It's possible to scope custom keywords to the mod they're from, which prevents namespace clashes and provides an in-game label (which is helpful if e.g. you're playing as a different class with the mod enabled).
This is done by specifying MOD_ID when registering the keyword, I believe.
However, doing so prevents the keywords from being discovered for tooltips, which is bad. This change should add scoping without breaking tooltips for cards, relics, powers, potions, or custom UI elements.
It's possible to scope custom keywords to the mod they're from, which prevents namespace clashes and provides an in-game label (which is helpful if e.g. you're playing as a different class with the mod enabled).
This is done by specifying
MOD_ID
when registering the keyword, I believe.However, doing so prevents the keywords from being discovered for tooltips, which is bad. This change should add scoping without breaking tooltips for cards, relics, powers, potions, or custom UI elements.