It's all possible, depending on how you want to go about it.
If you're looking for lavish, perhaps I can help. Seeing as I'm a long-time veteran of JK2 Sabre Combat, this could prove quite fun indeed. Not sure how well SL would fake the QIII engine, though.
Let me pull some memories of that system so everyone else knows what you're getting at.
- Stance System: Blue, Yellow, RedJKII combat falls into three "styles" - Light, Medium, and Heavy. Light stance has a damage table of around 3 - 10 per hit, with more rapid movements. Medium falls into the 10 - 25 range, heavy into the 30 to lethal. Of course, that's only relevant if you want a combat system.
Rock-Paper-Scissors of the styles plays thusly:
- Light beats Heavy
- Heavy beats Medium
- Medium beats Light
Animation Table:Light: Backward Stab (Back + Mouseclick; Condition: Avatar behind User)
Simple backward piercing stab. Flat 30 damage.
Light takes on a sort of spinning, top-like motion.
Medium: Jump and Slash (Forward + Mouseclick; Condition: Avatar in front of User)
A jump followed by a swift horizontal chop. 30 - 50 damage
Normal swings.
Heavy: "Death-From-Above" (Forward + Jump + Mouseclick)
A lunge into the air followed by a verticle chop. Usually lethal
Same swings as medium, only twice as slow.
Medium and Heavy: Backsweep (Same as Backward Stab)
A 360-degree horizontal sweep. 35 damage post-nerf. 80 (!) damage prior.
Sabre Throw:User opens palm and sabre flies, spinning, toward random target in area then returns to owner. 15 damage a pop.
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Depending on how "in depth" you want to go with that, things could get interesting.
For the requested sabre throw, you would likely need two copies of the object - one for users to wear and another for the actual toss animation. Since you cannot "throw" attachments in SL, you would simply rez the new copy and hide the existing one with
llSetLinkAlpha(LINK_SET,0,ALL_SIDES); The pathing would then be done by the script in the thrown object.
As for the actual fighting system, again, totally depends on your depth. If you just want meat and potatos, maybe... two, three animations are all you need. If you want to effectively clone the system Raven set up, you'll also have several animations to create.
The scripting part is more or less cut-and-dried for damage dealing, since a short-range
sensor can pick up the work for you, and a simple rezzed prim can deal the damage.
I would go more into detail, but much of this needs to be "seen." Also, if this is for a salable product, that's roughly the extent of my help due to IP rights.