Perhaps I will start off with unique rings. Reagents have definitions for their properties in logic/world/contentdb/Reagent.gas. I thought they just had enchantment blocks. I'm quite rusty. I would also have to organize them based on types inside of arrays and catalog the various custom effect skrits for different types of items. They can easily be put into an array, but typing out all of the effect skrits will take time. It's best to start off with the most simple item.
Edit:
Confused at the question mark below, but it doesn't matter. Just have to generate code that works. I can use check boxes to select the type of item the user wants the reagent to be applied to. Got side tracked, but wanted to make note of this. Best to start with unique rings/amulets.
example:
Ranged only type. Question mark appending it to weapon_enchant.skrit? Seems to make the most sense.
edit: Some kind of directive to tell skrit where to pass the value?
Perhaps I will start off with unique rings. Reagents have definitions for their properties in logic/world/contentdb/Reagent.gas. I thought they just had enchantment blocks. I'm quite rusty. I would also have to organize them based on types inside of arrays and catalog the various custom effect skrits for different types of items. They can easily be put into an array, but typing out all of the effect skrits will take time. It's best to start off with the most simple item.
Edit:
Confused at the question mark below, but it doesn't matter. Just have to generate code that works. I can use check boxes to select the type of item the user wants the reagent to be applied to. Got side tracked, but wanted to make note of this. Best to start with unique rings/amulets.
example:
Ranged only type. Question mark appending it to weapon_enchant.skrit? Seems to make the most sense.
edit: Some kind of directive to tell skrit where to pass the value?
edit: if it contains the code bellow or code like it, it looks like I'll need to generate a hit_ffx for it.
Projectile and hit effect