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Expanding Identification Spells

kjeronkjeron Member Posts: 2,367
This bit of code is designed to allow mods to specify any wizard or priest spell to be used to identify items in the same manner as the Identify spell (SPWI110).
Priority for expending identification spells goes as such:
  1. Identify Spell (SPWI110)
  2. Level 1 -> 9
  3. Wizard -> Priest
	ACTION_IF	!FILE_EXISTS_IN_GAME ~M_IDENT.LUA~ BEGIN
		COPY_EXISTING	~UI.MENU~	override
			REPLACE_TEXTUALLY	~\(Infinity_CheckItemIdentify(characters\[id\]\.equipment\[slotName\]\.id)\)~
~			e:GetActiveEngine():OnLeftPanelButtonClick(5)
			e:GetActiveEngine():OnLeftPanelButtonClick(6)
			e:GetActiveEngine():OnLeftPanelButtonClick(3)
	\1~
			REPLACE_TEXTUALLY	~\(Infinity_OnSpellIdentify(characters\[id\]\.equipment\[selectedSlot\]\.id);*\)~
~identifyCustom(1);
			\1~
			REPLACE_TEXTUALLY	~"Infinity_GetSpellIdentifyEnabled(characters\[id\]\.equipment\[selectedSlot\]\.id)"~
~"identifyCustom(0)"~
		COPY_EXISTING	~SPWI101.SPL~	~override\M_IDENT.LUA~
			DELETE_BYTES	0	SOURCE_SIZE
			TEXT_SPRINT text
~	function	identifyCustom(num)
		for k,v in pairs(characters[id].mageSpells[1]) do
			if v.resref == 'SPWI110' then
				if v.castableCount > 0 then
					return true
				end
			end
		end
		for	IDspellLevel = 1, 9, 1 do
			for k,v in pairs(characters[id].mageSpells[IDspellLevel]) do
				for l,m in pairs(identifyCustomList[IDspellLevel]) do
					if m == v.resref then
						if v.castableCount > 0 then
							if num == 1 then
								for	i = 1, 1 + v.memorizedCount - v.castableCount,1 do
									for x,y in pairs(characters[id].mageSpells[IDspellLevel]) do
										if  y.resref == m then
											mageScreen:UnmemorizeSpell( IDspellLevel - 1, y.memorizedIndex );
										end
									end
								end
								for	i = 1, 1 + v.memorizedCount - v.castableCount,1 do
									mageScreen:MemorizeSpell( IDspellLevel - 1, v.index );
								end
								return
							else
								return true
							end
						end
					end
				end
			end
			if IDspellLevel < 8 then
				for k,v in pairs(characters[id].priestSpells[IDspellLevel]) do
					for l,m in pairs(identifyCustomList[IDspellLevel]) do
						if m == v.resref then
							if v.castableCount > 0 then
								if num == 1 then
									for	i = 1, 1 + v.memorizedCount - v.castableCount,1 do
										for x,y in pairs(characters[id].priestSpells[IDspellLevel]) do
											if  y.resref == m then
												priestScreen:UnmemorizeSpell( IDspellLevel - 1, y.memorizedIndex );
											end
										end
									end
									for	i = 1, 1 + v.memorizedCount - v.castableCount,1 do
										priestScreen:MemorizeSpell( IDspellLevel - 1, v.index );
									end
									return
								else
									return true
								end
							end
						end
					end
				end
			end
		end
		return false
	end
	identifyCustomList = { [1] = {}, [2] = {}, [3] = {}, [4] = {}, [5] = {}, [6] = {}, [7] = {}, [8] = {}, [9] = {}, }~
			SET length = STRING_LENGTH ~%text%~
			INSERT_BYTES	0	length
			WRITE_EVALUATED_ASCII	0	~%text%~
	END

The above can be added directly to a mod, or the attached file can be run through Weidu's INCLUDE action. I have not tested it in PST:EE, but it should work on any v2.3 game, provided these sections of UI.MENU have not already been heavily modified by other mods. Obviously IWDEE is out of the question right now.
Afterwards, simply APPEND ~M_IDENT.LUA~ with the following for any spell you would like to use for identification:
table.insert(identifyCustomList[%level%], '%spellres%') Replacing the variables %level% and %spellres% (but keep those quotes on spellres).
The spellres does not have to be in the SPWI or SPPR format.

Innate Abilities are not supported, as there is no access to them through the UI, nor is there any way to decrement them even if they could be accessed through the UI.

I looked for ways to limit items to be identified by specific spells, either by difficulty or type, but these are the only item properties available to the UI:
Current Stack Size (INT)
Name (STRING)
Charges (INT)
isBag (BOOLEAN)
Overlay Tinting (RESREF)
Resource (RESREF)
identified (BOOLEAN)
description Picture (RESREF)
Inventory Icon (RESREF)
Description (STRING)

No lore, no price, nothing to sort them other than to make a static list of resources.
GrammarsaladRaduziel

Comments

  • GrammarsaladGrammarsalad Member Posts: 2,582
    @subtledoctor weren't you looking for something like this?
  • The user and all related content has been deleted.
    Grammarsalad
  • AquadrizztAquadrizzt Member Posts: 1,065
    If you just need to have a spare spell slot to identify something, you could eliminate the need for anyone to have hard-coded lore...
  • GrammarsaladGrammarsalad Member Posts: 2,582

    kjeron said:

    I looked for ways to limit items to be identified by specific spells, either by difficulty or type, but these are the only item properties available to the UI:

    Current Stack Size (INT)
    Name (STRING)
    Charges (INT)
    isBag (BOOLEAN)
    Overlay Tinting (RESREF)
    Resource (RESREF)
    identified (BOOLEAN)
    description Picture (RESREF)
    Inventory Icon (RESREF)
    Description (STRING)

    No lore, no price, nothing to sort them other than to make a static list of resources.
    Should be pretty easy to make such lists at install time via other characteristics, though. (Not that I have the time or inclination to do so.)

    Yeah @Grammarsalad we should definitely include this in FnP to give the Identify Spell to priests with the knowledge sphere.
    On it!
  • RaduzielRaduziel Member Posts: 4,714
    edited August 2018
    Just want to clarify that it works like a charm in IWDEE (tested in 2.5)
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