Quote:
Xietor said:
"but weapons and armor DO NOT have special abilities and CANNOT give them. ITEMS are what you are looking at. If ever there was a modding FAQ question, this one is it."
This is just semantics. Weapons do have special abilities, whether it is through a mechanism called 2ndary effects or whatever, it amounts to the same thing.
So shields could also have special effects, whether we want to make it through some mechanism or not does not really matter.
The only thing that matters is my hero has a sword that pierces armor, or a shield that entangles. The hoops i have to jump through to make it so are basically not known by 99 percent of the player base that does not mod.
All they know or care about is what their sword or shield does when they hit someone with it.
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Look, I'm not going to say this again: Learn your goddamn modding mechanics. Weapon special effects such as small area fire are weapon secondaryeffects, as has been the case since forever. Weapons still do not grant fire resistance, darkvision, quickness, bloodvengeance or anything else beyond what is moddable for the weapon object. That is not going to change.
Armor works in exactly the same way, except it does not have ANY secondaryeffects at all. No entangle, no fireshield, nothing at all. So that would require more new mechanics to be coded into the game, and every bleeding single one of these is doable by modding the MONSTER to give it those special resistances, inherent fire shield etc. There just does not happen to be an entangleshield mechanic available for creatures, though I'm not certain whether one could be added.
ITEMS can grant resistance etc etc and have all kinds of effects active on them (witness the ITEM charcoal shield, vine shield etc) and all sorts of things are already on the ITEM modding shortlist. If they happen there, great. If not, we're out of luck.
Now do you understand the differences and why they are NOT just semantics? Unlocking existing stuff is far, far easier than coding in new mechanics from scratch, new mechanics that are liable to break something else in the process, I might add.
A far easier solution is for me to add the subject matter of this post into the new modding guide in the weapons and armor section as well as some more explanatory stuff to the item modding section.
There is also the non-trivial problem that even if this new mechanic of merging item modding to weapons and armor were even remotely feasible, what about all the magic weapons and armor already in the armor and weapons lists? Should KO and JK go back and retroactively change all of those to match the new mechanics? Do you have any idea just how much of a headache making everything backward compatible would be?