Debug commands

Collapse
X
 
  • Time
  • Show
Clear All
new posts
  • buzzkill
    Prophet
    • May 2008
    • 2939

    Debug commands

    I need little help with the debug/wiz-mode command l - learn about objects. I'm trying to use this (in Ironband) to gain complete item knowledge but nothing seems to happen. All the other commands seem to work as expected.
    www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
    My banding life on Buzzkill's ladder.
  • HallucinationMushroom
    Knight
    • Apr 2007
    • 785

    #2
    After ctrl+a for debug mode, I would use 'c' to get an item, and choose a scroll of *identify*.

    Apologies if this makes no sense in Ironband, I have not played that in a long while either, but this has worked for me in the past when mucking around with debug characters in other variants.
    You are on something strange

    Comment

    • Therem Harth
      Knight
      • Jan 2008
      • 926

      #3
      Ctrl-a followed by f should identify fully.

      Comment

      • buzzkill
        Prophet
        • May 2008
        • 2939

        #4
        I wasn't clear. What I want is to populate my character's memory with base knowledge of every item in the game, so that I can browse through them all in the knowledge menu. It appears to me that is what the ctrl-a followed by the l command should do. I've also tried inserting a count before ctrl-a l, which didn't work either. I realize I can summon individual items, but that's far too tedious to build a complete set.

        Perhaps someone could just send me a very advanced/complete Ironband save file.
        www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
        My banding life on Buzzkill's ladder.

        Comment

        • Derakon
          Prophet
          • Dec 2009
          • 9022

          #5
          ^a-I used to be the *Identify* debug command, I'm almost positive. I don't think there is a "learn all flavors" debug command.

          Comment

          • myshkin
            Angband Devteam member
            • Apr 2007
            • 334

            #6
            In V, at least, C-a l is supposed to do what you want. However, in a cryptic fashion, it only learns about objects whose level is at most the count given before the command. So, 0100 C-a l should do the trick in Ironband. Is that not working for you?

            Comment

            • buzzkill
              Prophet
              • May 2008
              • 2939

              #7
              Originally posted by myshkin
              In V, at least, C-a l is supposed to do what you want. However, in a cryptic fashion, it only learns about objects whose level is at most the count given before the command. So, 0100 C-a l should do the trick in Ironband. Is that not working for you?
              No it's not. That's exactly what I tried, and also every minor variation of that. It seems to do absolutely nothing.
              www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
              My banding life on Buzzkill's ladder.

              Comment

              • myshkin
                Angband Devteam member
                • Apr 2007
                • 334

                #8
                Originally posted by buzzkill
                No it's not. That's exactly what I tried, and also every minor variation of that. It seems to do absolutely nothing.
                It looks as if V's and NPP's handling of the aware and everseen flags changed over the years. As a quick hack, if you add

                Code:
                k_ptr->everseen = TRUE;
                as the last line of the innermost block in do_cmd_wiz_learn() in wizard2.c and recompile, C-a l will then work as expected.

                Comment

                • nppangband
                  NPPAngband Maintainer
                  • Dec 2008
                  • 926

                  #9
                  There isn't code to support exaxctly what you want to do (although that would be a great wizard mode command to add, so I will put it in NPP 060).

                  You would have to add some code and re-compile the game to do what you want.

                  The complete list of wizard mode commands in NPP 0.5.4 (Ironband is probably slightly different) is:

                  " Create spoilers
                  ? Help
                  a Heal, cure, and restore the player
                  b Teleport to target
                  c create a specific item
                  C create a specific artifact
                  d wizard light the dungeon, cast detection spell
                  D re-draw the dungeon (priest alter reality spell)
                  e edit the character
                  f *Identify* an item
                  F create a specific feature
                  g create a good item
                  h recalculate hitpoints
                  i mass identify with a radius of 3
                  j jump to another dungeon level of the players choice
                  k self knowledge
                  l identify and locate all objects in the dungeon
                  m magic map the dungeon
                  M create 15 random normal items
                  n summon a specific monster
                  o edit an object
                  p phase door the player
                  q query the dungeon
                  R create a specific monster
                  s summon a random monster
                  t teleport the player
                  u unhide all monsters
                  v create a very good item
                  w wizard light the dungeon
                  x increase player experience
                  z zap monsters (cast a banishment spell)
                  _ look at monster flow
                  / Show all monster flows

                  You could jump to level 127, and use M to start creating objects, and then i to identify them, then 'c' to create specific, rare objects such as power dragon scale mail. That will eventually give you what you need.

                  Do you ever use a compiler? I could give you the code to insert that will accomplish what you need.
                  NPPAngband current home page: http://nppangband.bitshepherd.net/
                  Source code repository:
                  https://github.com/nppangband/NPPAngband_QT
                  Downloads:
                  https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                  Comment

                  • Timo Pietilä
                    Prophet
                    • Apr 2007
                    • 4096

                    #10
                    Originally posted by nppangband
                    There isn't code to support exaxctly what you want to do
                    n summon a specific monster
                    R create a specific monster
                    What is the difference between these two?

                    Comment

                    • fizzix
                      Prophet
                      • Aug 2009
                      • 3025

                      #11
                      Originally posted by myshkin
                      It looks as if V's and NPP's handling of the aware and everseen flags changed over the years. As a quick hack, if you add

                      Code:
                      k_ptr->everseen = TRUE;
                      as the last line of the innermost block in do_cmd_wiz_learn() in wizard2.c and recompile, C-a l will then work as expected.
                      This seems like it should be pulled into V.

                      Comment

                      • nppangband
                        NPPAngband Maintainer
                        • Dec 2008
                        • 926

                        #12
                        Originally posted by Timo Pietilä


                        n summon a specific monster
                        R create a specific monster

                        What is the difference between these two?
                        Not very much. Summon a monster places the monster close to the player . Create a specific monster places it somewhere random on the dungeon level.
                        NPPAngband current home page: http://nppangband.bitshepherd.net/
                        Source code repository:
                        https://github.com/nppangband/NPPAngband_QT
                        Downloads:
                        https://app.box.com/s/1x7k65ghsmc31usmj329pb8415n1ux57

                        Comment

                        • buzzkill
                          Prophet
                          • May 2008
                          • 2939

                          #13
                          Originally posted by nppangband
                          Do you ever use a compiler? I could give you the code to insert that will accomplish what you need.
                          I have Dev-C++ installed on my laptop, but never attempted compiling anything as remotely complex as Angband. IMO it (know all items/flavors) would fit better with the cheat options than debug mode, or both. Also, "know all terrains" might be nice.
                          www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                          My banding life on Buzzkill's ladder.

                          Comment

                          • buzzkill
                            Prophet
                            • May 2008
                            • 2939

                            #14
                            Originally posted by fizzix
                            This seems like it should be pulled into V.
                            There's a ticket for a revamp of de-bug commands for V. I think it's slated for 4.0.
                            www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                            My banding life on Buzzkill's ladder.

                            Comment

                            • half
                              Knight
                              • Jan 2009
                              • 910

                              #15
                              Originally posted by buzzkill
                              There's a ticket for a revamp of de-bug commands for V. I think it's slated for 4.0.
                              The V Dev Team will probably want to look at debug mode in Sil. New commands I added include:

                              l: wizard look mode. Like normal look, except if you are looking at a square and type a character, you create that thing on the square (e.g. wall, edged weapon, dragon). Pressing (space) increments it to the next thing with that symbol, (tab) re-rolls the thing of that type (e.g. a new shortsword), (backspace) toggles permanent light on that square. This is how the tutorial was created, and is great for testing.

                              f: forget all items, monsters, map, the fact you have been in debug mode... (useful for creating interesting starting savefiles for tournaments)

                              I also have a screen of debug options that are only available in debug mode, which include:

                              Continually display all monsters
                              Continually display all noise levels
                              Continually display all scent levels
                              Continually display all light levels
                              Show all skill rolls
                              Timestop (Don't allow monsters to get a turn)

                              As well as all the standard cheat mode things...

                              Here is a screenshot of me displaying all noise levels (I can't explain how useful this was for debugging!):

                              Comment

                              Working...
                              😀
                              😂
                              🥰
                              😘
                              🤢
                              😎
                              😞
                              😡
                              👍
                              👎