Need Help with making an equip able item repair other items when held

I’m trying to make an item that when held will slowly repair the other items in your inventory. However I am yet to get any of the events to work, In the image below I just have it try to make the player/user crouch to get a visual confirmation that its working, which it is not. I also would rather make it a shield/offhand item rather than a held one (currently I’m using the compass as a test bed, was using the metal shield and swapping it’s mesh out, then using some relative transforms to move said mesh to the correct location)

Is there something I’m missing? I’ve been referencing how the SCUBA_Shirt_With_Tank works, does the events for equip only work for armor items (excluding shield)

I can’t be certain but my tests indicate this. Weapons and handheld things do not fire events, equipping something in the actual slots on the character is a separate trigger, and “Used” is most likely only fired through the consumption logic. I may be wrong there though. My tests thus far have only been on an admin-only obtainable item and every now and thing things behave differently randomly it seems based on where you get something from.

-WM

So I had a hair tearing moment, I sort of figured it out last night, but I do not like it.
I had copied the Riot Helm (as a test) I then went to the PrimalItemArmor_SCUBA_Shirt_With_Tank and opened the event graph, Copied the entire logic and pasted into the Riot Helm copy
I would have figured “They are both equipment types, so this should work” Nope wearing the vanilla scuba shirt have the tank buff. Wearing my copied helm did not, something f**ky going on here.
So I copied the SCUBA shirt and changed the buff, and I’d be damned my other buff is applied (I then altered things like where it gets worn, I still need to replace the mesh and change attachment sockets) so I’m drawing conclusions that if you need an event fired (on use, tick, equip, unequipped, w/e) you will need to work off of something that already uses those events, at least triggers them. For items at the very least (consumables have an option for “Apply Buff” in the defaults but I’m not sure if they suffer from the same problem and equipment regarding events).

However it seems Buffs are not affected by this, I had a look at the gigarage_buff to see what it does, and mimicked it in a copied endo stew at least for the tick event, which by the way endo stew has zero event graph code. So I put all my repair items logic into the buff, so wearing something just gives that buff. And low and behold now wearing my copied and renamed scuba suit in the shield slot now gives me my repair buff, that slowly fixes items in my inventory over time (some delays and float value alterations later to get it to not insta repair everything I will post the code graph later (for anyone that wants to work with inventory checking logic), currently not at my main PC)

My next steps because I didn’t think of it at the time was to look at what the Riot Helm and Scuba shirt “parents” from to see if maybe there is a special PrimalItemArmor_Base_Buff or something that triggers said event, which would make sense as “context sensitive” I would have thought would detect that those events wouldn’t be viable due to not being inherited from parent.

Things I’ve done so far:
1st Attempt:
-Copied Metal Shield
–Created Graph code from scratch using correct events seen in SCUBA_Shirt_with_Tank
*Code and/or events did not trigger (I guess if the event never fires the code wouldn’t either)

2nd Attempt:
-Copied Endo Stew Buff
–Moved Logic for repairing items into it instead of using events from the wearable item itself
-Copied Riot Helm
–Copied code 100% from SCUBA_Shirt_with_Tank
—Had to repair things like SelfObj var and EquippedBuff vars
*Wearing the Helm did not give the buff, despite being almost 100% Identical to SCUBA_Shirt_with_Tank

3rd Attempt:
-Copied the SCUBA_Shirt_with_Tank
–Changed what buff it used to my buff
*Success, buff applied, even the code for the buff worked

Theories/Assumptions/Conclusions:
-Armor/Wearable items don’t seems to like to trigger events unless originally made to do so in vanilla
-I had originally assumed copied logic didn’t work, that it had to be made 100% from scratch (This is not true, as copied elements that I could find myself (like the SELF node, and Parent Tick) worked find)
-Buffs appear to be a great way to apply ontick logic (not sure if there is a limit to how many buffs can be applied)
-Devkit is stupidly bugged
-A weapon that needs an on equipped event may not be possible

You need to make sure that the PrimalItem is told explicitly to use those events, if you haven’t already. It’s in the defaults.

-WM

Is that what you uncovered? I will look for these.

No, I just forgot to mention them in my other post… :confused:

My tests were done with them enabled, but when I saw your last post I instantly went to TL;DR and mentioned them in case you’d missed them.

-WM

Well I did miss them, not sure how I had the riot helm open and the SCUBA shirt open and went through them side by side comparing settings. I’ll have a deeper look when I get home

Just search for equip and you’ll see them.

-WM