Death Road to Canada

Death Road to Canada

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Death Road to Canada Modding Guide (Basics/Advanced)
By Cosmi and 4 collaborators
Want to show off some code you've made, or generally just ask a question about how something works?
then this is for you, as this guide will contrain mostly just questions and contributions by developers or other modders.
   
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Welcome to Death Road to Canada Modding!
Death Road to Canada is probably one of your new favorite games, want to learn how i made things like this?


Or this?


THIS GUIDE WAS LAST UPDATED: 9/18/2017

If so, then good for you, because that is what I'll be teaching you, specifcally how to do the basics, and some of the advanced things. But for the time being I will teach you the foundations of a Death Road to Canada mod (in my own eyes).

REQUIREMENTS
A copy of Death Road to Canada (Beta builds do work, just be careful when modding, because when it updates your code gets ERASED.)
A program to edit text, I use Notepad++

When editing save files on Windows, go here:
C:Users/USERNAME/AppData/Roaming/.madgarden/DR2C/
Mac I do not know
When editing save files on Linux, go here:
home/USERNAME/.madgarden/DR2C
(Credit to: Gallium for finding this one!)



Weapon modding isn't covered in amazing depth here, if you want DEPTH when making custom weapons go to this guide! : http://sp.zhabite.com/sharedfiles/filedetails/?id=1084981064
Special Characters are also not a strong suit of mine, the only thing i know about them are ids, go here if you want to make some special characters: http://sp.zhabite.com/sharedfiles/filedetails/?id=926162401
Custom Sprites (that dont occupy other sprites) also covered here: http://sp.zhabite.com/sharedfiles/filedetails/?id=875106166
Different Loot Types/Weapon Ids
Loot types can be used to add interesting variables to your weapons, the following are loot types found in weapon.df

The following Weapon IDs can be used to spawn weapons for your save file. These are the IDs as of the DUODENUM update. Give us a heads up if the game gets updated with more weapons so we can go through the list to see what IDs changed!

LOOT_BULLET
LOOT_RIFLE_SHELL
LOOT_SHOTGUN_SHELL
LOOT_GAS


(Thanks to DSG99 for this!)
1= Claw
2= Karate
3= Boxing
4= Kung Fu
5= Sumo
6= Blowtorch
7= Chainsaw
8= Baseball Bat
9= Nail Board
10= Wrench
11= Sledgehammer
12= Kitchen Knife
13= Meat Cleaver
14= Spatula
15= Hatchet
16= Cowboy Rifle
17= Hunting Rifle
18= Shotgun
19= Autoshotgun
20= Slug Shotgun
21= Big Dawg
22= Dolt 45
23= Pistol
24= Snubnose
25= Uzi
26= AK47
27= Cane
28= Frying Pan
29= Otaku Katana
30= Piece of Wood
31= Crowbar
32= Nightstick
33= Cricket Bat
34= Aluminum Bat
35= Femur
36= Golf Club
37= Medieval Axe
38= Strong Katana
39= Knight Sword
40= Claymore
41= Zweihander
42= Fire Axe
43= Umbrella
44= Beach Umbrella
45= Hockey Stick
46= Xtreme Hockey Stick
47= Mountie Hockey Stick
48= Cardboard Tube
49= Pitchfork
50= Shovel
51= Tree Branch
52= Metal Pipe
53= Rusty Machete
54= Sturdy Machete
55= Parking Meter
56= Lovely Wand
57= Rapier
58= Toy Hammer
59= Gauntlet
60= Punchquest Gauntlet
61= Boxing Glove
62= Uppercut
63= Morning Star
64= Pool 1
65= Pool 2
66= Debutante Umbrella
67= Mason's Machete
68= Rambeux Knife
69= Minigun
70= Ridiculous Pistol
71= Vlambeer Shotgun
72= Ninja Katana
73= Take This
74= White Sword
75= M#ster Sword (Master Sword)
76= Grenade
77= Pipe Bomb
78= Lnk Bomb
79= Bottle
80= Kunai
81= Shuriken
82= Smoke Bomb
83= Wooden Boomerang
84= Metal Boomerang
85= Wind Shuriken
86= Mjollin'er
87= Flamethrower
88= Molotov
89= Zombie Leg
90= Spine
91= Spine with Skull
92= Re-Bar
93= Devil Fork
94= Broom
95= Mop
96= Ultra Mop
97= Fishing Pole
98= Ridiculous Fishing Pole
99= Electric Guitar
100= Antlers
101= Ray Gun
102= 2X4
103= Flashlight
104= Pokin'
105= Ehzerbeam
106= Fierce Claws
107= Mason's Chainsaw
108= Kill Fu
109= Hammer
110= Ballpeen Hammer
111= Rubber Mallet
112= Screwdriver
113= Scissors
114= Scalpel
115= Ice Pick
116= Knitting Needle
117= Shiv
118= Pool Cue
119= Purse
120= Fire Poker
121= Tire Iron
122= Tennis Racket
123= Oar
124= Log
125= Big Fricken Log
126= Air Horn
127= Scythe
128= The Grim Reaper
129= Sickle
130= Witch's Broom
131= Wizzle Stick
132= Healing Spray
133= Cacerola
134= Mega Maul
135= Weak Claw
136= Goat Butt
137= Foam Hand
138= Sport's Horn
139= Skll Hammer
140= Gladius
141= Bomb Skull
142= Tactical Spear
143= Poolcue Spear
144= Stick Boot
145= Bardiche
146= Sturdy Cleaver
147= Super Sumo
148= Ded9
149= Modded Ded9
150= Skateboard
151= Guster Sword (Buster Sword)
152= Cold Steel Greatsword (Demo)
153= Wooden Club
154= Golden Spear
155= Hot Poker
156= Mazer Pistol
157= Tacticop Lite (Trademark Lol)
158= Pig Butt
159= Pukeyball
160= Pickaxe
161= Lady's Log
162= Ultimate Log
163= Megaknight Blade
164= Golden Knife
165= Lute
166= Dagger
167= Halbred
168= Sai
169= Blue Robot
170= Red Robot
171= Spiked Bat
172= The Whammer
173= Throwing Boot
174= Brass Knucks
175= Firelunk Greatsword
176= Dragonslayer
177= Cavarly Sabre
178= Pirate Cutlass
179= Branch Trimmer
180= Giga Guster (Mega Man anybody?)
181= Giant Club
182= Green Turrent Gun
183= Red Turret Gun
184= Red Turret
185= Green Turret
186= Silenced Pistol
187= Sniper Rifle
188= Quiet Shotgun
189= Solar Mazer
190= Pirate Cannon
191= Captain's Cannon
192= Sciency Doodad
193= Weed Wacker
194= Leaf Blower
195= Offbrand Plasma Rifle
196= Double Barrel Shotgun
197= Hand Chainsaw
198= Farmers Shotgun
199=
200=
201=
202=blowtorch XL
203=electric chainsaw
204=moody chainsaw
205=bazooka(untextured)
206=moody launcher
207=egg

208 and above will be custom weapons, confirmed as of June 6th, 2018. Thanks @treck for pointing weapons 194-207!




If you find anything else, feel free to tell me
Melee Weapons
OPEN WEAPON.DF TO ADD/MOD WEAPONS

Melee Weapons are some of the most basic, wehn it comes to coding atleast. I will be teaching you how to modify a baseball bat, make it cleave and then finally how to start with your new weapon.

PICTURES COMING SOON

Baseball Bat Base:
custom: Baseball bat
spriteid: MELEE1 4 +
knockback: 2 // knockback impulse scale
power: 1 // damage power scale - damage is calculated as a random number between 1 and 5, scaled by POWER
cooldown: 0.75 // in seconds
melee_break_scale: 0.02 // 2%

Spriteid indicates which sprite the melee weapon is using. Melee means its one of the Melee tabs
1 means its the first melee tab, 4 indicates which sprite it is
And here is my edited bat:

custom: Excalibat
spriteid: MELEE1 4 +
knockback: 568
power: 2589
cooldown: 0.01
melee_break_scale: 0.00

Now to make it Cleave.
by applying the variable: melee_extra_hits to the bottom of the code, you can create a weapon that cleaves, all you need to do now is apply a number to it

custom: Excalibat
spriteid: MELEE1 4 +
knockback: 568
power: 2589
cooldown: 0.01
melee_break_scale: 0.00
melee_extra_hits: 999

Want it to be swing way out front?
apply these variables:
melee_reach:
melee_range:

Want your weapon held like the Sledgehammer?
apply this variable:
melee_start_angle:


PICTURES COMING SOON
Firearms
OPEN WEAPON.DF TO ADD/MOD WEAPONS


Firearms are some of the most Important items in the game. and range from simple pistols to rayguns and further beyond, i will be using a pistol and shotgun as a base to create a simple and overpowered weapon.

For Weapon sprites and such!

indexes 0-15 is just the first row
16-31 is the second row, etc.
(thanks Mezzelo!)

custom: Pistol
spriteid: GUNS1 4 +
gun_muzzle_height: 3
ammo_type: LOOT_BULLET
spread_factor: 0
shot_power: 1.5
power: 0.40
knockback: 0.5
lengthscale: 0.5
shoot_thru: 0.1
shot_knockback: 1
ammo_max: 90
func: WEAPON_FUNC_SHOOT
auto_eject: 1
melee_break_scale: 0
pointblank_mid

there is our pistol base that we'll be using to create our overpowered weapon
Ammo type: Indicates what item you'll be using, whether it be fuel, or food, ofr just generally all bullets
Shoot Thru: the chance of shooting through zombies (not confirmed)
func: what the weapon does, whether it be shooting or being a chainsaw (since chainsaws are technically guns)
auto eject: ????
pointblank_mid: when it does it's maximum damage with no falloff

here's the edited pistol that i created:

custom: Alex's Pistol
spriteid: GUNS1 4 +
gun_muzzle_height: 3
ammo_type: LOOT_BULLET
spread_factor: 0
shot_power: 25678.5
power: 0.40
knockback: 578.5
lengthscale: 0.5
shoot_thru: 999.9
shot_knockback: 576
ammo_max: 90
func: WEAPON_FUNC_SHOOT
auto_eject: 1
melee_break_scale: 0
pointblank_far

And now the Shotgun.

custom: Shotgun
spriteid: GUNS1 2 +
gun_muzzle_height: 3
ammo_type: LOOT_SHOTGUN_SHELL
cock_sound: 2
boom_factor: 3
shot_power: 0.5
spread_factor: 4
cooldown: 0.75
reload: 1
power: 0.40
knockback: 1
projectiles: 5
func: WEAPON_FUNC_SHOOT
lengthscale: 0.5
melee_windup_angle: 0
melee_end_angle: 225
melee_reach: -16
shoot_thru: 0.1
shot_knockback: 1.5
ammo_max: 40
melee_break_scale: 0
skill_angle_range: 25
pointblank_near

That is our Shotgun Base.
Cooldown: how long it takes to reload (in seconds)
Boom Factor: ????
♥♥♥♥ sound: The sound it makes when cocking the gun
Reload: ?????

and here is an overpowered version

custom: Super Ultra Double Machinegun Dink Edition Shotgun
spriteid: GUNS1 2 +
gun_muzzle_height: 3
ammo_type: LOOT_SHOTGUN_SHELL
c o c k_sound: 2
boom_factor: 999
shot_power: 4756923.5
spread_factor: 4
cooldown: 0.01
reload: 1
power: 0.40
knockback: 1
projectiles: 20
func: WEAPON_FUNC_SHOOT
lengthscale: 0.5
melee_windup_angle: 0
melee_end_angle: 225
melee_reach: -16
shoot_thru: 999.1
shot_knockback: 999.5
ammo_max: 80
melee_break_scale: 0
skill_angle_range: 25
pointblank_far

Custom Guns
So you have created you first custom weapon, good job!
But how do we test it without replacing anything you ask?
Well I'll show you!

WAIT PLEASE
Character Modding
Character modding is an interesting part of modding, due to it being rather complicated. But when it comes to creating custom weapons and needing to test them, this is one way to test them, however I am still figuring out how to start with custom weapons, so for the time being. I will teach you how to start with more supplies.

At the start of the guide, I mention a "TYPES OF LOOT" and technically that is what we'll be using
for now we'll be starting with a blank character:

#c .name!
#c .seed!
3 #c .health!
0 #c .team_status!
0 #c .location!
0 #c .party!
#c .female!
0 #c .pet!
0 #c .voice.ex!
0 #c .voice.q!
0 #c .voice.k!
0 #c .voice.pitch!
0 #c .voice.duty!
0 #c .voice.flo!
0 #c .voice.fhi!
0 #c .voice.vol!
"" #c .perk!
"" #c .trait!
3 12 #c .stat!
1 12 #c .knownstat!
0 12 #c .bonus!
0 11 #c .stat!
0 11 #c .knownstat!
0 11 #c .bonus!
0 10 #c .stat!
0 10 #c .knownstat!
0 10 #c .bonus!
0 9 #c .stat!
0 9 #c .knownstat!
0 9 #c .bonus!
0 8 #c .stat!
0 8 #c .knownstat!
0 8 #c .bonus!
0 7 #c .stat!
0 7 #c .knownstat!
0 7 #c .bonus!
0 6 #c .stat!
0 6 #c .knownstat!
0 6 #c .bonus!
0 5 #c .stat!
0 5 #c .knownstat!
0 5 #c .bonus!
0 4 #c .stat!
0 4 #c .knownstat!
0 4 #c .bonus!
0 3 #c .stat!
0 3 #c .knownstat!
0 3 #c .bonus!
0 2 #c .stat!
0 2 #c .knownstat!
0 2 #c .bonus!
0 1 #c .stat!
0 1 #c .knownstat!
0 1 #c .bonus!
0 0 #c .stat!
0 0 #c .knownstat!
0 0 #c .bonus!
0 7 #c .lootamt!
0 6 #c .lootamt!
0 5 #c .lootamt!
0 4 #c .lootamt!
0 3 #c .lootamt!
0 2 #c .lootamt!
0 1 #c .lootamt!
0 0 #c .lootamt!
0 #c .weapona!
0 #c .weaponb!
0 #c .weaponc!
0 #c .stackeda!
0 #c .stackedb!
0 #c .stackedc!
0 #c .weapon_nodropa!
0 #c .weapon_nodropb!
0 #c .weapon_nodropc!
0 #c .weapon_default!
3 #c .carrying.slot_count!
0 #c .bodytype!
0 #c .headtype!
0 #c .torsotype!
0 #c .legstype!
0 #c .facetype!
0 #c .hairtype!
0 #c .hattype!
0 #c .glassestype!
0 #c .specialtype!
0 #c .specialhead!
0 #c .specialbody!
0 #c .speed_bonus!
0 #c .mod_flags!
0 #c .use_info!
0 #c .use_filter!
"" #c .job!
0 #c .skincolour!
0 #c .haircolour!
1 #c .tint.hair.r!
1 #c .tint.hair.g!
1 #c .tint.hair.b!
1 #c .tint.hair.a!
1 #c .tint.skin.r!
1 #c .tint.skin.g!
1 #c .tint.skin.b!
1 #c .tint.skin.a!
1 #c .tint.body.r!
1 #c .tint.body.g!
1 #c .tint.body.b!
1 #c .tint.body.a!
1 #c .scale.head.x!
1 #c .scale.head.y!
1 #c .scale.body.x!
1 #c .scale.body.y!
0.1000000015 #c .ai.wander_chance!
1 #c .ai.attack_chance!
2 #c .ai.attack_level!
0 #c .ai.attack_mode!
30 #c .ai.follow_leash!
45 #c .ai.ranged_leash!
60 #c .ai.safety_leash!
1 #c .ai.flock_dist!
10 #c .ai.flee_dist!
60 #c .ai.attack_dist!
100 #c .ai.shoot_dist!
10 #c .ai.shoot_obstacle_mass_min!
0.5 #c .ai.loot_chance!
100 #c .ai.loot_dist!
2 #c .ai.pickup_gun_max!
3 #c .ai.pickup_melee_max!
96 #c .ai.threat_radius!
3 #c .ai.threat_count_base!
16 #c .ai.threat_dist_base!
0.8999999762 #c .ai.threat_threshold!
0.5 #c .ai.threat_respond_chance!
0.1000000015 #c .ai.threat_relax_chance!
0 #c .main_events!
0 #c .user.ival!
0 #c .user.fval!
0 #c .user.special_counter!
char-validation

This character Currently takes up no character spots, so lets set that to 10

0 #c .name!
10 #c .seed!
3 10 #c .health!
0 10 #c .team_status!
0 10 #c .location!
0 10 #c .party!
10 #c .female!
0 10 #c .pet!
0 10 #c .voice.ex!
0 10 #c .voice.q!
0 10 #c .voice.k!
0 10 #c .voice.pitch!
0 10 #c .voice.duty!
0 10 #c .voice.flo!
0 10 #c .voice.fhi!
0 10 #c .voice.vol!
"" 10 #c .perk!
"" 10 #c .trait!
3 12 10 #c .stat!
1 12 10 #c .knownstat!
0 12 10 #c .bonus!
0 11 10 #c .stat!
0 11 10 #c .knownstat!
0 11 10 #c .bonus!
0 10 10 #c .stat!
0 10 10 #c .knownstat!
0 10 10 #c .bonus!
0 9 10 #c .stat!
0 9 10 #c .knownstat!
0 9 10 #c .bonus!
0 8 10 #c .stat!
0 8 10 #c .knownstat!
0 8 10 #c .bonus!
0 7 10 #c .stat!
0 7 10 #c .knownstat!
0 7 10 #c .bonus!
0 6 10 #c .stat!
0 6 10 #c .knownstat!
0 6 10 #c .bonus!
0 5 10 #c .stat!
0 5 10 #c .knownstat!
0 5 10 #c .bonus!
0 4 10 #c .stat!
0 4 10 #c .knownstat!
0 4 10 #c .bonus!
0 3 10 #c .stat!
0 3 10 #c .knownstat!
0 3 10 #c .bonus!
0 2 10 #c .stat!
0 2 10 #c .knownstat!
0 2 10 #c .bonus!
0 1 10 #c .stat!
0 1 10 #c .knownstat!
0 1 10 #c .bonus!
0 0 10 #c .stat!
0 0 10 #c .knownstat!
0 0 10 #c .bonus!
0 7 10 #c .lootamt!
0 6 10 #c .lootamt!
0 5 10 #c .lootamt!
0 4 10 #c .lootamt!
0 3 10 #c .lootamt!
0 2 10 #c .lootamt!
0 1 10 #c .lootamt!
0 0 10 #c .lootamt!
0 10 #c .weapona!
0 10 #c .weaponb!
0 10 #c .weaponc!
0 10 #c .stackeda!
0 10 #c .stackedb!
0 10 #c .stackedc!
0 10 #c .weapon_nodropa!
0 10 #c .weapon_nodropb!
0 10 #c .weapon_nodropc!
0 10 #c .weapon_default!
3 10 #c .carrying.slot_count!
0 10 #c .bodytype!
0 10 #c .headtype!
0 10 #c .torsotype!
0 10 #c .legstype!
0 10 #c .facetype!
0 10 #c .hairtype!
0 10 #c .hattype!
0 10 #c .glassestype!
0 10 #c .specialtype!
0 10 #c .specialhead!
0 10 #c .specialbody!
0 10 #c .speed_bonus!
0 10 #c .mod_flags!
0 10 #c .use_info!
0 10 #c .use_filter!
"" 10 #c .job!
0 10 #c .skincolour!
0 10 #c .haircolour!
1 10 #c .tint.hair.r!
1 10 #c .tint.hair.g!
1 10 #c .tint.hair.b!
1 10 #c .tint.hair.a!
1 10 #c .tint.skin.r!
1 10 #c .tint.skin.g!
1 10 #c .tint.skin.b!
1 10 #c .tint.skin.a!
1 10 #c .tint.body.r!
1 10 #c .tint.body.g!
1 10 #c .tint.body.b!
1 10 #c .tint.body.a!
1 10 #c .scale.head.x!
1 10 #c .scale.head.y!
1 10 #c .scale.body.x!
1 10 #c .scale.body.y!
0.1000000015 10 #c .ai.wander_chance!
1 10 #c .ai.attack_chance!
2 10 #c .ai.attack_level!
0 10 #c .ai.attack_mode!
30 10 #c .ai.follow_leash!
45 10 #c .ai.ranged_leash!
60 10 #c .ai.safety_leash!
1 10 #c .ai.flock_dist!
10 10 #c .ai.flee_dist!
60 10 #c .ai.attack_dist!
100 10 #c .ai.shoot_dist!
10 10 #c .ai.shoot_obstacle_mass_min!
0.5 10 #c .ai.loot_chance!
100 10 #c .ai.loot_dist!
2 10 #c .ai.pickup_gun_max!
3 10 #c .ai.pickup_melee_max!
96 10 #c .ai.threat_radius!
3 10 #c .ai.threat_count_base!
16 10 #c .ai.threat_dist_base!
0.8999999762 10 #c .ai.threat_threshold!
0.5 10 #c .ai.threat_respond_chance!
0.1000000015 10 #c .ai.threat_relax_chance!
0 10 #c .main_events!
0 10 #c .user.ival!
0 10 #c .user.fval!
0 10 #c .user.special_counter!
10 char-validation

Good! Now this character takes up the 10th spot, I will not be modifying it any more, and will instead be using a base of my own to create our modded character.
Character Modding (Part Two)
"Joseph" 15 #c .name!
-2065238360 15 #c .seed!
6 15 #c .health!
0 15 #c .team_status!
0 15 #c .location!
0 15 #c .party!
0 15 #c .female!
0 15 #c .pet!
0 15 #c .voice.ex!
0 15 #c .voice.q!
0 15 #c .voice.k!
-1 15 #c .voice.pitch!
0 15 #c .voice.duty!
0 15 #c .voice.flo!
0 15 #c .voice.fhi!
0 15 #c .voice.vol!
"Gun Collector" 15 #c .perk!
"Bandit" 15 #c .trait!
3 12 15 #c .stat!
1 12 15 #c .knownstat!
0 12 15 #c .bonus!
6 11 15 #c .stat!
1 11 15 #c .knownstat!
3 11 15 #c .bonus!
1 10 15 #c .stat!
1 10 15 #c .knownstat!
0 10 15 #c .bonus!
6 9 15 #c .stat!
1 9 15 #c .knownstat!
0 9 15 #c .bonus!
6 8 15 #c .stat!
1 8 15 #c .knownstat!
0 8 15 #c .bonus!
6 7 15 #c .stat!
1 7 15 #c .knownstat!
0 7 15 #c .bonus!
6 6 15 #c .stat!
1 6 15 #c .knownstat!
0 6 15 #c .bonus!
6 5 15 #c .stat!
1 5 15 #c .knownstat!
0 5 15 #c .bonus!
6 4 15 #c .stat!
0 4 15 #c .knownstat!
0 4 15 #c .bonus!
3 3 15 #c .stat!
1 3 15 #c .knownstat!
0 3 15 #c .bonus!
6 2 15 #c .stat!
0 2 15 #c .knownstat!
0 2 15 #c .bonus!
6 1 15 #c .stat!
1 1 15 #c .knownstat!
90 1 15 #c .bonus!
6 0 15 #c .stat!
1 0 15 #c .knownstat!
0 0 15 #c .bonus!
1 7 15 #c .lootamt!
300 6 15 #c .lootamt!
200 5 15 #c .lootamt!
10 4 15 #c .lootamt!
0 3 15 #c .lootamt!
100 2 15 #c .lootamt!
56 1 15 #c .lootamt!
0 0 15 #c .lootamt!
34 15 #c .weapona!
18 15 #c .weaponb!
134 15 #c .weaponc!
1 15 #c .stackeda!
1 15 #c .stackedb!
1 15 #c .stackedc!
0 15 #c .weapon_nodropa!
0 15 #c .weapon_nodropb!
0 15 #c .weapon_nodropc!
0 15 #c .weapon_default!
0 15 #c .bounceval!
0 15 #c .floatval!
0 15 #c .floatheight!
0 15 #c .breathescale!
3 15 #c .carrying.slot_count!
3 15 #c .bodytype!
3 15 #c .headtype!
16 15 #c .torsotype!
16 15 #c .legstype!
0 15 #c .facetype!
14 15 #c .hairtype!
14 15 #c .hattype!
26 15 #c .glassestype!
0 15 #c .specialtype!
0 15 #c .specialhead!
0 15 #c .specialbody!
0 15 #c .speed_bonus!
0 15 #c .mod_flags!
0 15 #c .use_info!
0 15 #c .use_filter!
"ø Is so sarcastic it hurts." 15 #c .job!
1 15 #c .skincolour!
9 15 #c .haircolour!
1 15 #c .tint.hair.r!
1 15 #c .tint.hair.g!
1 15 #c .tint.hair.b!
1 15 #c .tint.hair.a!
1 15 #c .tint.skin.r!
1 15 #c .tint.skin.g!
1 15 #c .tint.skin.b!
1 15 #c .tint.skin.a!
1 15 #c .tint.body.r!
1 15 #c .tint.body.g!
1 15 #c .tint.body.b!
1 15 #c .tint.body.a!
1 15 #c .scale.head.x!
1 15 #c .scale.head.y!
1 15 #c .scale.body.x!
1 15 #c .scale.body.y!
0.1000000015 15 #c .ai.wander_chance!
1 15 #c .ai.attack_chance!
2 15 #c .ai.attack_level!
0 15 #c .ai.attack_mode!
30 15 #c .ai.follow_leash!
45 15 #c .ai.ranged_leash!
60 15 #c .ai.safety_leash!
4 15 #c .ai.flock_dist!
10 15 #c .ai.flee_dist!
60 15 #c .ai.attack_dist!
100 15 #c .ai.shoot_dist!
10 15 #c .ai.shoot_obstacle_mass_min!
0.5 15 #c .ai.loot_chance!
100 15 #c .ai.loot_dist!
0 15 #c .ai.pickup_gun_max!
0 15 #c .ai.pickup_melee_max!
96 15 #c .ai.threat_radius!
3 15 #c .ai.threat_count_base!
16 15 #c .ai.threat_dist_base!
0.8999999762 15 #c .ai.threat_threshold!
0.5 15 #c .ai.threat_respond_chance!
0.1000000015 15 #c .ai.threat_relax_chance!
0 15 #c .main_events!
0 15 #c .user.ival!
0 15 #c .user.fval!
0 15 #c .user.special_counter!
15 char-validation

Here is my Custom Character. Now if we take our "Excalibat" or other custom weapons and take it to the
0 15 #c .weapona!
0 15 #c .weaponb!
0 15 #c .weaponc!
Weapona currently doesn't do anything other than make your character have the weapon in the character select screen
weaponb and c are usable. To equip the Excalibat or other custom weapons, you set the 0 on weaponb or c to: 137
Everything after 137 is a custom weapon, or until Rocketcat/Madgarden adds some new weapons for us to muck around with
182 Comments
DaPostmaster 5 Mar @ 2:54pm 
Is there a way to add new dialogue between survivors while driving?
Rav3nSton3 20 Jun, 2023 @ 12:58pm 
i think Most of the special characters are tied to the ".modflags!" number, here's my list (sorry if some new ones have been added, it's been years)
0=nothing
1=sick
2=injured
4=tired
8=supertrained
16=Clumsy dog
32=coffee'd up
64=friend of dog
128=Explorer
256=Singer (alvis)
512=TLBB
1024=Wrestler
2048=Fencer
4096=Lonk
8192=MAD scientist
16384=Valkerie
32768=Swap Attack (like the boxer character?)
65536=horse
131072=dsyp
262144=anime
524288=Hadoken
1048576=mecha mountie (you shoot lasers when using the mecha mountie's attack)
2097152=Caaaaaaaaaarl
8388608=Dumb ANIMAL, (Not sapient)
12582912=literally a cat
(and i'm pretty sure these just make attacks/weapons do stuff, like shouting wildly or shooting beams with the m*ster sword at full health with lonk)
stuff like what dialogue you get is tied to the trait or perk, those (and the numbers above) can be found by checking your save with a special character
hope this helps!!! (ignore the names, i wrote that list a While ago)
Lovecraft 20 Jun, 2023 @ 12:10pm 
Anyone would know what all the special character perk & trait numbers are? I think those allow you to give the special abilities of the special characters to your custom ones. Trying to give one the stands unless it depends on something else
Rav3nSton3 25 Mar, 2021 @ 3:56pm 
For whatever reason, in the latest update they shifted a lot of the weapons up 2 numbers, like 180->182 which will probably break a lot of custom characters (it broke a lot of mine :steamsad:)
So unless the weapons you use are before 145 (Bardiche) they will need to be replaced, and btw custom weapons will now be 235 and up ;D
penguin 7 Jan, 2021 @ 2:45pm 
thank you :)
Rav3nSton3 7 Jan, 2021 @ 2:41pm 
0 - Morale STAT_MORALE
1 - Attitude STAT_ATTITUDE
2 - Composure STAT_COMPOSURE
3 - COOL IT (means nothing if your attitude and wits are too high)
4 - Wits STAT_WITS
5 - Loyalty STAT_LOYALTY
6 - Medical STAT_MEDICAL
7 - Mechanical STAT_MECHANICAL
8 - Shooting STAT_SHOOTING
9 - Strength STAT_STRENGTH
10 - Dexterity STAT_DEXTERITY
11 - Fitness STAT_FITNESS
12 - Vitality STAT_VITALITY

I may have also not modded drtc in a while, but at least i keep my modding manual in the same folder as the game files
Cosmi  [author] 7 Jan, 2021 @ 10:16am 
I haven't modded drtc in well over two years, I don't remember, sorry
penguin 7 Jan, 2021 @ 9:21am 
hey, do you know the stat numbers? I found another thread but they seem to be wrong, since I can't change starting morale, personality, or health/vitality.
Rav3nSton3 28 Feb, 2020 @ 7:56pm 
X gstats{ ' zombo-point } <to (this is how many you have)
X gstats{ ' ZOMBOP_CAP } <to (this is the max number of points you can have)
In "gstats.save"
hope this helps :steamhappy:
六神花露水 28 Feb, 2020 @ 7:29pm 
Hi buddy, do you know ways about changing zombie points? I'm tired of saving them...