Greetings mod community! I am curious, but am not sure if it is possible to "remake" the game. I want to, occasionally, play a more traditional "RPG" type game. One where as you level up you have access to new equipment (rather than being able to wear anything you have access to), where you can level up any of the crafting skills (by grinding, by buying a token, whatever). That you'll gain levels, and like a traditional RPG, you'll have access to better things. I have no idea, given what is possible with modding, and what the game has at its core, if any of this is possible. The only reason I ask is because before I embark on such a quest of learning and creation I want to make sure it is feasible. Slap me like a rented donkey if I shouldn't have posted this here, otherwise I look forward to your responses.
I don't think so; I'm pretty sure you can't put equip requirements on items, which... appears to be your point? Otherwise it sounds basically exactly the same as the vanilla game? (I'm also not sure I'd call level restrictions more traditional then not, but whatever )
T This is what I suspected, and is why I asked before I even attempted to learn the API/XML/whatever they want to call it in order to mod the game. While I may still learn it at some point, for now I will leave the modding to the more talented. Thank you for your reply!
Well, technically speaking it is possible, via adding appropriate triggers to the weapons and dummy buffs to the skills (so that if you don't have the required level or skill, the item would put a debuff on you that brings its stats to 0). The problem is, it wouldn't be compatible with mods, and it would require really high amount of code to be added, so high that this way lies insanity.
Awwww but insanity! Can you actually make a trigger fire off stats though? I thought you could only do it off of active buffs. ...well I guess you could like, have a "Sword Proficiency" or "Medium Armor Proficiency" skill and have the weapon buffs fire on hit and armor fire when you're hit but that would be a fairly clunky way to implement everything, and wouldn't work on any weapon that already has an on-hit proc. (...not that you can't work around that with spell triggers but baaasically yeah this wouldn't take a lot of coding for ONE weapon but if you're talking ALL of them it's a lot.)
Actually, yes. Spawn a dummy monster (we will not discuss the fact that "dummy monster" is insane enough on its own), hit it with a spell that scales off a particular stat, put a buff on the player depending on whether the monster survived, kill monster; you can then use the buff as a requirement. Still, if you want to do that for every weapon, even more insanity will ensue.
Oooo yeah that makes sense. Well mostly. I assume then to check if the monster is dead you have spell target its corpse that applies a buff to the player? Though yes okay even I think that's ridiculous and I am verifiably insane to begin with