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Make items drop identified?


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Posted

Hi rAthena.

I remember i played on a server and the equips that were dropped by monsters, were dropped already identified.

For example, valkyrie dropped "Valkyrie Shield" with its appropiate sprite and ready to be equipped, instead of a guard sprite that says "Shield" and can't be equipped until using a magnifier.

Does anyone know how to do this? I've checked the configs already but i can't seem to find it, maybe i'm overlooking it?

Thanks

5 answers to this question

Recommended Posts

  • 2
Posted

You could also change how "mob-dropped items" are created, so they are created as identified items.

trunk/src/map/itemdb.c

/*==========================================
*    Specifies if item-type should drop unidentified.
*------------------------------------------*/
int itemdb_isidentified(int nameid)
{
   int type=itemdb_type(nameid);
   switch (type) {
       case IT_WEAPON:
       case IT_ARMOR:
       case IT_PETARMOR:
           return 0;
       default:
           return 1;
   }
}

Change that function to always return 1, meaning all item types will drop identified:

/*==========================================
*    Specifies if item-type should drop unidentified.
*------------------------------------------*/
int itemdb_isidentified(int nameid)
{
   return 1;
}

  • Upvote 2
Posted

If you want to show identified item on drop (still on the ground), then change this: WBUFB(buf, 8) = fitem->item_data.identify; into WBUFB(buf, 8) = 1; in clif.c

If you want to auto-identify the item after you grab the item and placed inside the inventory, then change this: WFIFOB(fd,8)=sd->status.inventory[n].identify; into WFIFOB(fd,8)=1; in clif.c too

You can use it just one or both, it's up to you.

And the most important thing is to recompile your server after you change the codes /no1

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