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[RunUO 2.0 RC1] ItemID is usefull again

mhantra

Sorceror
Code:
    if ( item != null )
                {
               
                    #region Mondain's Legacy
                    if ( item is Board )
                    {
                        Type resourceType = typeRes;
                       
                        if ( resourceType == null )
                            resourceType = Resources.GetAt( 0 ).ItemType;
 
                        CraftResource thisResource = CraftResources.GetFromType( resourceType );
 
                        switch ( thisResource )
                        {
                            case CraftResource.Pine:            item = new PineBoard(); break;
                            case CraftResource.AshWood:        item = new AshBoard(); break;
                            case CraftResource.Mohogany:    item = new MohoganyBoard(); break;
                            case CraftResource.YewWood:        item = new YewBoard(); break;
                            case CraftResource.OakWood:        item = new OakBoard(); break;
                            case CraftResource.Zircote:        item = new ZircoteBoard(); break;
                            case CraftResource.Ebony:            item = new EbonyBoard(); break;
                            case CraftResource.Bamboo:        item = new BambooBoard(); break;
                            case CraftResource.Heartwood: item = new HeartwoodBoard(); break;
                            case CraftResource.Bloodwood: item = new BloodwoodBoard(); break;
                            case CraftResource.Frostwood: item = new FrostwoodBoard(); break;                           
                            default: item = new Board(); break;
                        }       
            double chance = ((from.Skills[SkillName.ItemID].Value-10)*0.01);
                    chance += (from.Skills[SkillName.ArmsLore].Value*0.001);
                    if ( chance >= Utility.RandomDouble() )
                    {
                        if ( item is BaseWeapon )
                            ((BaseWeapon)item).Identified = true;
                        if ( item is BaseArmor )
                            ((BaseArmor)item).Identified = true;
            if ( item is BaseClothing)
              ((BaseClothing)item).Identified = true;
            if ( item is BaseJewel)
              ((BaseJewel)item).Identified = true;
                    }                       
 
                       
                    }
                    #endregion

I have still the unidentified problem, when i craft items r unidentified :(
 

hungry4knowhow

Sorceror
Ok so working on this for 2.2 SVN 862.....with .NET 4.0 (not sure if that matters)

I've got everything working I believe(in all the tests I've run) except for getting the Unidentified text on items to show up in a color format....

Earlier in the thread it mentioned using this code:
list.Add(1060847, "<CENTER><BASEFONT COLOR=#0000FF>unidentifiedt</BASEFONT></CENTER>" );

That however isnt working....Suggestions?
 

hungry4knowhow

Sorceror
yes it does, if you follow all the steps here in the 7 page thread and merge correctly. No it doesn't just drag and drop.

the main issue with the system in a Post AOS shard is this: every item equippable in game other than vendor bought and the starting charactger stuff is considered unidentified.

I was never successful in building a limiter table to keep things of low intensities as auto ID'd sooo the system ends up being a HUGE annoyance.
 
Question:
When I purches a single say bronze shield from the Blacksmith is shows up in my pack as it should "IDed" it also shows IDed when I mouse over it in the buy window.
But if I purchase say 2 or 3 at a time they appear in my pack as "Unidentified". Any Ideas?

I have this identical problem. Has anyone found a solution to this glitch yet?
 
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