Tsukihime 1,489 Posted February 9, 2013 (edited) Identify Item -Tsukihime This script allows you to implement a system where items are not known unless you identify them somehow. Unidentified items will appear as an unknown item, with an unknown name. All references to these items will appear that way until they have been identified. Download Script: Download here Usage Use the following note-tags to indicate how they can be identified. <identify: event> -item is identified through an event. This is just a reminder for you <identify: use> -item is identified on use. <identify: equip> -item is identified once it is equipped You can explicitly identify items using script calls: $game_party.identify_item(obj)Where obj is an RPG inventory object (item, weapon, armor, etc)Some convenience methods have been provided in the interpreter identify_item(item_id)) identify_weapon(weapon_id) identify_armor(armor_id) You can specify how sort items are ordered in the item lists in the configuration. There are three sort options. You can use the following script call to change the unknown sort type $game_party.unknown_sort_type = x The different types are described in the configuration Edited March 1, 2016 by Tsukihime 3 Share this post Link to post Share on other sites
Sephiron 14 Posted February 9, 2013 So you typed all of that out in a few hours? O. O still, great job. This script is perfect for what I need it for. Thanks! Share this post Link to post Share on other sites
Victor Sant 273 Posted February 9, 2013 (edited) One suggestion: change the item sort so undentified list are always shown at the last position. Some people, for organization sake, place items of the same type together on the database. So people can figure out what expect form certain itens, based on their position on the menu Like on the screen, i know the items between Magic Up and Luck Up are stat up items by simple deduction. Edited February 9, 2013 by Victor Sant 1 Share this post Link to post Share on other sites
Tsukihime 1,489 Posted February 9, 2013 I have updated the script with a configuration option for unknown sorting. Share this post Link to post Share on other sites
Fated 13 Posted February 9, 2013 Oh god, I always hated these systems in dungeon crawlers and Star Ocean. Nice script, though. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted February 9, 2013 I really should add a spectacle lens!! In fact I will (of course it won't be called that...) Share this post Link to post Share on other sites
Xzeph 2 Posted February 13, 2013 Erhm... Is there a way to make an item identify another item? like an identifier? Share this post Link to post Share on other sites
Tsukihime 1,489 Posted February 13, 2013 I have not implemented that. Share this post Link to post Share on other sites
Xzeph 2 Posted February 13, 2013 Oh, I thought I've found a Ragnarok like Item Identification System. Anyway, can you somehow implement it? Share this post Link to post Share on other sites
Tsukihime 1,489 Posted February 13, 2013 (edited) Eventually. I haven't figured out how exactly I would do it. The usage would be like 1. choose "identification lens" 2. select item to identify 3. lose one lens, item is identified But I will have to implement that logic into the scene. Edited February 13, 2013 by Tsukihime Share this post Link to post Share on other sites
Xzeph 2 Posted February 13, 2013 So that was like, u put a method call on the "use_item" method somewhere. Then that called method will check if the item is tagged as an identifier then if it is, call the identify window scene, on that window will be the list of unidentified item then when an item was selected it will be identified and removed from the list then decrease the "Identification lens". How was that? Share this post Link to post Share on other sites
Tsukihime 1,489 Posted February 13, 2013 (edited) I was thinking of just having you select another item so there is no need to create another window. The help window would display something like "select an item to identify". Edited February 13, 2013 by Tsukihime Share this post Link to post Share on other sites
ToastyCheese 46 Posted February 13, 2013 If you are creating an item that can identify it, it would be wise to also create a script call that calls on the same scene, in case people want to create an NPC that can Identify items for you. As I understand it now, it seems like you need to have specific calls to ID very specific items? As a side note, I imagine there would be compatibility issues but the "Identifies on equip" function could cause all kinds of hell combined with a random item augment scrips and cursed equipment. That's like dark-souls punishing shit. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted February 14, 2013 (edited) That sounds like a good idea. I will implement the two as separate add-ons to the script, since using an item to identify your own things is usually different from going to an NPC that will specially identify stuff for you. Involving an NPC would require handling all sorts of conditions involving money, etc. Edited February 14, 2013 by Tsukihime Share this post Link to post Share on other sites
Xzeph 2 Posted February 14, 2013 So the identifier NPC calls up a scene but the identifier item wont? Or both of them wont? Share this post Link to post Share on other sites
Tsukihime 1,489 Posted February 14, 2013 The NPC must call a scene because you interact with events on the map, not the menu. When you're using an item, you are already in the item menu. Share this post Link to post Share on other sites
Xzeph 2 Posted February 14, 2013 So the identifier item, when use will call up a "targeting method" then instead of actors, it will be items that will be targeted but without calling up the default select target window? Share this post Link to post Share on other sites
Tsukihime 1,489 Posted February 14, 2013 (edited) That would be the idea. It is like when you are changing actor formation: you select an item, and then select another item. There are infinite ways to implement the idea I'm just going to go with one that looks interesting. I will provide an implementation where a window is pulled up at some point so that others can customize it to suit their own needs. Edited February 14, 2013 by Tsukihime Share this post Link to post Share on other sites
Xzeph 2 Posted February 14, 2013 Awesome! Can't wait for the result. You're the best! Erhm... One of the best I should say. XD Share this post Link to post Share on other sites
Guardinthena 2 Posted May 10, 2018 I hope this isn't considered necroposting, but is it possible to add an additional identification method such as <identify:skill> say if a wizard in the party has an Identify Item spell? Love the script and intend to use it in my game asap! Share this post Link to post Share on other sites
roninator2 263 Posted May 10, 2018 To identify skills would probably require a complete rewrite of the script. But you could have a 'scroll' and identify that for the spells that when read your wizard would learn that skill. Share this post Link to post Share on other sites
Guardinthena 2 Posted May 10, 2018 11 hours ago, roninator2 said: To identify skills would probably require a complete rewrite of the script. But you could have a 'scroll' and identify that for the spells that when read your wizard would learn that skill. Darn, I was hoping it might be a simple addition but that's okay. Using an identify scroll as you suggest is just as effective. Share this post Link to post Share on other sites
PhoenixSoul 1,407 Posted June 22 On 5/9/2018 at 9:21 PM, roninator2 said: To identify skills would probably require a complete rewrite of the script. But you could have a 'scroll' and identify that for the spells that when read your wizard would learn that skill. I read the question as: "Is it possible to emulate the 'Identify' spell from early Elder Scrolls games?" In essence, the notetag in question was for having the identification process start by using an already known skill. Share this post Link to post Share on other sites