Jump to content
  • 0
Sign in to follow this  
Gary1986

Figurines 1.2.0

Question

"Figurine Items are now charged items with an additional limit of 1/Rest use"

 

Could I get an explanation on why figurines now have charges? Is it because people complained about it in a single player game and they couldn't hold themselves back from using them, so now we have to treat them and everybody else like babies by adding limited charges to them?

 

I just don't get nerfs like this in a single player game.

Edited by Gary1986
  • Like 7

Share this post


Link to post
Share on other sites

Recommended Posts

  • 0

That can be more than enough to ensure victory :p

 

@JFutral: Injuries are a poor limitation to the no-rest tactic, and one big reason is spelled Luminous Adra Potion. It's +2 skills until rest for everyone which means you're not likely gonna get an injury from a failed scripted skill check or a trap you couldn't disarm. Also, the potion itself heals injuries without requiring rest. And you can simply buy all its components, even the dust if you know where to look.

 

As has been said in the thread about this very tactic is the game shouldn't be about spam resting or never resting, but about occasional resting. Currently that is the least rewarding tactic, though it's not without merit if you consider things like using semi-rare food that you couldn't afford to spam if you played spam rest, yet you have access to per rest abilities without knowing you're never gonna see them again unless you want to lose your stacked rare world bonuses.

 

If we could somehow make "occasional resting" the optimal way to play, I don't think this figurine nerf would be needed. But how would you do it? Bring back fatigue to **** over no rest and put timers galore on quests to **** over spam rest?

 

I think, really, the only cure to "spam resting" is make a different game. This game, to me, is already pretty optimal at only requiring occasional resting. Spamming rest is a choice, not a requirement. But then I think the whole "per rest"/"per encounter" argument is ultimately irrelevant. That's just me, which is why I don't think I ever participated in the "discussions". If I enjoy the game, I usually accept whatever mechanic is in place. I am pretty forgiving over most of the minutia. As long as I am killing things when I need to kill them, I'm good. If I need to up my strategy game a bit from time to time, that's cool. If I need to go into an encounter fully ripped, that's cool, too. But to me the point of an RPG is RP.

 

And there already is a balance with figurines—they take up a quick slot, that maybe you should have a healing potion or a flame scroll or something else instead. They take time to summon that you don't get to do anything else, though not that much. Maybe that's where you balance it more.

 

Overall, I think the game is already enjoyable. But when they muck around with my RP, then make it a different game—"Attack Squadron" or "Doom" or something other than an RPG.

 

Or maybe give me the capacity to have an animal companion as a class other than a ranger, something where the animal companion is not so intertwined with the class abilities. Or something.

 

Meh. I've worn this out. What ever you do, HAVE FUN! It's a GAME!

 

Joe

  • Like 2

Share this post


Link to post
Share on other sites
  • 0

Huh, kooky. I can only assume Obs had some telemetrics showing that players were severely abusing Rest spam for the sole purpose of chain summoning all their figurines at once, for approximately 30-45 seconds at a time. [ :shrugz:]

It's a shame we spent two pages debating whether Obsidian should be balancing the game. I wasn't advocating this specific nerf, I just feel some kind of nerf is in order and that Obsidian should indeed be balancing their game. If we can move past that topic we could instead perhaps talk about the right way of doing it, for example something that doesn't involve charges so that players like JFutral can have their pseudo-companion.

 

This could be:

- A cap on the amount of figurines able to be used during a single encounter

- Diminishing summoned creature PL with each subsequent figurine summon in a single encounter

- Inability to have several figurine summons active simultaneously

A cap on the amount of figurine summons able to be used active in during a single encounter.

1

Problem solved.

or simply says: At any time, its allowed to call ONE figurine summon per party. Calling another one, kills previous.

 

That would be more balancing solution.

Currently I could still call up an figurine army to win a fight, which is not balanced.

Edited by gGeorg
  • Like 1

Share this post


Link to post
Share on other sites
  • 0

Huh, kooky. I can only assume Obs had some telemetrics showing that players were severely abusing Rest spam for the sole purpose of chain summoning all their figurines at once, for approximately 30-45 seconds at a time. [ :shrugz:]

It's a shame we spent two pages debating whether Obsidian should be balancing the game. I wasn't advocating this specific nerf, I just feel some kind of nerf is in order and that Obsidian should indeed be balancing their game. If we can move past that topic we could instead perhaps talk about the right way of doing it, for example something that doesn't involve charges so that players like JFutral can have their pseudo-companion.

 

This could be:

- A cap on the amount of figurines able to be used during a single encounter

- Diminishing summoned creature PL with each subsequent figurine summon in a single encounter

- Inability to have several figurine summons active simultaneously

 

or simply says: At any time, its allowed to call ONE figurine summon per party. Calling another one, kills previous.

I thought that was the case all along xd But you could not have chanter summons and figurines out at the same time, except for a weird bug with the obsidian lamp where you could sometimes.

 

The 3 charges now are too low, if you can not refresh it with selling / rebuying it.

Edited by baldurs_gate_2

Share this post


Link to post
Share on other sites
  • 0

The ole "sell it to a vendor and buy it back fully recharged" doesn't work? And really, there are only three charges per?

  • Like 1

image,Gfted1,black,red.png

Share this post


Link to post
Share on other sites
  • 0

The ole "sell it to a vendor and buy it back fully recharged" doesn't work? And really, there are only three charges per?

 

At that point, just ditch them. What's the point of keeping them around? Those and traps.

 

Joe

  • Like 1

Share this post


Link to post
Share on other sites
  • 0

Yeah, 3 charges is a little low; 5-8 seems more reasonable. Most of the summons don't do much more than act as engagement soaks so it's not like they're overly powerful outside of standard encounters.

 

Also, does this apply on all difficulties? I thought I remembered reading somewhere that charges are only added on PotD...

  • Like 2

Share this post


Link to post
Share on other sites
  • 0

Good change, they were stupidly OP. Next up, nerfing stealth and removing stealth from non-stealth classes.

 

And weapons. OMG! How do we keep players from spamming fighting back? Next thing you know players will want to fight with their fists!

 

The point of the game is to lose every encounter! Why can't people get that?

 

Geez!

Joe

  • Like 3

Share this post


Link to post
Share on other sites
  • 0

What about items that summon things? Eder in my party has some item (can't remember what exactly) that lets him summon a drake I think. Is that now going to have a max number of uses??

 

As far as I know, the necklace does not have charges, yet. 

Share this post


Link to post
Share on other sites
  • 0

Good change, they were stupidly OP. Next up, nerfing stealth and removing stealth from non-stealth classes.

Stupidly OP so let's put charges on them? That doesn't make sense. Why do people like you like to control how other people play a single player game? If you didn't like over using them then just don't. Do you really need charges put on them to baby you from over using them?

  • Like 5

Share this post


Link to post
Share on other sites
  • 0

 

Good change, they were stupidly OP. Next up, nerfing stealth and removing stealth from non-stealth classes.

 

And weapons. OMG! How do we keep players from spamming fighting back? Next thing you know players will want to fight with their fists!

 

The point of the game is to lose every encounter! Why can't people get that?

 

Geez!

Joe

 

Lol. You know you can win PotD solo without items or equipment?

 

Besides the reason I want stealth removed from non stealth classes is because there is hardly any difference between classes in terms of skills. Anyone can do anything in this game. It's incredibly unrewarding to pick a specific class because they're all so similar in the end.

Share this post


Link to post
Share on other sites
  • 0

 

 

Good change, they were stupidly OP. Next up, nerfing stealth and removing stealth from non-stealth classes.

 

And weapons. OMG! How do we keep players from spamming fighting back? Next thing you know players will want to fight with their fists!

 

The point of the game is to lose every encounter! Why can't people get that?

 

Geez!

Joe

 

Lol. You know you can win PotD solo without items or equipment?

 

Besides the reason I want stealth removed from non stealth classes is because there is hardly any difference between classes in terms of skills. Anyone can do anything in this game. It's incredibly unrewarding to pick a specific class because they're all so similar in the end.

 

 

I agree. But every time I say something like that I am accused of being anti Role Playing, when that's all I want out of the game. Somehow all the classes being able to do nearly all the same things at nearly all the same ability is more flexible? At that point, just do away with the classes altogether. PoE1 was already pretty darn close to multi-class, what with how the attributes treated everyone the same—I didn't need to multi-class to have a melee wizard, or a spell casting fighter or a rogue for traps and secrets.

 

Now al I wanted was an animal companion and because of some dweebs who can't keep it in their quickslot, I have to suffer with charges for figurines? No thank you.

 

Joe

  • Like 1

Share this post


Link to post
Share on other sites
  • 0

For folks who want to revert/keep figurines the way there were in 1.1.1 (and before), the relevant data is in abilities.gamedatabundle NOT in items.gamedatabundle.

 

For example:

 

1.1.1:

{
			"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
			"DebugName": "Figurine_Battered_Dog_Ability",
			"ID": "d413261a-1919-4924-ab10-23b3e03272b5",
			"Components": [{
					"$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,
					"AbilityClass": "None",
					"AbilityLevel": 1,
					"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": {
						"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"
				}
			]
		}, 

1.2.0:

{
			"$type": "Game.GameData.GenericAbilityGameData, Assembly-CSharp",
			"DebugName": "Figurine_Battered_Dog_Ability",
			"ID": "d413261a-1919-4924-ab10-23b3e03272b5",
			"Components": [{
					"$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": "Charged",
					"UsageValue": 8,
					"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"
				}
			]
		}

Specifically change:

"UsageType": "Charged",

"UsageValue": 8,

 
to:
"UsageType": "None",
"UsageValue": 0,
 

(with the UsuageValue changing as appropriate).

 

Shouldn't be too hard for someone to mod this up and release it to the community if there is enough demand.

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.

Share this post


Link to post
Share on other sites
  • 0

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. 

 

See next post. :)

Edited by Zap Gun For Hire

Share this post


Link to post
Share on other sites
  • 0

 

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.

 

Edit: I changed "charged" to "None", just checked, so ignore my post

Edited by Gary1986

Share this post


Link to post
Share on other sites
  • 0

 

 

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
  • Like 2

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

×
×
  • Create New...