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Elemental Fist

Open Endakk opened this issue 9 months ago • 6 comments

I don't know if it's just me, but Elemental Fist does nothing when it's toggled on. Really bumming me out cause I went for this mod specifically for this feat and the Elemental Ascetic class.

Endakk avatar Mar 20 '25 23:03 Endakk

Elemental fist is a base feature. Not mine. Did you perhaps mean Kinetic fist?

Truinto avatar Mar 21 '25 12:03 Truinto

Yes, apologies. I meant Kinetic fist, the Kineticist Infusion that you added.

Endakk avatar Mar 21 '25 20:03 Endakk

Hellow ! Sorry to bother you, but i got a bug which is working like kinetic fist. Energize weapon is also not working since the last update of the game. I can only activate but I can't select an element like kinetic fist.

RatonKilleur avatar Mar 24 '25 01:03 RatonKilleur

It's the same component, true. Guess I take a look.

Truinto avatar Mar 24 '25 15:03 Truinto

Sorry again and thanks for your time ! :) Do you need screenshots ?

RatonKilleur avatar Mar 24 '25 16:03 RatonKilleur

Was affected by this as well, so debugged into it a bit. The root cause appears to be that the expansion button doesn't appear to be showing. So OnShowConvertRequest never happens, and you can't select an element. This means that the selected element is null on resolution (and so is not applied).

Playing around a bit, I could hack around this by adding an ActivatableAbilityVariants component to the KineticFist BlueprintActivatableAbility (I also gave it a dummy reference to the blueprint to make sure it had a count of at least one, the elemental Converts seem to override any default behavior).

I'm not sure exactly what the intended previous UX was, but this definitely works in my testing, and seems to result in what was probably the original behavior. Can send a Pull request if you like for this, though there is probably a more principled solution out there, maybe actually setting it up as ActivatableAbilityVariants using IActivatableAbilityConversionsProvider, or somehow still tripping it in SetMechanicSlot.

Goberlera avatar Apr 06 '25 06:04 Goberlera

Was affected by this as well, so debugged into it a bit. The root cause appears to be that the expansion button doesn't appear to be showing. So OnShowConvertRequest never happens, and you can't select an element. This means that the selected element is null on resolution (and so is not applied).

Playing around a bit, I could hack around this by adding an ActivatableAbilityVariants component to the KineticFist BlueprintActivatableAbility (I also gave it a dummy reference to the blueprint to make sure it had a count of at least one, the elemental Converts seem to override any default behavior).

I'm not sure exactly what the intended previous UX was, but this definitely works in my testing, and seems to result in what was probably the original behavior. Can send a Pull request if you like for this, though there is probably a more principled solution out there, maybe actually setting it up as ActivatableAbilityVariants using IActivatableAbilityConversionsProvider, or somehow still tripping it in SetMechanicSlot.

Any chance you could fork or post your fixed build Goberlera? I haven't seen any activity on DC in a while...

nokturnihs avatar May 12 '25 09:05 nokturnihs