For example, if I equip a bronze scimitar in game, I want that to become a blade of saeldor, but only while the bronze scim is equipped.
Will have to consider what the UI would look like, how it would affect saved setups, etc.
Working with the idea of having the plugin toggle between a persistent swap mode and a "triggers" mode, where only one mode is active at any given time.
Trigger mode would not have most of the regular features: no randomizer, no undo/redo, but it could have saved setups, albeit in a slightly different format. I'm not sure if saving/loading triggers is something people would want, but I guess it can't hurt. Maybe if someone wants the same armor to trigger completely different looks.
Each trigger will be a 1:1 mapping of item to item. The items must belong in the same slot. An item can't be used as a trigger key more than once. Just like with persistent mode, attempting to equip an impossible combination (e.g., a two-handed weapon with a shield) will be handled by ignoring whichever trigger is processed later.
Things that I would skip for initial implementation:
- support for kits/colors or "nothing" items
- many:1 mappings (I don't see a reason why users won't be able to have multiple 1:1 triggers for the same slot for the initial impl)
- triggers for items in different slots (would be neat to try that, it could be used to create 1:many mappings but it adds complexity)
- pet triggers (not possible with RL)
For example, if I equip a bronze scimitar in game, I want that to become a blade of saeldor, but only while the bronze scim is equipped.
Will have to consider what the UI would look like, how it would affect saved setups, etc.
Working with the idea of having the plugin toggle between a persistent swap mode and a "triggers" mode, where only one mode is active at any given time.
Trigger mode would not have most of the regular features: no randomizer, no undo/redo, but it could have saved setups, albeit in a slightly different format. I'm not sure if saving/loading triggers is something people would want, but I guess it can't hurt. Maybe if someone wants the same armor to trigger completely different looks.
Each trigger will be a 1:1 mapping of item to item. The items must belong in the same slot. An item can't be used as a trigger key more than once. Just like with persistent mode, attempting to equip an impossible combination (e.g., a two-handed weapon with a shield) will be handled by ignoring whichever trigger is processed later.
Things that I would skip for initial implementation: