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#1 |
Rookie
Join Date: Jan 2013
Posts: 19
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I've tried so far on rings, amulets, potions, and 'shrooms [I'll just call them RAPS, for short] so far and changing the visuals on unidentified objects works just fine. However, on identified objects, the visual simply defaults back to the original character. Furthermore, 1) I have no problem changing the visuals for identified scrolls; and, 2) when I try to further interact with the changed visual for RAPS, the changed visual shows up in the "choose colour" line-up, but not in the known objects sym column/(or AFAIK) game.
Side topic (more out of curiosity than something important): I'm guessing their unidentified forms would show up with the changed visual for characters that hadn't identified them yet (e.g., new or different characters using the same .prf) and then would revert back to their default character when the new or different character identifies them. |
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#2 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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I don't quite get it. Why would you want to do this?
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#3 |
Rookie
Join Date: Jan 2013
Posts: 19
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I'm mostly interested in changing the visuals for the 'shrooms to make them easier to see, and from there, I decided to see if only they were affected or other identified objects as well. Also, I like to color scrolls by "type": e.g., detection scrolls one color; defensive scrolls another; "movement" (such as phase door and word of recall) yet another.
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#4 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
Donated: $8
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It's probably easier, as you may have discovered already, to edit the prf files directly rather than try to use the in game interface, or you could always play with a tileset.
__________________
www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012. My banding life on Buzzkill's ladder. |
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#5 |
Rookie
Join Date: Jan 2013
Posts: 19
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I guess I'm just slow sometimes, because I thought all the "# *Warning!* The lines below/above are an automatic dump.
# Don't edit them; changes will be deleted and replaced automatically."'s meant that one shouldn't try to/couldn't edit them directly. Yes, I know that's despite the fact I was just advised to do so on another thread. Like I said, sometimes I'm slow. Just wondering why all the warnings are there if the changes aren't deleted like they claim. I'm guessing it's one of those things that used to be true, but it's not really worth the effort to change the wording or remove them as they make finding where the dumps begin and end that much simpler. And I don't have nothing 'gainst them that use tiles, but they're just not for me. Guess I'm just too set in my ways. |
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Tags |
bug, identified, objects, unidentified, visuals |
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