Vanilla Item Acquisition and Rolling #237
Replies: 2 comments 5 replies
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The way the current system is written, we would require making mod items that mimic the vanilla item but as a PoTItem. We could refactor the system to store affixes, alt uses and any other relevant data on a GlobalItem, which would save us from needing to make new versions of every item...but that's also a pretty large rewrite. I'd say making PoTItem clones of vanilla items is easier and not notably worse (or better) than rewriting the whole system. GearAlternatives.Register(moddedItemType, vanillaItemType); so making these would be pretty trivial. Most vanilla items are "sword" or "gun" too, and all unique functionality is usually on projectiles or similar that is easily re-usable. |
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Something I feel important to the mod is that we allow all vanilla items to be obtained and crafting the same way or at least some similar way so people can enjoy those and our items. Taking things away that are the base game is a feels bad.
So with that in mind I want to start a discussion around vanilla items and how we want to handle them.
My first thoughts are we somehow tap into the normal drops and have them roll like any other PoT item does.
These items just won't have a "base" to them and won't inherit the implicits nor alt use systems but will be able to roll the affixes that are associated to their gear.
Will these be accomplishable without needing to clone each of the items and have them base off of PoTItem?
Looking for some input from the smarter Tmod brains here.
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