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{
"id" : "ancestors_pistol",
"buffs" :
[
"TRINKET_rangedonly_ACC_B4",
"TRINKET_ANCESTOR_STRESSDMG"
],
"hero_class_requirements":
[
],
"rarity" : "ancestral",
"price" : 20000,
"limit" : 1,
"origin_dungeon" : ""
},
If you replace "TRINKET_ANCESTOR_STRESSDMG" with "STRESSDMG-20" you'll get a trinket that reduce stress damage instead of increasing it. Got to be careful though since the coding is sensitive to syntax etc. If you decide to add a feature like "PROT10" ontop of "STRESSDMG-20" you need to write it like:
"PROT10", <= (comma is needed here)
"STRESSDMG-20"
],
Doesn't work like that at all ? Where you got your info ?
These
are just buff ids pointers, they refer to the base.buffs.json located in the shared folder
In your example if you wanted to change the stress effect as you described, you'd have to pick this entry, in base.buffs.json
and change
with
Also your base.entries.trinkets.json is outdated.
@OP No i don't think so, you may create an override and use the same buff ids but that will most likely end up giving you either an error or multiple buffs on the same id.
I want to make 2 mods: 1 that changes stats on HWM trinkets and second that changes GR trinkets. And I want those mods to work together or separately
Last part is simple, overrides :
Make a highwayman.entries.trinkets.json and a grave_robber.entries.trinkets.json in each mod's respective trinkets folder, and code the buff ids in a highwayman.overrides.buffs & grave_robber.overrides.buffs inside the shared/buffs folders.
Now your problem is that the game also gets references to the highwayman and grave_robber class ids from the base .json's.
Hence why either error or overlapping buffs
I don't think there's an elegant solution to the problem other than creating replacers, or making clone classes which get their buffs from seaparate mod files and disable their vanilla counterpart
Well there's your error, class id already called in the base.entries.trinkets.json so most likely it takes priority
Trial and error in my game right now.
Tried both STRSSDMG-20 and PROT20 on calming crystals and protection stones. I mean I didn't exhaustively test it but the hero stats updated properly for prot and I was taking less stress damage. Other than a hard limit on 3 buffs, they seem to work properly the way I did it.
For what it's worth, I'm playing on the base game (no crimson countess) with the latest Pitch Black Dungeon mod (literally days old download), but I used similar codes in the past on the base game as well. Maybe the countess DLC changed these files, that I don't know.
That's because STRESSDMG-20 actually refers to an existing buff id, but if you plan to fiddle with trinkets i recommend you create your own buffs instead
For example STRESSDMG-12 doesn't exist
See what i mean ?