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Old April 16, 2009, 23:17   #1
Donald Jonker
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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?
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Old April 16, 2009, 23:52   #2
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Quote:
Originally Posted by Donald Jonker View Post
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
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Old April 17, 2009, 00:09   #3
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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.
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Old April 17, 2009, 01:23   #4
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Originally Posted by Donald Jonker View Post
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();

	object_aware(o_ptr);
	object_known(o_ptr);

	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();
}
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Old April 17, 2009, 14:11   #5
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Thanks, Paul - that's super helpful. And so it begins...
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Old April 17, 2009, 17:05   #6
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Originally Posted by Donald Jonker View Post
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.
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Old April 17, 2009, 18:06   #7
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Originally Posted by takkaria View Post
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.
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Old April 17, 2009, 18:51   #8
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I want to play this magical version of Ironband with no ID
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