Bladestorm Games
New member
Hey, so while working on a mod I've encountered an odd issue/bug.
I have 3 different item modifiers which socket into a Chest Armor.
If you were to equip the 3 item modifiers while the Chest Armor is in the inventory (not equipped) and then equip the Chest Armor, you'll gain the buff from each item modifier.
If you were to equip the 3 item modifiers while the Chest Armor is Equipped, then the issues start, where as you equip a modifier, the previous modifier falls off.
Here is a video that showcases this:
https://youtu.be/4OCipG-WZeI
Here is the code I am running:
item_modifiers.xml:
<configs>
<append xpath="/item_modifiers">
<!-- Test Item #1 -->
<item_modifier name="modGiveBuff1" installable_tags="armorChest" modifier_tags="mod_test_buff1" blocked_tags="noMods" type="attachment">
<property name="Extends" value="modGeneralMaster"/>
<property name="CustomIcon" value="modBuffTest1"/>
<property name="DescriptionKey" value="modBuffTestBasicDesc"/>
<effect_group name="grant_buff">
<triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffEquipTest1"/>
<triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="buffEquipTest1"/>
</effect_group>
</item_modifier>
<!-- Test Item #2 -->
<item_modifier name="modGiveBuff2" installable_tags="armorChest" modifier_tags="mod_test_buff2" blocked_tags="noMods" type="attachment">
<property name="Extends" value="modGeneralMaster"/>
<property name="CustomIcon" value="modBuffTest2"/>
<property name="DescriptionKey" value="modBuffTestBasicDesc"/>
<effect_group name="grant_buff">
<triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffEquipTest2"/>
<triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="buffEquipTest2"/>
</effect_group>
</item_modifier>
<!-- Test Item #3 -->
<item_modifier name="modGiveBuff3" installable_tags="armorChest" modifier_tags="mod_test_buff3" blocked_tags="noMods" type="attachment">
<property name="Extends" value="modGeneralMaster"/>
<property name="CustomIcon" value="modBuffTest3"/>
<property name="DescriptionKey" value="modBuffTestBasicDesc"/>
<effect_group name="grant_buff">
<triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffEquipTest3"/>
<triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="buffEquipTest3"/>
</effect_group>
</item_modifier>
</append>
</configs>
buffs.xml
<configs>
<append xpath="/buffs">
<!-- Buff #1 for Testing-->
<buff name="buffEquipTest1" name_key="buffEquipTestName" description_key="buffEquipTestDesc" showonhud="true" icon="modBuffTest1" icon_color="0,255,0">
<stack_type value="replace"/>
<duration value="0"/>
<effect_group name="handling">
<!-- Apply Effect -->
<passive_effect name="HealthMax" operation="base_add" value="5"/>
</effect_group>
</buff>
<!-- Buff #2 for Testing-->
<buff name="buffEquipTest2" name_key="buffEquipTestName" description_key="buffEquipTestDesc" showonhud="true" icon="modBuffTest2" icon_color="0,100,255">
<stack_type value="replace"/>
<duration value="0"/>
<effect_group name="handling">
<!-- Apply Effect -->
<passive_effect name="HealthMax" operation="base_add" value="10"/>
</effect_group>
</buff>
<!-- Buff #3 for Testing-->
<buff name="buffEquipTest3" name_key="buffEquipTestName" description_key="buffEquipTestDesc" showonhud="true" icon="modBuffTest3" icon_color="165,0,255">
<stack_type value="replace"/>
<duration value="0"/>
<effect_group name="handling">
<!-- Apply Effect -->
<passive_effect name="HealthMax" operation="base_add" value="15"/>
</effect_group>
</buff>
</append>
</configs>
And if anyone were to want to see the project/mod, heres a link:
(Includes the icons and localization)
https://drive.google.com/file/d/1rqNa03Y1ldnBdgsykMdfiUCYvB30xpPr/view?usp=share_link
I have 3 different item modifiers which socket into a Chest Armor.
If you were to equip the 3 item modifiers while the Chest Armor is in the inventory (not equipped) and then equip the Chest Armor, you'll gain the buff from each item modifier.
If you were to equip the 3 item modifiers while the Chest Armor is Equipped, then the issues start, where as you equip a modifier, the previous modifier falls off.
Here is a video that showcases this:
https://youtu.be/4OCipG-WZeI
Here is the code I am running:
item_modifiers.xml:
<configs>
<append xpath="/item_modifiers">
<!-- Test Item #1 -->
<item_modifier name="modGiveBuff1" installable_tags="armorChest" modifier_tags="mod_test_buff1" blocked_tags="noMods" type="attachment">
<property name="Extends" value="modGeneralMaster"/>
<property name="CustomIcon" value="modBuffTest1"/>
<property name="DescriptionKey" value="modBuffTestBasicDesc"/>
<effect_group name="grant_buff">
<triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffEquipTest1"/>
<triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="buffEquipTest1"/>
</effect_group>
</item_modifier>
<!-- Test Item #2 -->
<item_modifier name="modGiveBuff2" installable_tags="armorChest" modifier_tags="mod_test_buff2" blocked_tags="noMods" type="attachment">
<property name="Extends" value="modGeneralMaster"/>
<property name="CustomIcon" value="modBuffTest2"/>
<property name="DescriptionKey" value="modBuffTestBasicDesc"/>
<effect_group name="grant_buff">
<triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffEquipTest2"/>
<triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="buffEquipTest2"/>
</effect_group>
</item_modifier>
<!-- Test Item #3 -->
<item_modifier name="modGiveBuff3" installable_tags="armorChest" modifier_tags="mod_test_buff3" blocked_tags="noMods" type="attachment">
<property name="Extends" value="modGeneralMaster"/>
<property name="CustomIcon" value="modBuffTest3"/>
<property name="DescriptionKey" value="modBuffTestBasicDesc"/>
<effect_group name="grant_buff">
<triggered_effect trigger="onSelfEquipStart" action="AddBuff" buff="buffEquipTest3"/>
<triggered_effect trigger="onSelfEquipStop" action="RemoveBuff" buff="buffEquipTest3"/>
</effect_group>
</item_modifier>
</append>
</configs>
buffs.xml
<configs>
<append xpath="/buffs">
<!-- Buff #1 for Testing-->
<buff name="buffEquipTest1" name_key="buffEquipTestName" description_key="buffEquipTestDesc" showonhud="true" icon="modBuffTest1" icon_color="0,255,0">
<stack_type value="replace"/>
<duration value="0"/>
<effect_group name="handling">
<!-- Apply Effect -->
<passive_effect name="HealthMax" operation="base_add" value="5"/>
</effect_group>
</buff>
<!-- Buff #2 for Testing-->
<buff name="buffEquipTest2" name_key="buffEquipTestName" description_key="buffEquipTestDesc" showonhud="true" icon="modBuffTest2" icon_color="0,100,255">
<stack_type value="replace"/>
<duration value="0"/>
<effect_group name="handling">
<!-- Apply Effect -->
<passive_effect name="HealthMax" operation="base_add" value="10"/>
</effect_group>
</buff>
<!-- Buff #3 for Testing-->
<buff name="buffEquipTest3" name_key="buffEquipTestName" description_key="buffEquipTestDesc" showonhud="true" icon="modBuffTest3" icon_color="165,0,255">
<stack_type value="replace"/>
<duration value="0"/>
<effect_group name="handling">
<!-- Apply Effect -->
<passive_effect name="HealthMax" operation="base_add" value="15"/>
</effect_group>
</buff>
</append>
</configs>
And if anyone were to want to see the project/mod, heres a link:
(Includes the icons and localization)
https://drive.google.com/file/d/1rqNa03Y1ldnBdgsykMdfiUCYvB30xpPr/view?usp=share_link