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Item Id and Self Repair .99

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ATruGod

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Dec 26, 2014
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ATruGod submitted a new resource:

Item Id and Self Repair - Activates Item Id and Self Repair features

I didn't write these, just have kept them updated since they were released. I believe spiderxXx wrote them (been so long could be wrong).

Makes Self Repair work and Makes loot items unidentified. All crafted items, purchased items, and New Player items are identified.

This was updated for Publish 54 if You have no other edits You can just replace the files, if not Winmerge them or something. If You only want one or the other it would be up to you to separate them.

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LordFenris

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Jul 21, 2014
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Once on our old server we had a similar system published long time ago on runuo forum. Unfortunately, it was discovered that this system, during item ID of stuff gave it randomly statistics and this stats were not dependent upon the NPC - where object was captured. So for example during idem id - script gave extremally high stats (example 5 stats) to stuff from a harpies loot and very low ( 1-2 stats only) to many of items from a high level NPC loot (example balron, white wyrms). How is it here?
 

ATruGod

Well-Known Member
Dec 26, 2014
86
31
Once on our old server we had a similar system published long time ago on runuo forum. Unfortunately, it was discovered that this system, during item ID of stuff gave it randomly statistics and this stats were not dependent upon the NPC - where object was captured. So for example during idem id - script gave extremally high stats (example 5 stats) to stuff from a harpies loot and very low ( 1-2 stats only) to many of items from a high level NPC loot (example balron, white wyrms). How is it here?
I've never even heard of that bug...You can look at the code, its all commented, nothing there to add stats. All Item Id does is hide the props (and not allow to add) unless the ItemID prop is true. Self Repair sets times based on what self repair # an item has.
 

LordFenris

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Jul 21, 2014
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I implement this system on my test server and ass I see everything works fine. Thanks for your post. But I got a small question. I think about set weapons/armor from a loot unidentified only for example if (0.35 <= Utility.RandomDouble()) . That is, so that only part of the items remained unidentified. At which point do you propose to put the this extra rule?
 

Milva

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He didn't write this script :) it was just updated-hope that helps-unless Tru has an idea for it
 

ATruGod

Well-Known Member
Dec 26, 2014
86
31
I implement this system on my test server and ass I see everything works fine. Thanks for your post. But I got a small question. I think about set weapons/armor from a loot unidentified only for example if (0.35 <= Utility.RandomDouble()) . That is, so that only part of the items remained unidentified. At which point do you propose to put the this extra rule?
Hmm nothing is changed to make the Bool Unidentified false on items, so it is defaulted to that (maybe in the Core). So You would have to set up to identify what ever percent You wanted...Im guessing somewhere in Loot.cs (guessing without any looking).
 

LordFenris

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Jul 21, 2014
403
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I found on old articles an info that "Having a GM Item ID character is incredibly useful as you can identify many items at one time. Target any container, corpse, treasure chest and all of the items in the root container will be identified". Any think how to implement that for example on NPC corpses?
 
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LordFenris

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Jul 21, 2014
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ATruGod - I think that set BaseReward as always identified is also a good idea (especially for a NPC quests rewards).
Ahh and new player dagger is unidentified too.
 

ATruGod

Well-Known Member
Dec 26, 2014
86
31
I found on old articles an info that "Having a GM Item ID character is incredibly useful as you can identify many items at one time. Target any container, corpse, treasure chest and all of the items in the root container will be identified". Any think how to implement that for example on NPC corpses?
Create a target, if it targets a playermobile then enumerate all the items on that character and set identified to true.
 

LordFenris

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Jul 21, 2014
403
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ATruGod - As I see you missing new files in your update :) (only new basevendor files inside)
 

ATruGod

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Dec 26, 2014
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31
ATruGod - As I see you missing new files in your update :) (only new basevendor files inside)
Actually BaseQuest.cs is new as well (that's where I identified items)

I edited the update post to reflect BaseQuest rather than BaseReward
 

LordFenris

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Jul 21, 2014
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Ahh. I ask because all other files was last change in december (except basevendor) :)
 

LordFenris

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Jul 21, 2014
403
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Thanks ATruGod. Whats your opinion about immidiately idem id effect for all unidentyfied items inside npc corpse if player with 100 item id target this corpse as item id target. I think its a good choice to prevent problems with loot -and later transport - many of unidentyfied items due deeper dungeons/area exploration especially items unused for a player profession or simple - low stats/atributes items.
 
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RedBeard

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May 19, 2013
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Palm Beach Gardens, Florida USA
Shard Name
Virtus Imperium
Thanx for this, I always liked the ID part of UO. I've seen on some shards where they also implement a mod to Generic Sell so that items that are Identified get an increase to their value.
I tried to do this but it doesn't seem to work. I'm going to post what I have in script support, if anyone using this is also interested in this feature, maybe have a better method to do this.
 

LordFenris

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Jul 21, 2014
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Today I found a bug in charactercreation.cs. New born players with skills which add an items on start like example dagger or pickaxe (when toon is a warrior or a blacksmith, or simple got mining skill on start), received those items without "unidentified" tag but they cannot use it due lack of information about it (same info like try to use unidentified loot item).
 
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ATruGod

Well-Known Member
Dec 26, 2014
86
31
Thanks ATruGod. Whats your opinion about immidiately idem id effect for all unidentyfied items inside npc corpse if player with 100 item id target this corpse as item id target. I think its a good choice to prevent problems with loot -and later transport - many of unidentyfied items due deeper dungeons/area exploration especially items unused for a player profession or simple - low stats/atributes items.
Worth a try

Today I found a bug in charactercreation.cs. New born players with skills which add an items on start like example dagger or pickaxe (when toon is a warrior or a blacksmith, or simple got mining skill on start), received those items without "unidentified" tag but they cannot use it due lack of information about it (same info like try to use unidentified loot item).
I'll look at it when I have a moment.