nanenj wrote:Hm. I suppose putting the base files back the way they were (in a mod) might overwrite the behavior if for some reason it's not reverting on it's own. I'll check and see if I can reproduce this later.
[UNIT]
<STRING>BASEFILE:media/units/items/base.dat
<STRING>NAME:Identify Scroll
<STRING>RESOURCEDIRECTORY:media/models/items/scroll
<STRING>MESHFILE:scroll
<STRING>UNITTYPE:SCROLL
<TRANSLATE>DESCRIPTION:Right-click to use scroll, then Left-click on an unidentified item
<INTEGER>RARITY:0
<INTEGER>VALUE:41
<INTEGER>MAXSTACKSIZE:20
<BOOL>MERCHANTINFINITE:true
<BOOL>SHADOWS:true
<INTEGER>MAXSTACKSIZE:10
<STRING>ICON:scroll1
<INTEGER>ICON_SHEET:0
<STRING>TARGET_TYPE:ITEM
<STRING>FALL_SOUND:Item Fall
<STRING>TAKE_SOUND:ClothGet
<STRING>LAND_SOUND:ScrollDrop
<STRING>USE_SOUND:Identify
<STRING>USES:1
<INTEGER>MINLEVEL:0
<INTEGER>MAXLEVEL:9999999
<BOOL>MERCHANTINFINIT:true
<TRANSLATE>DISPLAYNAME:Identify Scroll
[EFFECT]
<BOOL>SAVE:true
<STRING>NAME:IDENTIFY
<STRING>ACTIVATION:DYNAMIC
<STRING>TYPE:IDENTIFY
<STRING>DURATION:INSTANT
<FLOAT>VALUE:1.000000
[/EFFECT]
[/UNIT]

<UNSIGNED INT>UNIQUE_GUID:93

nanenj wrote:Double check the mod folders in the units/items/ area and make sure the game is parsing them. Items you got before the mod will not be automagically identified, only new ones dropping should be, and they don't tend to drop with the full 'magic' name exposed, once you pick them up and look at them in your inventory they should be identified.
But, make sure that the game is generating .ADM files for all the .dats in the units/items folder and subfolders.
Past that, I'd have to try and reproduce the error to be able to investigate it further.
Aaron wrote:Any chance you could create a separate mod that only prevent identity/town portal scrolls dropping? Would like a mod that stops Identity and town portal scrolls dropping from mobs (but still have them available on vendor)
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