[Suggestion] Trinket Activation Effect
MaxNeedsSnacks opened this issue ยท 0 comments
Hiya! o/
Currently experimenting around with Trinkets and gating certain kinds of progression behind it, and I wanted to ask whether it'd be possible to add the ability to intercept / cancel the effects of "active" (event-based) Trinkets somehow ^^
In this case specifically, I wanted to ensure that the player has the Octopick Trinket both available and equipped, while keeping its effects disabled, since I'm trying to delegate vein mining to Ultimine while also keeping it locked behind having the Octopick equipped.
I've already added a corresponding check on Ultimine's end using KubeJS scripts, but I'm pretty sure that I currently at least can't really prevent Octopick from applying its effect as well, so I'm a bit weary of possibly nondeterministic or otherwise unwanted behaviour here