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Old August 26, 2012, 19:37   #1
buzzkill
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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.
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Old August 26, 2012, 22:24   #2
HallucinationMushroom
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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.
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Old August 26, 2012, 22:57   #3
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Ctrl-a followed by f should identify fully.
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Old August 27, 2012, 02:16   #4
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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.
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Old August 27, 2012, 02:36   #5
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^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.
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Old August 27, 2012, 03:52   #6
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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?
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Old August 27, 2012, 03:54   #7
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Quote:
Originally Posted by myshkin View Post
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.
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Old August 27, 2012, 04:23   #8
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Quote:
Originally Posted by buzzkill View Post
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.
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Old August 28, 2012, 14:13   #9
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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.
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Old August 28, 2012, 14:36   #10
Timo Pietilš
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Quote:
Originally Posted by nppangband View Post
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?
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