Table of Contents

Proc

Proc determines when an ability activate, kind of like the trigger in a trigger action. The word "proc" is gamer slang for "activate", used because it's only 4 letters long.

The Proc value is not the only factor on whether ability will activate. It must pass any timeout and conditions listed in abilites.

In content patcher, use a string value like "Proc": "Always" to set this value. Internally it is an enum.

ProcOn

  • Always
    • Activate the ability once on equip, deactivate it on unequip. The game will unequip and reequips all trinkets on a new day, causing any Always effect to activate again.
  • Sync
    • Activate the ability when another ability on the same level activates. By default this follows the first ability (index 0) and can be changed by setting ProcSyncIndex to a different number.
  • Footstep
    • When the player walks around.
  • ReceiveDamage
    • When the player is damanged.
    • Checks if damage taken is greater than DamageThreshold.
  • DamageMonster
    • When the player damages a monster.
    • Checks if damage dealt is greater than DamageThreshold, and if IsBomb & IsCriticalHit matches the damage.
  • SlayMonster
    • When the player slays a monster.
    • Checks if damage dealt is greater than DamageThreshold, and if IsBomb & IsCriticalHit matches the damage.
  • Timer
    • When timer elapses, must set ProcTimer to use.
  • Trigger
    • When the action "mushymato.TrinketTinker_ProcTrinket" is called.
    • If the unqualified trinket Id is given (e.g. "mushymato.TrinketTinker_ProcTrinket MyTrinket"), only the specified trinket's ablities will proc.
  • Warped
    • When the player warps/moves to another map.
  • Interact
    • Activate when the player presses the configured keybinding while their bounding box overlaps with the companion's bounding box.