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Featured Replies

 

 

Does not work. According to Documentation a Figurine has only an ItemComponent and a ConsumableComponent. But no GenericAbilityComponent, which is the only one which know about charges.

 

 

 

Trying to force that Generic Ability Component does nothing.

 

Hmmm.

 

Item:

{
			"$type": "Game.GameData.ConsumableGameData, Assembly-CSharp",
			"DebugName": "Figurine_Battered_Dog",
			"ID": "6def4809-892c-4d6b-b1ee-a06be0fc2059",
			"Components": [{
					"$type": "Game.GameData.ItemComponent, Assembly-CSharp",
					"DisplayName": 4604,
					"DescriptionText": 4605,
					"FilterType": "Consumables",
					"InventoryAudioEventListID": "705deb97-3f84-48c8-a84b-e3c34e2d0e3a",
					"IsQuestItem": "false",
					"IsIngredient": "false",
					"IsCurrency": "false",
					"IsAdventuringItem": "false",
					"CanSellForFullValue": "false",
					"MaxStackSize": 1,
					"NeverDropAsLoot": "false",
					"CanBePickpocketed": "true",
					"IsUnique": "true",
					"Value": 750,
					"IconTextureSmall": "gui/icons/items/misc/figurine_battered_dog_s.png",
					"IconTextureLarge": "gui/icons/items/misc/figurine_battered_dog_l.png",
					"PencilSketchTexture": "",
					"InspectOnUseButton": [],
					"IsPlaceholder": "false"
				}, {
					"$type": "Game.GameData.ConsumableComponent, Assembly-CSharp",
					"Type": "Figurine",
					"UsageCount": 1,
					"UsageType": "PerRest",
					"AnimationVariation": 100,
					"AbilityID": "d413261a-1919-4924-ab10-23b3e03272b5",
					"PickpocketAbilityID": "00000000-0000-0000-0000-000000000000",
					"Timer": 0,
					"SkillRequirement": {
						"SkillID": "00000000-0000-0000-0000-000000000000",
						"Value": 0
					},
					"ShipMoraleBonus": 1
				}
			]
		}
That statblock is identical in 1.1.1 and 1.2.0.

 

AbilityID SHOULD be calling the entry in abilities.gamedatabundle, which is what I quoted above.

 

But when I try to override it, even by upping the charges, it's not sticking. Including when I give a brand new version of the item.

Weird. Gonna look into this further a bit and see what might be going on. There is an AttackID call inside the ability call. But I can't see that doing anything.

 

If I had to guess, I think it might be the partial override system throwing us a curveball.

 

Bit busy with other things, but now I'm curious why this isn't being overridden. At the very least changing the charge number should have stuck.

Where it says "UseageType "perrest"" change "perrest" to "None".

 

I'm sure that's how I did it.

 

 

No, that's not it.  As I said I made a REALLLLLY silly mistake on my end. :)

 

The 1/rest was around before and I ain't modding that.  Folks want to change it, they can. :)

 

 

=====

 

WJfaS4t.png

 

Example:

{
	"GameDataObjects": [{
			"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
			"DebugName": "Figurine_Battered_Dog_Ability",
			"ID": "d413261a-1919-4924-ab10-23b3e03272b5",
			"Components": [{
					"$type": "Game.GameData.GenericAbilityComponent, Assembly-CSharp",
					"KeywordsIDs": ["ddf90f19-c9a2-4087-a1a7-a00ee46bc3dd"],
					"DisplayName": 4072,
					"Description": -1,
					"UpgradeDescriptions": [],
					"UpgradedFromID": "00000000-0000-0000-0000-000000000000",
					"Vocalization": "NoVocalization",
					"Icon": "",
					"UsageType": "None",
					"UsageValue": 0,
					"AbilityClassID": "00000000-0000-0000-0000-000000000000",
					"AbilityLevel": 0,
					"IsPassive": "false",
					"StackingRuleOverride": "Default",
					"TriggerOnHit": "false",
					"IsModal": "false",
					"ModalGroupID": "00000000-0000-0000-0000-000000000000",
					"IsCombatOnly": "true",
					"IsNonCombatOnly": "false",
					"HideFromUI": "false",
					"HideFromCombatLog": "false",
					"UniqueSet": "None",
					"NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63",
					"DurationOverride": 0,
					"OverrideEmpower": "Default",
					"ClearsOnMovement": "false",
					"CannotActivateWhileInStealth": "false",
					"CannotActivateWhileInvisible": "false",
					"ActivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"ApplicationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"DeactivationPrerequisites": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						}
					},
					"PowerLevelScaling": {
						"ScalingType": "ModifiersOnly",
						"BaseLevel": 0,
						"LevelIncrement": 1,
						"MaxLevel": 0,
						"DamageAdjustment": 1,
						"DurationAdjustment": 1,
						"BounceCountAdjustment": 0,
						"ProjectileCountAdjustment": 0,
						"AccuracyAdjustment": 0,
						"PenetrationAdjustment": 0
					},
					"StatusEffectKeywordsIDs": [],
					"StatusEffectsIDs": [],
					"VisualEffects": [],
					"SelfMaterialReplacementID": "00000000-0000-0000-0000-000000000000",
					"AttackID": "7b07ae25-2819-4e32-a025-1459b6b5543d",
					"AITargetingConditional": {
						"Conditional": {
							"Operator": 0,
							"Components": []
						},
						"Scripts": []
					},
					"AudioEventListID": "00000000-0000-0000-0000-000000000000"
				}, {
					"$type": "Game.GameData.ProgressionUnlockableComponent, Assembly-CSharp"
				}
			]
		}
	]
}

Keep adding any figurines one wants to the above, while changing UsageType and UsageValue as previously described, and they all should work. :)

 

====

 

It really is a wonder I know how to tie my own shoelaces some days.  :facepalm:  :lol:

Edited by Zap Gun For Hire

It is simple. Figurines took the function of chanter or druid summons diminishing the uniqueness and powers of those classes and abilities on a consistent basis. Because now figurines have a limited total uses and the actual classes that summon unlimited summon uses that balance is somewhat restored. 

Charges seems like an over-nerf unless there is a way to replenish charges. I hate charged items in games like this because using even a single charge feels like "breaking" the item.

 

Yup.

 

Items with charges that can't be restored (at a price would be fine) may as well not exist. In fact they don't exist, as far as my brain is concerned anyway.

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