See. Then let us move forward.
I'm trying to make a whole new class differentiating from the vanilla melee, ranged and magic. I think it can be called, say, Rogue? Basically I'm making it a whole new chunk of equipment and give bonus to throwing damage - yep, it majors in throwing.
But critical problems have been found. I made lots of throwing items in addition to the vanilla throwing weapons. However, as it turned out, throwing items cannot possess prefixes, which are unfair compared to other classed in the game. So I'm just wanting it to be throwing damage and at the same time have access to the prefixes.
In this way, I realized potential bugs may appear. Since throwing items are all consumable, what if I add a few of the non-prefix items into the prefixed one? I dare not think.
In order to avoid this kind of conflict, and meanwhile make the throwing items more endurable, I'm thinking about something like AMA's javelin in Diablo 2. I.e. I can make the throwing items into some kinds of weapons, they won't disappear when they're used up. They will become unusable, and can be used when resupplied. Maybe this is some kinds of the durability system? I dunno.
- Then, intending to realize these designs, I think I first need to make a whole new class of damage, which seems pretty possible according the ModPlayer's hooks. Achieving this can, in part, solve the prefix's problem.
- Real problem is that I'm not gonna make it something like the guns or the bows, meaning I don't want it to use ammo. When used up, what is resupplied are themselves, instead of extra ammo...... Em... I still think it is a kind of durability system. Maybe a throwing item got 999 as its maximum durability. It will reduce one every time it is used. And will recover 1 when picked up the dropping item, or be fully resupplied when remade?
If these two effects come true. I think my job is pretty much done. Most urgent question is about this durability. I dunno whether I state it clearly, but... that's it. Hope it is understandable. And is it possible?