What I personally did was add a new identify spell for
players. It is essentially a copy of the old identify spell with some
additions and changed the way it outputs what it finds. This allows for
more play. :-)
On Tue, 5 Dec 2000, russ brown wrote:
> -----Original Message-----
> From: Surgeon <webremedies@HOME.COM>
> >cast 'identify'
> >*WORKS*
> >
> >cast 'identify' sword
> >Okay. <- No luck, doesn't seem to find the object or something,
> >anyone experienced anything similiar?
> >dunno if cast 'identify' target works either, but chars seemed to work
> >fine so im guessing so, but objects thats a whole diff. story.
>
>
> You are most likely going to have to figure this out for yourself. Why?
> Because in stock circle identify is set up as a non castable spell.
> It was originally only intended to be used on magic items like scrolls
> or wands, not actually cast by players. If you have just plopped the
> stock identify code into your modified mud, there could be any number
> of things wrong. I suggested going through all the steps you would
> take to create an entirely new spell to make sure that identify has
> everything it needs to be cast by a player. Also make sure that the
> spell number in spells.h is in the range for castable spells, ie lower
> than MAX_SPELLS.
>
> Russ Brown
>
>
>
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-------------------- http://www.eng.usf.edu/~russ/ ----------------------
Bobby L. Russ, Engineering Computing
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