Removing identify from Ironband

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  • Donald Jonker
    Knight
    • Jun 2008
    • 593

    Removing identify from Ironband

    I'd like to try out the effects of removing all forms of identify from my local copy of Ironband (or I'd settle for any variant). Is there a way to do it in the edit/object.txt? The EASY_KNOW flag seems to allow ID after one use or wield, but I'd like to be able to enable ID on pickup. Is there another flag for the purpose (items like food or flasks of oil don't seem to have anything special), or would this entail something more involved?
    Bands, / Those funny little plans / That never work quite right.
    -Mercury Rev
  • Nick
    Vanilla maintainer
    • Apr 2007
    • 9634

    #2
    Originally posted by Donald Jonker
    Is there another flag for the purpose (items like food or flasks of oil don't seem to have anything special), or would this entail something more involved?
    There's no flag that will allow that in any variant that I know of. It would require a (small) code change. FA036 currently has an artifact (the Stone of Lore) that gives ID on pickup, so I guess you could just set the depth and rarity of that to 1 - it has no other properties besides being a permanent light, so it wouldn't even be much of a cheat. But don't tell buzzkill
    One for the Dark Lord on his dark throne
    In the Land of Mordor where the Shadows lie.

    Comment

    • Donald Jonker
      Knight
      • Jun 2008
      • 593

      #3
      Hmm... the permalight would sorta break Ironband, but I'll tinker around with FA. What I really oughta do is study up on some coding ...after finals. Damned priorities..

      Anyway, thanks for the reply.
      Bands, / Those funny little plans / That never work quite right.
      -Mercury Rev

      Comment

      • PaulBlay
        Knight
        • Jan 2009
        • 657

        #4
        Originally posted by Donald Jonker
        Hmm... the permalight would sorta break Ironband, but I'll tinker around with FA. What I really oughta do is study up on some coding ...after finals. Damned priorities..

        Anyway, thanks for the reply.
        In Vanilla Angband you can just add two lines:

        Code:
        	object_aware(o_ptr);
        	object_known(o_ptr);
        Put them in obj_examine in cmd-obj.c and your character will be able to fully identify all objects by using 'I' on them.

        Code:
        /*** Examination ***/
        static void obj_examine(object_type *o_ptr, int item)
        {
        	text_out_hook = text_out_to_screen;
        	screen_save();
        
        [COLOR="Lime"]	object_aware(o_ptr);
        	object_known(o_ptr);
        [/COLOR]
        	object_info_header(o_ptr);
        	if (!object_info(o_ptr, FALSE))
        		text_out("\n\nThis item does not seem to possess any special abilities.");
        
        	text_out_c(TERM_L_BLUE, "\n\n[Press any key to continue]\n");
        	(void)anykey();
        
        	screen_load();
        }
        Currently turning (Angband) Japanese.

        Comment

        • Donald Jonker
          Knight
          • Jun 2008
          • 593

          #5
          Thanks, Paul - that's super helpful. And so it begins...
          Bands, / Those funny little plans / That never work quite right.
          -Mercury Rev

          Comment

          • takkaria
            Veteran
            • Apr 2007
            • 1951

            #6
            Originally posted by Donald Jonker
            Thanks, Paul - that's super helpful. And so it begins...
            Putting it object_desc() (in Ironband, this would be object1.c? somewhere near its beginning) would remove the step of having to 'I'nspect, since every time an object's name was printed to screen, it would be identified.
            takkaria whispers something about options. -more-

            Comment

            • Donald Jonker
              Knight
              • Jun 2008
              • 593

              #7
              Originally posted by takkaria
              Putting it object_desc() (in Ironband, this would be object1.c? somewhere near its beginning) would remove the step of having to 'I'nspect, since every time an object's name was printed to screen, it would be identified.
              Now it's working exactly as I wanted. Good show.
              Bands, / Those funny little plans / That never work quite right.
              -Mercury Rev

              Comment

              • Zikke
                Veteran
                • Jun 2008
                • 1069

                #8
                I want to play this magical version of Ironband with no ID
                A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
                A/FA W H- D c-- !f PV+++ s? d P++ M+
                C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

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