mods, put them in workshop and let people subscribe only to the ones they want.
- what can be done is editing the spritesheets of the current skins, mind you we cannot increase the number of skins available and adding a hat to a skin will add it to all it's recollors as well. Also important note, we are talking over 4500 frames of animation per skin, plus normal maps for each frame. Making a skin that is anything other than a recolor is a humongous task
Diets
- no, just no. As per the other things I mentioned we cannot add new stuff, so no new diet and definitely not a diet that is more diets in one with random drops of each.
- in this case you cannot even change one of the existing diets to a new one as the sprites are part of a resource we cannot modify
I'm sorry to say but your idea is just not possible with the current tools. In here I will just mention couple rules of DC modding:
- we can modify database entries, stuff like damage for weapons/enemies, what blueprints drop
- we cannot add new database entries, stuff like new weapons, skins (ok to be correct you can do this, but it will only create a DB entry with no code associated with it and thus will crash the game on pick up, this will also lock the save file to the mod, the save will no longer work without it)
- sprites and music files can pretty much be edited to your liking, deleting parts from sprites is generally a bad idea, game will crash. There are however sprites and music that can't be changes, stuff like shop music, item icons...
- levels, for the existing levels we can just change the stuff mentioned above, some DB entries that affect which enemies spawn and such, and also the spritesheets for the level
- we can however add new levels, in fact it is the only thing we can add to the game (add not just replace). There are couple of limits though, you have to use the visuals of an existing level (sure you can edit it but it will change the existing level as well), also you cannot add an exit from existing level to a modded level (so if you for example want to add an alternate level to castle, you can't), basically the modded levels will be their own separate thing/run. You can make an exit from modded level to existing level though
These are just the basics, if anything is unclear the Dead Cells discord is the best place to ask.
I had no idea the game had such completely useless modding tools.
I could try to make my own but that could be interpreted as cheating.
Probably gonna wait for bad seeds to drop though. May alleviate some of the existing issues with limited to virtually no modding tools.
I think I should make one thing a bit more clear. The mod tools are not going to improve. Waiting for Bad Seed won't change anything. Mod support has been canceled since around May, what this means is the devs are no longer working on it, and Bad Seed won't change that. So if you want to make a mod, you have to do it with the current limitations.
I don't know what your experience with something like this is, but making your own mod tools (that could actually do a lot of thing, like what you described) is a horrible task, with uncertain result. You are probably better not wasting your time on something like that. But if you really want to than go on, just keep in mind that it most probably won't have a happy ending.
Though from the very first post you let us know you're oblivious about the game so I'll have to let you know this isn't some funny C# Unity program you can drag and drop to resharper and get everything back. The engine is made in-house and afaik it's built straight into native target.
Again, prove me wrong and do something instead of just boasting.