Here ya go, I found it.
Name as UnidLegendaries.cs, in a folder called UnidLegendaries.
using System;
using System.Windows;
using Zeta.Common;
using Zeta.CommonBot;
using Zeta.Common.Plugins;
using Zeta.Internals.Actors;
/*
* Modified from the original plugin by unknown
* [Plugin] Keep Legendarys unidentified
*
*/
namespace UnidLegendaries
{
internal class UnidLegendaries : IPlugin
{
public string Author { get { return "Shivern"; } }
public Version Version { get { return new Version(0, 1); } }
public string Name { get { return "UnidLegendaries"; } }
public string Description { get { return "Keep legendaries unidentified"; } }
public Window DisplayWindow { get { return null; } }
public void OnPulse() { }
public void OnInitialize() { }
public void OnShutdown()
{
UnsubscribeEvents();
}
public void OnEnabled()
{
SubscribeEvents();
}
public void OnDisabled()
{
UnsubscribeEvents();
}
public void Log(string message, LogLevel level = LogLevel.Normal)
{
Logging.Write(level, string.Format("[{0}] {1}", Name, message));
}
private void SubscribeEvents()
{
try
{
GameEvents.OnItemIdentificationRequest += OnItemIdentificationRequest;
}
catch (Exception ex)
{
Log(ex.ToString());
}
}
private void UnsubscribeEvents()
{
try
{
GameEvents.OnItemIdentificationRequest -= OnItemIdentificationRequest;
}
catch (Exception ex)
{
Log(ex.ToString());
}
}
void OnItemIdentificationRequest(object sender, ItemIdentifyRequestEventArgs args)
{
ACDItem item = args.Item;
bool legendary = IsLegendary(item);
if (legendary)
{
Log("Keeping: " + item.ToString());
}
args.IgnoreIdentification = legendary;
}
bool IsLegendary(ACDItem item)
{
return item.ItemQualityLevel == ItemQuality.Legendary;
}
public bool Equals(IPlugin other)
{
return Name == other.Name && Version == other.Version;
}
}
}