Primers and Detonators - beckabooo/DAV_Modding GitHub Wiki

You can add primers to abilities by adding a new entry to their _tagbundle file. The hashes are:

  • Applies weakened: 1172003455
  • Applies overwhelmed: 33813517
  • Applies sundered: 1624743681

This will correctly tag the skill within the game UI and will even highlight it as a combo opportunity if you have the right companion abilities equipped. However, it does NOT actually apply the effect, nor does it cause any detonations.

There is a checkbox within the _DamageData file for each ability for "CanPrime" and "CanDetonate". These are ticked for the abilities that prime/detonate in the vanilla game, but ticking them is not enough to make the modded primers work. So there is more that needs editing for the changes to take effect.

Detonator hashes:

  • detonates overwhelmed: 712849739
  • detonates sundered: 4037623241
  • detonates weakened: 3322374946

further unsuccesful but potentionally useful findings:

  • primers and detonators seem to have separate detonation timelines and damagedata (mostly? not all?)
  • Detionation_timeline is for detonators, Detonate_timeline is for primers
  • I looked at what referenced these files (actionbundle, networkregistry) and copied anything that had to do with detionations/primers/status effects from a primer skill (entropic sphere) to a non-primer skill (arcane shot)
  • it did nothing 😦
  • the editor didn't crash! 😄

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