TEST: Extended Debug NPC
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TEST: Extended Debug NPC
Ali-G did some extensions and changes on the debug function that is used by the debug NPCs on the testserver. Please try this out and comment here.
Any suggestions about further features the debug NPC could have are welcome as well.
Any suggestions about further features the debug NPC could have are welcome as well.
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Re: TEST: Extended Debug NPC
Okay, I tested the NPC in Hurnscald (NPC2). I guess the "reset all" function still needs you to relogin to get your skills displayed properly...
I had this strange experience of having both magic level 2 and magic level 0 at the same time (see first screenshot). What I did: Had all magic set to 2 (using "add all"), then reset all magic to level 0 (using "reset all"). The result was that my magic was displayed as being level 2 in the client window, whereas the debug NPC told me I was level 0... (and yes, I remembered to close and reopen the client window (the one showing my magic skills, not the client itself) after resetting).
I also tried to log off and on again, then my skills were properly displayed.
I don't know if this bug is worth fixing, if it only happens when skills are changed on the testserver using a debug NPC, then so what... And to make sure it doesn't happen when you get skills "the normal" way, I tested that too on Mallard's Eye, showed normally in client.
Then I guess the NPC just doesn't tell me correctly about my skills (see second screenshot), not being focused on any skill and at the same time being focused on raging seems sort of impossible.
Tested with client 0.6.0.0 (official client).
About more functions for debug NPCs, I can't think of any, I can basically reset everything I want to including quests...
One more question: Do all the NPCs use the same script? If yes, I guess testing on one of them is enough, if no, I guess I should pay the others a visit as well.
I had this strange experience of having both magic level 2 and magic level 0 at the same time (see first screenshot). What I did: Had all magic set to 2 (using "add all"), then reset all magic to level 0 (using "reset all"). The result was that my magic was displayed as being level 2 in the client window, whereas the debug NPC told me I was level 0... (and yes, I remembered to close and reopen the client window (the one showing my magic skills, not the client itself) after resetting).
I also tried to log off and on again, then my skills were properly displayed.
I don't know if this bug is worth fixing, if it only happens when skills are changed on the testserver using a debug NPC, then so what... And to make sure it doesn't happen when you get skills "the normal" way, I tested that too on Mallard's Eye, showed normally in client.
Then I guess the NPC just doesn't tell me correctly about my skills (see second screenshot), not being focused on any skill and at the same time being focused on raging seems sort of impossible.
Tested with client 0.6.0.0 (official client).
About more functions for debug NPCs, I can't think of any, I can basically reset everything I want to including quests...
One more question: Do all the NPCs use the same script? If yes, I guess testing on one of them is enough, if no, I guess I should pay the others a visit as well.
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Re: TEST: Extended Debug NPC
I forwarded this to the client developers and they'll check if there's a bug about this.baedamichi wrote:Okay, I tested the NPC in Hurnscald (NPC2). I guess the "reset all" function still needs you to relogin to get your skills displayed properly...
I had this strange experience of having both magic level 2 and magic level 0 at the same time (see first screenshot). What I did: Had all magic set to 2 (using "add all"), then reset all magic to level 0 (using "reset all"). The result was that my magic was displayed as being level 2 in the client window, whereas the debug NPC told me I was level 0... (and yes, I remembered to close and reopen the client window (the one showing my magic skills, not the client itself) after resetting).
I also tried to log off and on again, then my skills were properly displayed.
I don't know if this bug is worth fixing, if it only happens when skills are changed on the testserver using a debug NPC, then so what... And to make sure it doesn't happen when you get skills "the normal" way, I tested that too on Mallard's Eye, showed normally in client.
Ah, that looks like an unintended fallthrough in the dialogue. https://github.com/alige/tmwa-server-da ... g.txt#L156 Ali-G, can you amend your commit fixing this?baedamichi wrote: Then I guess the NPC just doesn't tell me correctly about my skills (see second screenshot), not being focused on any skill and at the same time being focused on raging seems sort of impossible.
Yes, all the debug NPCs call the same function.baedamichi wrote: One more question: Do all the NPCs use the same script? If yes, I guess testing on one of them is enough, if no, I guess I should pay the others a visit as well.
Thanks for feedback.
Re: TEST: Extended Debug NPC
There is no convenient way to set attributes without all this clicking or using commands... I think this option should be back.
Also, I think it'd be cool if there was one bot put in botcheck, since it's the cleanest place to test times.
I am not very sure about usability of "add all". IMHO it should either only max out all skills, basic, magic and focus, or, if it changes level, automatically 99 all attribs? First option sounds more useful for testing, while the second sounds better to fool around :)
Also, I think it'd be cool if there was one bot put in botcheck, since it's the cleanest place to test times.
I am not very sure about usability of "add all". IMHO it should either only max out all skills, basic, magic and focus, or, if it changes level, automatically 99 all attribs? First option sounds more useful for testing, while the second sounds better to fool around :)
I'm too much.
Re: TEST: Extended Debug NPC
Apart from what baedamichi allready pointed out, all seems to work as it should,
will it be interresting or possible, to have magic exp rise to the top ? more than 1200 ?
will it be interresting or possible, to have magic exp rise to the top ? more than 1200 ?
http://themanaworld.net/ a well known host for real players.
Re: TEST: Extended Debug NPC
Testserver updated with some changes and fixes.
I agree, I was talking with Ali-G in #tmw-dev about that and he added that as well.Derpella wrote:There is no convenient way to set attributes without all this clicking or using commands...
Ok, I just put one more debug NPC in botcheck.Derpella wrote:Also, I think it'd be cool if there was one bot put in botcheck, since it's the cleanest place to test times.
Since the magic system in its current state is only intended for that magic exp, there isn't really a need to have a higher value. But magic is one of the topics that's next on the list of projects, so when there's something to test/show about that, this will change.Whistler wrote:will it be interresting or possible, to have magic exp rise to the top ? more than 1200 ?
Re: TEST: Extended Debug NPC
A lot of new functions have been added to the debug NPC script these last days and a lot of fixes were done too.
If you have any request, suggestion, reports or any thoughts about the debug script, as it is now in the Test Server, please tell us now here.
--Alige
- You are now able to set your stats as you want.
- The maximum level is now 99, using this script, as it is for testing purposes only.
- You can now set any skill to the level 0.
- Messages now appear each time you change your character using this script.
If you have any request, suggestion, reports or any thoughts about the debug script, as it is now in the Test Server, please tell us now here.
--Alige
Re: TEST: Extended Debug NPC
At the moment all seems to work fine for me, except on one point: magic experience. (this point is not a new one by the way).
Magic experience is limited to 1200, and abizit says that "you're in almost perfect control of your magic".
Maximum in game is: "Magic flows naturally from you, readily and with ease. Your understanding of what you can currently control at present is flawless, far beyond your requirements to cast magic at this level. [Surely the Mana Seed will more than readily offer more magic for such a proficient user.]" 450% and over thus: 4.5*1200=5400 at least. The possible maximum is not mentioned.
An for even more comfort:
Add a cancel button to a particular stat numerical setting dialog (if possible).
Thank you for the job!
cordially;
Nard
Magic experience is limited to 1200, and abizit says that "you're in almost perfect control of your magic".
Maximum in game is: "Magic flows naturally from you, readily and with ease. Your understanding of what you can currently control at present is flawless, far beyond your requirements to cast magic at this level. [Surely the Mana Seed will more than readily offer more magic for such a proficient user.]" 450% and over thus: 4.5*1200=5400 at least. The possible maximum is not mentioned.
An for even more comfort:
Add a cancel button to a particular stat numerical setting dialog (if possible).
Thank you for the job!
cordially;
Nard
Re: TEST: Extended Debug NPC
We now changed from 1200 to 8000, regardless of the magic level.Nard wrote:The possible maximum is not mentioned.
Jenalya wrote: <Jenalya> https://github.com/themanaworld/tmwa-se ... plate#L245
<Jenalya> i think that's where the 1200 comes from
<Jenalya> looking at the formula ratio = (10 * experience - random(max_experience / 30)) / max_experience;
<Jenalya> and leaving out the randomness which is only for some jitter at the transistions, we have
<Jenalya> ratio = 10 * experience / max_experience;
<Jenalya> and if we set experience to 1200, we have 12000/1200 = 10
<Jenalya> so this should give
<Jenalya> ELSE IF ratio >= 10
<Jenalya> THEN message(caster, "You feel in perfect control of your magic" + if_then_else(level >= MAX_MAGIC_LEVEL,".",", and seem on the verge of something more... perhaps you should see the Mana Seed to ask for more magic?"));
<Jenalya> but due to the jitter, it probably often gives
<Jenalya> ELSE IF ratio >= 9
<Jenalya> THEN message(caster, "You feel in almost perfect control of your magic.");
<Jenalya> if you can in game get the message Nard described in his forum post, it seems the experience value is possibe to go above 1200, and the name "max_experience" is probably just missleading
<Jenalya> Alige: so i suggest that you modify the debug script to allow a value between 0 and 8000, regardless of the magic level
I'm sorry, but that is not possible in the script nor with any client. Sorry.Nard wrote:An for even more comfort:
Add a cancel button to a particular stat numerical setting dialog (if possible).
Our pleasure.Nard wrote:Thank you for the job!
--Alige
Re: TEST: Extended Debug NPC
If you're talking about a script dialog, (menu or input), you can always add an option "Cancel" or 0 (since 0 is not a valid stat value).Ali-G wrote:I'm sorry, but that is not possible in the script nor with any client. Sorry.Nard wrote:An for even more comfort:
Add a cancel button to a particular stat numerical setting dialog (if possible).
Incidentally, the menu command is actually supposed to show a "cancel" button, but the client doesn't implement this.
Random thought: is this debug NPC in the main server sources, using disablenpc if the debug constant is not set?
Former programmer for the TMWA server.
Re: TEST: Extended Debug NPC
As far as I can remember, WiKI has always said that it was possible to get more magic experience than required to reach magic level 3.Jenalya wrote: <Jenalya> https://github.com/themanaworld/tmwa-se ... plate#L245
<Jenalya> i think that's where the 1200 comes from
<Jenalya> looking at the formula ratio = (10 * experience - random(max_experience / 30)) / max_experience;
<Jenalya> and leaving out the randomness which is only for some jitter at the transistions, we have
<Jenalya> ratio = 10 * experience / max_experience;
<Jenalya> and if we set experience to 1200, we have 12000/1200 = 10
<Jenalya> so this should give
<Jenalya> ELSE IF ratio >= 10
<Jenalya> THEN message(caster, "You feel in perfect control of your magic" + if_then_else(level >= MAX_MAGIC_LEVEL,".",", and seem on the verge of something more... perhaps you should see the Mana Seed to ask for more magic?"));
<Jenalya> but due to the jitter, it probably often gives
<Jenalya> ELSE IF ratio >= 9
<Jenalya> THEN message(caster, "You feel in almost perfect control of your magic.");
<Jenalya> if you can in game get the message Nard described in his forum post, it seems the experience value is possibe to go above 1200, and the name "max_experience" is probably just missleading
http://wiki.themanaworld.org/index.php/ ... eveling_up Getting Started 2.1 Levelling up.
This may have been intentional. I presume that upper magic levels were originally planned to be released sooner , maybe they would have been released if balance problems didn't put some mess into the building.
Note that the random aspect of abizit answers was also intentional just as the result of other spells, except inwilt.
"The language of everyday life is clogged with sentiment, and the science of human nature has not advanced so far that we can describe individual sentiment in a clear way." Lancelot Hogben, Mathematics for the Million.
“There are two motives for reading a book; one, that you enjoy it; the other, that you can boast about it.” Bertrand Russell, Conquest of Happiness.
"If you optimize everything, you will always be unhappy." Donald Knuth.
“There are two motives for reading a book; one, that you enjoy it; the other, that you can boast about it.” Bertrand Russell, Conquest of Happiness.
"If you optimize everything, you will always be unhappy." Donald Knuth.
Re: TEST: Extended Debug NPC
Yes I was speaking about it; use of "0" to cancel is a good idea now, Thanks o11c!o11c wrote:[quotes...]If you're talking about a script dialog, (menu or input), you can always add an option "Cancel" or 0 (since 0 is not a valid stat value).
It is then an idea to forward to client developers. I just hope it will not make content developers'job more complicate.Incidentally, the menu command is actually supposed to show a "cancel" button, but the client doesn't implement this.
Cordially;
Nard
"The language of everyday life is clogged with sentiment, and the science of human nature has not advanced so far that we can describe individual sentiment in a clear way." Lancelot Hogben, Mathematics for the Million.
“There are two motives for reading a book; one, that you enjoy it; the other, that you can boast about it.” Bertrand Russell, Conquest of Happiness.
"If you optimize everything, you will always be unhappy." Donald Knuth.
“There are two motives for reading a book; one, that you enjoy it; the other, that you can boast about it.” Bertrand Russell, Conquest of Happiness.
"If you optimize everything, you will always be unhappy." Donald Knuth.
Re: TEST: Extended Debug NPC
As I said earlier, this is about a function... The debug NPCs on the testserver are just one-liners which call this function.o11c wrote: Random thought: is this debug NPC in the main server sources, using disablenpc if the debug constant is not set?
Re: TEST: Extended Debug NPC
What about an option to set all the stats to 99?
Also I used manaplus and all the icons were "misplaced"
What alt + k gives me in the main server, wasn't the same as in the test server.
Also I used manaplus and all the icons were "misplaced"
What alt + k gives me in the main server, wasn't the same as in the test server.
Re: TEST: Extended Debug NPC
Thans for the suggestion, I just added this feature. You just need for a test server restart to be able to test it.Piateluca wrote:What about an option to set all the stats to 99?
4144 chose to have a combination of emotes between client-data and ManaPlus. This is why it got some problems. However, if 4144 decides to use the emotes from the client-data, ManaPlus will look good for both The Mana World and Evol Online.Piateluca wrote:Also I used manaplus and all the icons were "misplaced"
Once again, this depends on the client you use. In addition, if you use the Mana client, you have an emote shortcut window in which you can chose the emotes you want to have for the numbers 1 to 0 and the two next keys. I hope this helps.Piateluca wrote:What alt + k gives me in the main server, wasn't the same as in the test server.
Best regards,
Alige