This script is more or less inspired from the enchantment system as found in the game Dragon’s Age. To summarize, you have equipment, and you have runes with certain properties. And you can add or remove runes as will on specific enchant-able equipment pieces.
Important note: Once you enchant a piece of equipment, every copy will be enchanted too!
If you want to have different instances of the same piece, then look at the Individual Equipment patch.
This script requires the Traits Namer!
The equipment piece
By default, you can’t enchant equipment at all. In order to enable it, you need to tag your weapon or armor using their notebox:
Additionally, you can specify the number of rune slots:
There is a default slot number that you can modify in the script configuration part:
RUNE_SLOTS_MAX = 5 (the default layout can support up to 5 runes).
For convenience, runes are in fact armor type items with the <rune> notetag. Make sure that their armor type is set to None so they won’t be able to be equipped. Now give to the rune whatever trait you want – every trait will be passed to the equipment piece. The default layout only displays 5 traits but even if you use more, they will all be active.
Three more options exist:
These two tags make a rune weapon or armor-exclusive.
This tag prevents inscribing two times the same rune on the same piece.
If you want to runes to be their own category, I recommend you to use Ace Item Menu.
Use a script call to enter the enchantment scene:
Alternatively, you can integrate it to the main menu using Ace Menu Engine and adding :enchant to the list of commands.