Airavat Posted July 7, 2020 Share Posted July 7, 2020 Hello there, I have been trying to modify the Spiritshifted "Weapons" to use the Unarmed tag and proficiency. The expectation is that this would activate Monastic Unarmed Training/Transcendent Suffering and the Haymaker modal while Spiritshifted. However even after setting EquipmentType to Unarmed and setting the ProficientAbilityID to Haymaker, it doesn't seem to work. Devoted bonuses are applying which means something is working. I would be grateful for any guidance. Please find the code below for the Attack data: { "GameDataObjects": [ { "$type": "Game.GameData.AttackMeleeGameData, Assembly-CSharp", "DebugName": "Druid_Stag_Claws", "ID": "fedd4e11-8c15-46cc-ba28-31aebcd762c9", "Components": [ { "$type": "Game.GameData.AttackBaseComponent, Assembly-CSharp", "KeywordsIDs": [ "a39ed49e-b2d2-4d64-90cb-faaedf80dce3" ], "AttackDistance": 0.75, "MinAttackDistance": 0, "AttackVariationID": "35abdf41-fc3f-4310-8d5d-5d7da644affc", "UseParentEquippableHand": "false", "CastSpeedID": "eacb53e3-6eb5-422a-92ca-99cc883ae4a9", "RecoveryTimeID": "566840d9-1561-4243-8ca7-889df9869847", "OverrideTacticalActionType": "None", "ImpactDelay": 0, "ForcedTarget": "None", "AffectedTargetType": "All", "AffectedTargetConditional": { "Conditional": { "Operator": 0, "Components": [] } }, "AffectedTargetDeathState": "Alive", "HostilityOverride": "Default", "PushDistance": 0, "FaceTarget": "true", "AccuracyBonus": 0, "PenetrationRating": 9, "DamageData": { "DamageType": "Pierce", "AlternateDamageType": "None", "Minimum": 13, "Maximum": 19, "TacticalMinimumOverride": 0, "TacticalMaximumOverride": 0, "DamageProcs": [] }, "Require****Object": "true", "StatusEffectKeywordsIDs": [], "StatusEffectsIDs": [], "RandomizeStatusEffect": "false", "CanGraze": "false", "CanCrit": "true", "DefendedBy": "Deflect", "AfflictionsDefendedBy": "None", "AfflictionApplicationModifier": "None", "SubstituteHitVisualEffect": "", "VisualEffects": [], "AttackOnImpactID": "00000000-0000-0000-0000-000000000000", "ExtraAttackID": "00000000-0000-0000-0000-000000000000", "LaunchBone": "RightWeapon", "HitBone": "Chest", "OnHitShakeDuration": "None", "OnHitShakeStrength": "None", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "AllReactNoise": "false", "InterruptsOn": "None", "InterruptType": "Normal", "TargetAngle": 0, "ApplyOnceOnly": "false", "PathsToTarget": "true", "HideFromCombatLog": "false", "AdditionalAttackOnTooltip": "false", "DoesNotApplyDamage": "false", "TreatAsWeapon": "true", "BounceData": { "Bounces": 0, "Multiplier": 0.5, "Range": 10, "InRangeOrder": "false", "NoRepeatTargets": "false", "AlwaysBounceAtEnemies": "false", "Delay": 0, "NeverBounce": "false" }, "AttackValidityConditional": { "Conditional": { "Operator": 0, "Components": [] } } }, { "$type": "Game.GameData.AttackMeleeComponent, Assembly-CSharp", "EngagementRadius": 1, "IsUnarmed": "true" } ] } ] } Also find the Weapon data code: { "GameDataObjects": [ { "$type": "Game.GameData.WeaponGameData, Assembly-CSharp", "DebugName": "Druid_Stag_Claws", "ID": "4c797511-68f8-4407-87d8-8e0e9ac40060", "Components": [ { "$type": "Game.GameData.ItemComponent, Assembly-CSharp", "DisplayName": 1819, "DescriptionText": 1822, "DescriptionTextTactical": -1, "FilterType": "Weapons", "InventoryAudioEventListID": "705deb97-3f84-48c8-a84b-e3c34e2d0e3a", "IsQuestItem": "false", "IsIngredient": "false", "IsCurrency": "false", "IsAdventuringItem": "false", "IsJunk": "false", "CanSellForFullValue": "false", "MaxStackSize": 1, "NeverDropAsLoot": "true", "CanBePickpocketed": "false", "IsUnique": "false", "Value": 0, "IconTextureSmall": "gui/icons/items/ingredients/stag_horn_s.png", "IconTextureLarge": "gui/icons/items/ingredients/stag_horn_l.png", "PencilSketchTexture": "", "InspectOnUseButton": [], "IsPlaceholder": "false" }, { "$type": "Game.GameData.EquippableComponent, Assembly-CSharp", "EquipmentType": "Unarmed", "EquipmentSlot": "AnyWeapon", "AppearancePiece": { "ModelVisualDataPath": "" }, "ItemModsIDs": [ "9691785d-0207-492a-9c88-47f9a86db8af" ], "OnEquipVisualEffects": [], "RestrictedToClassIDs": [], "RestrictedToPlayer": "false", "EquipConditionals": { "Operator": 0, "Components": [] }, "ProficientAbilityID": "b863a8c3-ed3b-4787-8b3f-2bdea96c47a1", "CannotUnequip": "false", "ItemRendererPrefab": "", "ItemModel": "", "AnimationController": "", "PaperdollOverrideRenderer": "", "AttackSummonID": "00000000-0000-0000-0000-000000000000", "CannotSheathe": "false", "PropVisualEffects": [] }, { "$type": "Game.GameData.WeaponComponent, Assembly-CSharp", "Stance": "Unarmed", "AnimationStanceID": "00000000-0000-0000-0000-000000000000", "StatusEffectsOnLaunchIDs": [], "IsDisplayedWhenAlternate": "true", "IsUniversalType": "false", "AttackID": "fedd4e11-8c15-46cc-ba28-31aebcd762c9", "NoiseLevelID": "15743f94-1026-40b0-8e13-a667b3f66f63", "ForceBackScabbard": "false", "ScabbardAppearancePiece": { "ModelVisualDataPath": "" }, "ScabbardRendererPrefab": "", "ScabbardModel": "", "AudioEventListID": "af7e82ea-8a9d-4fb9-bdb8-15f212f9fd11" } ] } ] } Thank you Regards Link to comment Share on other sites More sharing options...
house2fly Posted July 7, 2020 Share Posted July 7, 2020 In the code for the attack, where it says "KeywordsIDs" add this in: "1ff3caa3-e731-4c31-96b4-e03c300e3f3c" That's the "Unarmed" keyword, it looks like the Haymaker ability applies the bonus to attacks that have it. Remember and put a comma and space after the keyword that's already in there, so that bit should look like this: "KeywordsIDs": [ "a39ed49e-b2d2-4d64-90cb-faaedf80dce3", "1ff3caa3-e731-4c31-96b4-e03c300e3f3c" ], Hope that helps! 1 Link to comment Share on other sites More sharing options...
Airavat Posted July 7, 2020 Author Share Posted July 7, 2020 (edited) Thank you so much for your reply. I was beginning to think that this was going to be the case. Will make the necessary changes. Edit: Well the good news is that Monastic Unarmed Training bonuses are now applying, thanks for that tip, but the Haymaker modal is still not visible. Could I have entered the wrong ID for ProficientAbilityID? It was the only one I could find. Edited July 8, 2020 by Airavat Link to comment Share on other sites More sharing options...
house2fly Posted July 10, 2020 Share Posted July 10, 2020 I've tried a few things and I think the spiritshift forms may just be plain unable to have weapon proficiencies. The status effect which changes you (Spiritshift_Stag_SE_ChangeForm) includes a section where you add abilities to the spiritshift form, but adding the proficiency in there does nothing. You can just add a passive Haymaker ability to the spiritshift but I don't think it could be turned on or off 1 Link to comment Share on other sites More sharing options...
Airavat Posted July 11, 2020 Author Share Posted July 11, 2020 Thank you for taking the time out to test things. Unfortunate that it isn't simple enough to be implemented, but it's not the end of the world. Link to comment Share on other sites More sharing options...
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