
Any suggestions about further features the debug NPC could have are welcome as well.
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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.
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 ?
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:Anfor 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!
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:Anfor even more comfort:
Add a cancel button to a particular stat numerical setting dialog (if possible).
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
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.
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?
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.