Hack ID to *ID*

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Whelk
Low Yeek
Posts: 7
Joined: Fri Apr 27, 2007 4:12 pm

Hack ID to *ID*

#1 Post by Whelk »

Anyone know how to hack the effect of ID to work just like *ID*? I'd settle for ID scrolls working like *ID* scrolls, if it can't be made a global effect change. I consider the whole identification process to be annoying tedium, and have welcomed the change in Vanilla where normal ID scrolls now identify all item properties and *ID* scrolls have been taken out.

Yottle
Reaper
Posts: 1753
Joined: Sun Jan 26, 2003 11:49 pm
Location: West Virginia

Re: Hack ID to *ID*

#2 Post by Yottle »

Whelk wrote:Anyone know how to hack the effect of ID to work just like *ID*? I'd settle for ID scrolls working like *ID* scrolls, if it can't be made a global effect change. I consider the whole identification process to be annoying tedium, and have welcomed the change in Vanilla where normal ID scrolls now identify all item properties and *ID* scrolls have been taken out.
You could just change the properties of the *ID* scroll to make it more common and appear at lower levels. Look in the /lib/edit directory for the file that controls the properties of base objects. "k_edit.txt" maybe? Of course then you are playing a different game and shouldn't post the character on the ladder.

You can also play a sorceror and get both *ID* and global ID by level 31.

AnonymousHero
Spiderkin
Posts: 482
Joined: Sat Mar 18, 2006 12:48 pm

Re: Hack ID to *ID*

#3 Post by AnonymousHero »

I was actually recently considering making this change in my branch. I think the basic approach might be to 1) change the ID spell/effect/command to call the *ID* spell/effect/command (slightly complicated by the GF_IDENTIFY bits, but not much), and 2) Remove *ID* items from the edit files.

I think that should do it. There might be some help text or spell descriptions that would need fixing too.

If you manage to do it, I'd appreciate a patch against my 2.3.8 (HEAD). :)

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