RoninGT
Sorceror
Unidentified Items For AOS Servers.
Item ID System v1.0
UPDATED 9/17/2004
Updated Readme with full info on BaseJewel.cs (Thanks To Halciet)
Updated Readme and BaseArmor.cs fixed Identifed Flag.
If you Changed your BaseArmor.cs Flag from = 0x00000080, to= 0x00000400,
Change it back to = 0x00000080, (Thanks To Halciet)
I have always love the old school Unidentified items never understood why OSI took them out at the birth of AOS. So many people with tons of ID wands in the banks and worse the skill ItemID became pretty useless after that too.
I have seen alot of ppl asking here how it can be done. and i have even asked my self so i hope you enjoy this system.
This is nothing more than changes to your current scripts no new ones to add in.
I have supplied stock scripts with the mods and a README on how to change your files if you have custom
BaseWeapon.cs
BaseArmor.cs
BaseJewel.cs
IDWand.cs
LootPack.cs
CraftItem.cs
ItemIdentification.cs
The system works as so. Any item with. Extra mods to it such as Swing Speed Inc, Mage Armor, All the extra Aos Attributes on it will come up as Unidentified untill someone uses an idwand or skill item id on them. Then it shall display its props. If a crafter makes an item with a runic and it has extra props on it It will auto id the item. I didnt make any changes to the NPC Vendors due to most shard they dont sell magic item however i do plan to add something in for it in a later release for those who do have shards that have NPC Vendos with magic items. LookPack has been changed to have a chance for IDWands to drop as loot they have the same chance as Magic Instruments. For a full list of changes see the README File.
Here is what an item will look like before it has been identified
If the item does not have any extra props it will not come up as Unidentified.
This system has been tested ONLY on RunUO v1.0 RC0
Its good smooth running system i has been on my shard for awhile now without any problems other than the players wondering where they get IDWands lol. It seems to give players a bit more fun when finding items.
For items you want to auto id when created see example below.
By adding the line
Hope you enjoy
Any problems or comments post here and ill see what i can do to help you
Ronin
Install
ALWAYS back up your files!!!
Back up and replace.
BaseWeapon.cs
BaseJewel.cs
BaseArmor.cs
IDWand.cs
LookPack.cs
CraftItem.cs
ItemIdentification.cs
See README For detailed info on these scripts. and how to change your own if you have custom addons in these scripts.
Item ID System v1.0
UPDATED 9/17/2004
Updated Readme with full info on BaseJewel.cs (Thanks To Halciet)
Updated Readme and BaseArmor.cs fixed Identifed Flag.
If you Changed your BaseArmor.cs Flag from = 0x00000080, to= 0x00000400,
Change it back to = 0x00000080, (Thanks To Halciet)
I have always love the old school Unidentified items never understood why OSI took them out at the birth of AOS. So many people with tons of ID wands in the banks and worse the skill ItemID became pretty useless after that too.
I have seen alot of ppl asking here how it can be done. and i have even asked my self so i hope you enjoy this system.
This is nothing more than changes to your current scripts no new ones to add in.
I have supplied stock scripts with the mods and a README on how to change your files if you have custom
BaseWeapon.cs
BaseArmor.cs
BaseJewel.cs
IDWand.cs
LootPack.cs
CraftItem.cs
ItemIdentification.cs
The system works as so. Any item with. Extra mods to it such as Swing Speed Inc, Mage Armor, All the extra Aos Attributes on it will come up as Unidentified untill someone uses an idwand or skill item id on them. Then it shall display its props. If a crafter makes an item with a runic and it has extra props on it It will auto id the item. I didnt make any changes to the NPC Vendors due to most shard they dont sell magic item however i do plan to add something in for it in a later release for those who do have shards that have NPC Vendos with magic items. LookPack has been changed to have a chance for IDWands to drop as loot they have the same chance as Magic Instruments. For a full list of changes see the README File.
Here is what an item will look like before it has been identified
If the item does not have any extra props it will not come up as Unidentified.
This system has been tested ONLY on RunUO v1.0 RC0
Its good smooth running system i has been on my shard for awhile now without any problems other than the players wondering where they get IDWands lol. It seems to give players a bit more fun when finding items.
For items you want to auto id when created see example below.
Code:
using System;
using Server;
namespace Server.Items
{
public class ArcaneShield : WoodenKiteShield
{
public override int LabelNumber{ get{ return 1061101; } } // Arcane Shield
public override int ArtifactRarity{ get{ return 11; } }
public override int InitMinHits{ get{ return 255; } }
public override int InitMaxHits{ get{ return 255; } }
[Constructable]
public ArcaneShield()
{
Hue = 0x556;
// TODO: Night Sight
Attributes.SpellChanneling = 1;
Attributes.DefendChance = 15;
Attributes.CastSpeed = 1;
Identified = true;
}
public ArcaneShield( Serial serial ) : base( serial )
{
}
public override void Serialize( GenericWriter writer )
{
base.Serialize( writer );
writer.Write( (int) 0 );
}
public override void Deserialize(GenericReader reader)
{
base.Deserialize( reader );
int version = reader.ReadInt();
}
}
}
By adding the line
Code:
Identified = true;
Hope you enjoy
Any problems or comments post here and ill see what i can do to help you
Ronin
Install
ALWAYS back up your files!!!
Back up and replace.
BaseWeapon.cs
BaseJewel.cs
BaseArmor.cs
IDWand.cs
LookPack.cs
CraftItem.cs
ItemIdentification.cs
See README For detailed info on these scripts. and how to change your own if you have custom addons in these scripts.