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View Full Version : [PROJECT] QA/Dev In-game Help Tool


Dhoom
September 25th, 2003, 07:25 PM
Something I'm currently working on:

I'm changing BlackJay's dlg and .py files to be a "helper".

So far, he's got two options when you talk to him:

1) Give me EXP (having an issue with this, debugging it now)
2) Give me 1000 Plat. (works fine, every time you talk to him and ask, he'll give you 1000 platinum.)

This is also a handy cheat tool, but it's Dev/QA uses are even better...

Level up characters, test feats, etc... test item creation skills (need the level to get the skill, exp to pay for the items, and gold for the cost), test tweaks to classes, etc, etc.

I'll post more about this, as I'd also like to add stuff to it. I'm thinking about adding a dialogue option to give the party an item, and then if you create an item, you edit the dialogue to add in your item # in the space, save the file, and load up the game.

Thoughts? Additions to this idea?

Kentamanos
September 25th, 2003, 07:32 PM
Originally posted by Dhoom
Something I'm currently working on:

I'm changing BlackJay's dlg and .py files to be a "helper".

So far, he's got two options when you talk to him:

1) Give me EXP (having an issue with this, debugging it now)
2) Give me 1000 Plat. (works fine, every time you talk to him and ask, he'll give you 1000 platinum.)

This is also a handy cheat tool, but it's Dev/QA uses are even better...

Level up characters, test feats, etc... test item creation skills (need the level to get the skill, exp to pay for the items, and gold for the cost), test tweaks to classes, etc, etc.

I'll post more about this, as I'd also like to add stuff to it. I'm thinking about adding a dialogue option to give the party an item, and then if you create an item, you edit the dialogue to add in your item # in the space, save the file, and load up the game.

Thoughts? Additions to this idea?

This sounds easier than hexediting saved games (or characters) every time you want to test something. Sounds like a good idea...

indio
September 25th, 2003, 08:24 PM
How bout trying to figure out what the actual ingame cheat code is?
I pulled this out of the .exe using hexedit. thre are a few references to cheats in it

cheats.all_spells_by_index: SUCCESS - added all_spells to obj=( %s/%I64d )......cheats.c / All_Spells_By_Index(): already knows spell=( %s ) as domain=( %s )...cheats.all_spells_by_index: FAILED - obj=( %I64d ) already has all_spells!

Mr. Underhill
September 25th, 2003, 08:53 PM
-Dhoom sounds like a great plan. Looking forward to trying it out.
keep us informed as to your progress.

Nomad_Wanderer
September 25th, 2003, 09:00 PM
Bonus points for Dhoom...Eggscellent IDea.

Dhoom
September 26th, 2003, 10:45 AM
Pushed v1.0 out the door, in the File thread:

[url]http://ussbrowarek.org/~ausir/toee/forum/showthread.php?threadid=137/[url]

Dhoom
September 26th, 2003, 03:02 PM
v1.5 will include Teleport Support to the following maps:

Map-9-Nulb-Interior-Snake-Brothel-1st-fl
Demo-Menagerie
Screenshot-temple_interior
Demo-Temple Interior
Demo-Temple Dungeon
Demo-Air Node
Demo-Hommlet
CLIP-TEST
Map-49-Colosseum

EvilMulder
September 26th, 2003, 03:06 PM
Aargh ! Me wants it now! :mad:

Mr. Underhill
September 26th, 2003, 06:05 PM
-Dhoom

I've transfered your Dev/helper over to Burne's Badgers and I've kept their origianl dialogue intact, Now the helpers are the Hommlet Gaurds, so you just have to go to the nearest one. I'm going to add the teleports to them and maby some other things, can you give me all the locations you already have so I don't have to look for them. I know your working on the wasterwork items dialogues, this way I can work on the Dev/Helper and save you some work.

Vaevictis666
September 26th, 2003, 06:33 PM
Excellent - that actually makes more sense too :) Doesn't re-use NPCs that are involved in (2) quests.

Mr. Underhill
September 26th, 2003, 06:37 PM
Yeah I wanted to keep Black Jay intact, and then it dawned on me that the Hommet guards would be perfect for this, There are more then one and they all use the dame .dlg so it just made sense.

Mr. Underhill
September 26th, 2003, 09:04 PM
Dhoom's modified dev/helper list of changes:
-Changed dev/helper from Black Jay to Hommlet Guards.
-Dialogue of Guards left intact.
-Altered Dialogue of dev/helper
-Can now make up to five different items
-Can now teleport to the first floor of the snake pit.
-Will make a Paladin fall, and atone him as well

Where elese would you like to go?
And what other functions do you think the dev/helper should provide?

Let me know. I won't up load until I here from Dhoom, since it's really just a mod of his mod.

Dhoom
September 26th, 2003, 10:53 PM
Excellent :) That's a good idea, actually.

If you want to take this over, feel free :)

I've uploaded a new version, with the teleport features:

http://members.cox.net/dhoom/Dev_helperv15.zip

If you have any questions, lemme know :)

I'm working on some possible additions to it, but they're mostly related to another project. If they work, I'll drop you the dlg code for the badgers.

EDIT::::

Link works now. Stoopid Capital D.

Mr. Underhill
September 26th, 2003, 10:59 PM
-Dhomm thanks...
I'll add the additional teleport features, from your new version. Yeah keep me posted on an ideas you may have.
I'm tempted to add the ability to have the guard join the party so dev/helper can follow you around, what do you think. btw he's a lvl 3 fighter. hehe. I'll post my revision in the Mods and Tools area.

Dhoom the link above dosn't work.

Mr. Underhill
September 27th, 2003, 01:34 AM
New version of Dev/helper available here (http://ussbrowarek.org/~ausir/toee/forum/showthread.php?s=&threadid=137).

It's at the bottom of the page. :)

Ares
September 27th, 2003, 06:03 AM
HI everyone,
I have been reading this board from the beginning and I really like the way it goes here.

Dhoom, I used your Blayk Jay Helper and did some experiments including traveling and teleporting by myself yesterday. I'm glad to see that you already implemented this stuff now :) .
But teleporting is still limited to certain places at the moment, so I guess it would be a good Idea to post how you can access every map in the game by editing the .dlg file. I'm thinking about opening a thread which explains the necessary files and how they work (already figured most of it out). What do you think of this idea?

~Ares

Dhoom
September 27th, 2003, 11:45 AM
I dub thee... Master of the Teleport!

heh.

Go for it :) We can use this info.

I don't think anyone else will have a problem with this.

Mr. Underhill
September 27th, 2003, 02:56 PM
-Ares let me know of your changes and I'll add it to a new version of the Dev/helper.

-btw..dhoom you don't mind that I sorta hijacked your dev/helper do you? don't wanna step on any toes, but I figured you had more important things to worry about with the masterwork additions and such. ;)

Dhoom
September 27th, 2003, 03:46 PM
I have yet to being to really "make" anything... I'm just playing around now, figuring out how stuff works :)

I did that because I figured it was an easy way to jump into the dlg scripting. :)

You way, with the joinable NPC, is tons better.

I just meant he should figure out the teleport locations, and post them... :D

As far as I'm concerned, it's "Underhill's Dev Helper" now, not mine :D

It's all open source, man :)

Mr. Underhill
September 27th, 2003, 03:48 PM
-nifty...I figured as much.

Ares
September 28th, 2003, 12:53 PM
Hi, I recently thought about another improvement to dhe QA/Dev Helper:
The annoying thing with the QA/Dev Helper is, that you always have to edit the .dlg file to change items you get or teleport locatons. It would be great to have the possibility to change the id's value ingame. My idea is, to add the option that the guard gives you an amount of gems, maybe 5000. This amount represents the id we need to give us an item. For example if we want the item with the id 4200 we simply throw 800 gems away.
Only thing we need is a function that checks how many units of an item you have. I haven't found such a function yet, but I'm sure it exists. Could be something like pc.item_count("gem id") . Maybe the shopkeeper scripts give a hint.
If we have this function we can simply implement it in the .dlg file. To make dynamic teleportations we could use three different gem types for the map_id, and the x/y coordinates.

What do you think of it and has anyone already seen such a function or a clue how to find out (maybe "try and error works ;)")?

~Ares

Mr. Underhill
September 28th, 2003, 01:23 PM
-Ares thats a great idea, I'll look into it as well, post your progress. :)