Food wrote:Also, the feasibility of it depends on the way the data structure for an item is laid out. What if instead of a simple "item_name" string record that gets modified when personalizing it, D2 developers decided that it would be more appropriate to have an "item_name" string record, an "personalized" boolean record and a "personalizer_name" string record, and calculate the full item name based on those three?
In that case to provide the behaviour you propose you would need to work around this. Maybe by having personalization not set the boolean, but that would mean that a personalized item can be personalized again, which may be not desirable.
That would make it more accessible for future modding opportunities, no?
Not only could you theoretically add a function that reverses the boolean so you can unpersonalize stuff, but you could have a separate boolean property and following string that could be something like replaced_name to completely rename the item.
So if the replaced_name boolean was YES, and the string was FUCKER-UPPER, then the item no matter what it is would go from something like
Superior Cap [4]to
Superior FUCKER-UPPER (pretty sure tier is part of the item name, so that would be sacrificed)
With a little gui work and borrowing the code from either Anya or possibly Charsi's imbue script you could theoretically make a new NPC that would edit the base item value. Anya's personalize only works with the formal name for the item (Tzeech, Hellspeak, Queen of Glass, ect) and not the base item, so I'm not sure whose code would be more efficient to modify for this.
Given, I'm talking out of my ass and I've been up for a while, but it might be cool to look at down the road.