News:

SMFNew Installed

+-+-

User+-

Welcome, Guest.
Please login or register.
 
 
 

Login with your social network

Forgot your password?

Site Stats+-

Members
Total Members: 728
Latest: Cho
New This Month: 0
New This Week: 0
New Today: 0
Stats
Total Posts: 10932
Total Topics: 795
Most Online Today: 389
Most Online Ever: 854
(September 18, 2024, 07:49:37 am)
Users Online
Members: 0
Guests: 218
Total: 218

Author Topic: Identify Skill/Spell  (Read 2131 times)

0 Members and 59 Guests are viewing this topic.

Identify Skill/Spell
« on: »
Another skill question  :-[

Has anyone had any luck getting the Identify spell working in TL2 as it did in TL1? No matter what I try, I simply cannot replicate it. Seems TL2 handles things a little differently in terms of how unidentified objects are identified.

What I'm trying to do is have a learnable spell that identifies all unidentified items in your inventory at once, much like when you level up or use the IDENTIFYALL console command.

Can anybody help?

Share on Bluesky Share on Facebook


Re: Identify Skill/Spell
« Reply #1 on: »
Bit of an update, with my limited knowledge of skills I've tried every possible permutation of the Identify skill and no luck. It seems the game may be hardwired to check if there's a unit-type IDENTIFYSCROLL in your inventory. The process is not instantiated in logic or UI. Bummer.

So what I'm now thinking is a workaround that replicates the effect. The plan is to have a new invisible inventory slot that contains an identify scroll clone that will only work when a boolean stat is set to 1 and using the Identify Spell will set this stat. So my question is - where does the game define what goes into your starting inventory? Sure I;ve seent hs somewheres but can't remember.

Re: Identify Skill/Spell
« Reply #2 on: »
You define the starting gear in the Player unit editor under the Equipment tab for the base unit. But you don't get access to the inventory that way, just the slots for gear. Hands, feet, etc.

When I was working on Torchlight Arena I was also looking for a way to add items to the player inventory at start, but I don't think I found any direct way to do this. I'll do some digging in my old mod files though to check if I solved it, I don't remember if I did or not.

Re: Identify Skill/Spell
« Reply #3 on: »
Thanks, I got that, what I was referring to though was where is it defined that you start with so many Identify Scrolls and Town Portal Scrolls in your inventory?

Re: Identify Skill/Spell
« Reply #4 on: »
Yes, I know what you mean. I've been looking all over for this too, but been unable to find it.

 

Recent Topics+-