Adding "Looted by <NAME>" is quite unrealistic for this game.
TLOPO's items are all just presets with no customization. This means each item is probably just represented by an ID, specifically a short (possibly an integer, but it shouldn't be). For example an inventory might just be a series of numbers stored in an array.
[4, 77, 93, 44] would mean [Grenade, Admiral's Cutlass, Swordsman Doll, Vile Staff] for example.
This means
there is no database for all the items in the game, which is also why making "item tracking" not feasable (hence the cannon ram debacle). Each character has their own set of data, and their items are simply represented by a bunch of numbers. This is a very efficient way of doing things, though it isn't powerful.
To make an item able to have "custom" data, you need to create
a whole new database table for
every single item a player has. Then each item has a unique ID (UUID) which is referenced in the player character database.
So for the old style, you get a table that looks like
But with custom items, you need to create an item table and reference it with their UUID's. If we do this
just to add looters names we would need to create a database for all the looted items in the game that looks something like this:
Note: I am only showing items that "SkyKiwi" has in this example. Normally in the database the UUID value would increase by 1 each new item.
And then we need to reference those items UUID's in the character table like this:
While the character's table only increases in required size by increasing the inventory's data type (from a short to a long, for example), the entire new table is a
lot of data to store. Think about the fact that every item every player has would need its own line in the item table.
There are plenty of games that do this, this is true, but POTCO was not one of them. We could make it this way, it's entirely possible. But unless the devs are keeping quiet about some awesome servers I would kill to have, I don't see this being a feasible route.
Source: I dabble a lot in game development, and I am especially interested in MMOs. My best direct source for the example database I gave above: when
Iris Online was shut down, I created a private server of my own for it. This included creating all the databases, and when I dabbled in creating new items I had to learn how it all worked. Iris worked as the example I gave above, just with a lot more data.