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Of course if you dropped the ambiguity, & didn't rely upon people having played the same random game as you had, & then being able to read your mind as to what you are wanting to do; what with mindreading being a rather rare skill set here, you might increase the probability you will receive more direct answers.
For example, "I made something similar to that, using X & Y" or "I tried doing that, but it didn't work as well, so instead I did A & B"
There are Add Skill Type and Add Skill traits for states and equippable items (i.e. Weapons and Armors). The former adds a category in the skill/battle menu and the latter adds the actual skill; both traits are active only while the state/item is active/equipped. Other items have a Learn Skill trait that adds a skill permanently to the target's repertoire when used.
Sorry I wasn't trying to be ambiguous at all. Basically the game I was talking about had you starting with next to no abilities, the mage getting only a basic attack spell. Each item you pick up gives you a new spell instead of when you level up. So instead of a mage getting fire spells by leveling, you have to find the item that gives that spell.
There are also items that give permament stat boosts, but if I can add abilities/spells I'm sure I can do the same thing there too with stats.
Which is exactly the sort of thing I am looking at possibly doing for my game. You start with no abilities, and doing quests or exploring unlocks new spells/abilities.
So in theory if I simply clear a character's progression of abilities and simply have items you find give abitlieis when used, I can do what I am trying to do?
Both of those are relatively easy to accomplish with basic templates, without requiring any kind of advanced coding or anything else.