Right now, you can use overrideClassName on amulets and shields. I've asked in the Mod Request thread that it be opened to all items.
Yeah, but that is only for visuals. I'm talking about being able to create something that actually has its own type. Because as it is, A shield changed to a tome, is still a shield.
That would require Gaslamp to create new art assets, or a way for you to add art assets to their paperdoll UI.
I think rather the ability to choose what slot something can go into, yet not be bound to having it to be a weapon or armor to go in said slot. No, I'm not asking for all new art animations, that would be insane and they have already discussed why that will not happen. And in terms of editing the UI or anything, they have already implemented a way to create new crafting mechanics(eg. My little Anvil and so on) so I would assume it would be a fairly easy transition to add customizable equipment slots also.
Code: <item name="Horadric Lutefisk Cube" iconFile="items/lutefisk_cube.png" alchemical="1"> <toolkit tag="lutefisk" numslots="0" sound="lutefisk" closex="106" closey="0" output_x1="32" output_x2="96" output_y1="32" output_y2="96" bg="ui/crafting/lutefisk_cube.png"/> <description text="Lutefisk for the Lutefisk God!"/> </item> then every toolkit having one of these is VERY misleading especially since even the craftDB refers to these toolkits.
well, toolkit aside, thats not what im even asking for in the game, haha. I think i made it clear enough in this above post.
I think I understand what he is trying to explain. He wants to be able to use items that are not weapons as weapons, he is asking ifthere is a way to avoid the pre-established slots to use a fedora as a weapon. (improvised but a weapon at least)