Garrulous Glaahk bigblue Posted August 26, 2004 Share Posted August 26, 2004 i made custom items with my own graphics and want them to be unidentified, so that you have to go to the shop for identification. my script looks like this: begindefineitem 446; it_name = "gem"; it_full_name = "Amethyst"; it_value = 50; it_variety = 21; it_floor_which_sheet = 518; it_floor_which_icon = 0; it_icon_adjust = 0; it_inventory_icon = 1; it_weight = 10; it_identified = 0; it_charges = 1; but they are identified, when the party looks at them. the game tells me "item lore identified some items". is there a way to make my items be unidentified 'til the party goes to a shop for identification? Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted August 26, 2004 Share Posted August 26, 2004 The difficulty of identifying an item seems to be based on its value, or possibly some kind of value-to-weight ratio. Make it more valuable and it'll be harder to identify. You could also try making it lighter and see if that helps; I have a strong suspicion it at least has some effect. You can't make an item unidentifiable, though. Link to comment Share on other sites More sharing options...
Garrulous Glaahk bigblue Posted August 26, 2004 Author Share Posted August 26, 2004 ok i'll try this. would be nicer if you could adjust the hardiness of identification! but ok, i have to deal with it as it is! Link to comment Share on other sites More sharing options...
Unflappable Drayk Fyora Toast With Roamer Butter Posted August 27, 2004 Share Posted August 27, 2004 Make some of the items cursed. Not necessarily negatively cursed. Cursed items are not identifiable unless you bring them to a store. Link to comment Share on other sites More sharing options...
Garrulous Glaahk bigblue Posted August 27, 2004 Author Share Posted August 27, 2004 now please tell me what a positive curse could be? Link to comment Share on other sites More sharing options...
Garrulous Glaahk bigblue Posted August 27, 2004 Author Share Posted August 27, 2004 now please tell me what a positive curse could be? edit: sorry for double-posting, unfortunately clicked twice on the same button! Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted August 27, 2004 Share Posted August 27, 2004 Actually, that's a good idea. A curse basically has no effect on an item that you can't equip anyway, and it seems to prevent the item from being identified more reliably than anything else I know of. Link to comment Share on other sites More sharing options...
Magnificent Ornk nikki. Posted August 28, 2004 Share Posted August 28, 2004 Curses are a good thing. No, really, listen. Imagine a uber-powerful sword, that's cursed. Imagine that it gives an advantage over a boss, or baddie. Now imagine that if you use it, you get cursed. Is it worth using it and saving others, or being stuck until you find a healer (which not all towns have)? That kind of thing makes for a good scenario. It's similar to Drakey's article about good items. Throw in a few other twists, like you can only use it on one character, and once it's used your health starts draining, and it'll really make the player think. Link to comment Share on other sites More sharing options...
Unflappable Drayk Fyora Toast With Roamer Butter Posted August 29, 2004 Share Posted August 29, 2004 Morog's Scepter is cursed and it is a great item. A very powerful item that is cursed has a mind of its own and won't let you give it up. Stormbringer is a perfect example of a cursed item that has positive effects. Link to comment Share on other sites More sharing options...
Well-Actually War Trall demonslay3r Posted August 29, 2004 Share Posted August 29, 2004 Sadly, that's old news. Designers have been cursing powerful items for years. Link to comment Share on other sites More sharing options...
Recommended Posts