Testing high level dungeons?

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SpiderFighter
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Testing high level dungeons?

Post by SpiderFighter »

This may be a stupid question (in fact, I'm hoping it is), but is there a way to test a higher level dungeon without throwing a ton of tomes of wisdom and appropriate gear around the starting area? I realize I can use quick kill, but I'd like to test balance and progression of fights.
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Neikun
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Re: Testing high level dungeons?

Post by Neikun »

There's a console command for modifying attributes.
I'm lazy though, I just clone a snail with 1 HP and 9999999xp
Appropos equipment: at test starting pos, pile equipment they should have at that point. Try to forego putting things only attainable through secrets so that people who missed out don't get screwed.
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SpiderFighter
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Re: Testing high level dungeons?

Post by SpiderFighter »

Neikun wrote:There's a console command for modifying attributes.
I'm lazy though, I just clone a snail with 1 HP and 9999999xp
Appropos equipment: at test starting pos, pile equipment they should have at that point. Try to forego putting things only attainable through secrets so that people who missed out don't get screwed.
Brilliant suggestion, that! Thanks.
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Komag
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Re: Testing high level dungeons?

Post by Komag »

after doing all the xp farming and leveling of your party, you can just make a savegame and then import the characters in the future. Make several save games of different levels of power, abilities, party makeups, etc. Then you only need to place the equipment (or better yet, script it in to instantly go into everyone's inventory right at map-start)
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Komag
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Re: Testing high level dungeons?

Post by Komag »

Here is a copy of the simple script I currently keep in my dungeons while working on them to give my players some few basic default items to use during testing

party:getChampion(1):insertItem(11,spawn("scroll"):setScrollText("Welcome to your DEATH!\n...dare you venture on?"))
party:getChampion(1):insertItem(12,spawn("iron_key"))
party:getChampion(1):insertItem(13,spawn("brass_key"))
party:getChampion(1):insertItem(14,spawn("brass_key"))
party:getChampion(1):insertItem(7,spawn("dagger"))

party:getChampion(2):insertItem(7,spawn("hand_axe"))
party:getChampion(2):insertItem(11,spawn("knife"))
party:getChampion(2):insertItem(4,spawn("leather_boots"))
party:getChampion(2):insertItem(12,spawn("torch"))
party:getChampion(2):insertItem(13,spawn("torch"))
party:getChampion(2):insertItem(14,spawn("torch"))

party:getChampion(3):insertItem(5,spawn("tattered_cloak"))
party:getChampion(3):insertItem(7,spawn("short_bow"))
party:getChampion(3):insertItem(8, spawn("arrow"):setStackSize(6))

party:getChampion(4):insertItem(7,spawn("legionary_spear"))
party:getChampion(4):insertItem(5,spawn("tattered_cloak"))
party:getChampion(4):insertItem(8,spawn("whitewood_wand"))
party:getChampion(4):insertItem(11,spawn("mortar"))
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SpiderFighter
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Re: Testing high level dungeons?

Post by SpiderFighter »

@Komag: Thanks, I appreciate that. That will definitely be useful for major testing in-game, but I was thinking more along the lines of quick and dirty whilst in editor mode. Still, I'll absolutely use that for my final run-throughs!
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