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Hi, looking to see if anybody knows how changing weapon sets are programmed for this game. I've currently managed to make it so that using consumables (i.e. potions, drugs) don't break invisibility, and it'd be great if I could extend that to weapons as well. Can't seem to find it in the abilities.gamedatabundle though.

EDIT: Perhaps this is hardcoded and can't be modded normally, since the only related thing I found was a variable that set the weapon switch time to 2s in global.gamedatabundle.

Edited by Testlum

  • 3 weeks later...

Since invisibility is just a status effect, can't you check the conditionals and triggers of those abilities?  That's where I'd look first but I assume you already did if you succeeded with consumables.

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