Okay I'm pretty sure this would be simple to do, but I want to double check I have the idea down right. Basically I want a line of weapons that has a proc that spawns an item when you attack with it sometimes. But ONLY if you have a specific skill. So currently my concept is the item triggers a proc, which then checks to see if you have (a) certain buff(s), and that triggers the item spawning effect. Would this be feasible? IE can item attack procs check to see if you have a certain buff? Or do I need to do something more convoluted (like the item procs a buff on you which does the checking?) Or can a skill check and see if your equipped with certain weapons? (But not a whole weapon class, like staves or daggers. ...well I could make it a new weapon class but I'd rather not because I want this to synergize with existing weapons skills somewhat.) (I haven't done a whole lot of research yet, besides reading stuff in the xml files so apologies if this is a really obvious question >.<)
Yes, that is feasible. You'd have to either make the skill in question give you a permanent buff or be an activated skill that triggers the buff for some time, but it will work.
Well the plan is to make there be several buffs that scale by level, but yeah that part I'm pretty sure I understand The part that I am totally not clear on is how to do graphics. >.< (even shitty placeholder ones because art, I can't do it.)
You don't even need icons as you can just use an already existing icon as a placeholder one. And later you'll either have to learn how to make icons, or ask someone who can do them nicely.
Well for testing purposes I'd rather my item be able to be distinguished from other items by its icon. So a blobby monochrome sketch is preferable to recycled icons. (or for buff icons, a white block with the name of the buff written on it ) (and the mod I'm trying to make needs at least a couple dozen items so there's a fairly sizeable amount of testing there) Fortunately I appear to have gotten everything working!
Another question! Regarding skill id tags, is there any sort of method to prevent collisions? Are collisions even a problem? Because the mod wiki implied they could be, and it looks like people just picking numbers could cause problems with collisions fairly fast? But yeah there's not any documentation of alternatives and they don't appear to be used in the game ever. >.< ETA: Also, if I want a permanent blindness effect on monsters, my current thought is a debuff that gives like, largish to-hit penalty and dodge penalties. But would reducing their sight radius effect them at all? I don't want the permanently blind monsters to be completely helpless (mostly because that would be ridiculously powerful), but would a largish penalty to sight radius make it easier to sneak away? Or do monsters not care about sight radius? (I'd guess the sight cones thing might've made it so they do?)
Skill IDs are important yes, two same IDs would mean all sorts of issues. But just pick a large enough number (there's no limit, so like, below 10 digits) and you'll be fine.