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Post by lusitania on Apr 10, 2006 23:52:15 GMT
It would be nice, in the training room (the [TEST] place), if the guy SET experience to a value rather than adding enough experience to reach that level. That way, you can go to, say, 25, check your stats, then bring your level back down to 15 and redo just the last 10 levels to see the effects of difference choices without having to make a completely new character.
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Post by Balduvard on Apr 10, 2006 23:59:08 GMT
I'm pretty sure it already does that. You just talk to the trainer, type in the level you want, and it takes you (gives you the exact amount of XP) to that level.
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Post by lusitania on Apr 11, 2006 9:26:47 GMT
Indeed, it does do that. But it is possible to have it SET your experience to that number rather than ADDING it. As it is now, if I say "Make me level 10", then "Make me level 5", I end up level 10 or higher. If it used the setxp scripting option, then I'd go to level 10 when I asked, then be reduced to level 5 when I asked for that, effectively undoing all the choices I made for levels 6,7,8,9,10, and letting me choose them over again. This would be useful if you wanted to see what effect different choices would have on something.
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Post by chainlink on Apr 11, 2006 14:07:28 GMT
Any chance of actually letting you have a basic (non-magical) selection of weapons in the room so you can get an idea of your ab when you are actually weilding them as it's a pain trying to figure this out when you are unarmed in the room?
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Post by holla on Apr 11, 2006 14:46:28 GMT
I agree with chainlink, the training room is a very handy tool to have but some expansion would be nice. Could a second room be added with 2 npcs/pedastals or something like that, 1 that would give some basic items from a list, +10 weapons, robes, fp, haste, mind immune, death immune etc... and the second that can be used to spawn a few different mob types. This should help with actual testing of builds.
Holla.
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Post by Delfestra Ruinvorn on Apr 11, 2006 14:54:14 GMT
I think you can go even easier...just pick short sword for melee types instead of the normal weapon, and add +10 to whatever the AB is with the sword equipped.
What I think would be a good improvement...is a hostile, invulnerable, combat dummy in the far corner, so you can rest away from it, and test effects on it.
And more importantly, add a line to the trainer chat to end the conversation - because if two people land in the room at once, both can't talk to the trainer at the same time unless one runs away far enough for the chat window to close...and it stays open while levelling.
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Post by FunkySwerve on Apr 11, 2006 15:41:44 GMT
And more importantly, add a line to the trainer chat to end the conversation - because if two people land in the room at once, both can't talk to the trainer at the same time unless one runs away far enough for the chat window to close...and it stays open while levelling. I'll happily do that, but you should know that ESC closes a convo. Funky
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Post by Balduvard on Apr 11, 2006 15:46:39 GMT
Lusitania, I'm really struggling to figure out what you're talking about. The script actually does set your XP according to what you ask for it (via the SetXP command). I have tested it myself, and the ability to level to something and then delevel is already there. It's just as simple as "Enter the level you want" and you're there. On the subject of further testing...I just use my powers of addition to figure out what numbers I would be at with equipment. We could probably do something about it, though it's another thing to add to the to-do list.
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Post by FunkySwerve on Apr 11, 2006 15:52:05 GMT
Indeed, it does do that. But it is possible to have it SET your experience to that number rather than ADDING it. That's a fantastic idea, but as Balduvard already explained, that's already how it works. Funky [EDIT] Oops, thats what I get for getting up to get coffee midway through a post.
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Post by Phantanya on Apr 11, 2006 17:41:43 GMT
There's a training room?
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Post by lusitania on Apr 11, 2006 18:55:11 GMT
Ah, I stand corrected. I must have misused it somehow when I tried to downgrade. Phantanya: The training room is accessed by making a new character, and putting [TEST] somewhere in its name. One of the information boards by the docks talks about it.
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Post by Delfestra Ruinvorn on Apr 12, 2006 1:20:54 GMT
And more importantly, add a line to the trainer chat to end the conversation - because if two people land in the room at once, both can't talk to the trainer at the same time unless one runs away far enough for the chat window to close...and it stays open while levelling. I'll happily do that, but you should know that ESC closes a convo. Funky It does - for me - but the issue is more getting the OTHER person to pay attention and end it. Providing a natural ending will get more people to do it on their own.
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Post by chainlink on Apr 12, 2006 12:00:08 GMT
I agree with chainlink, the training room is a very handy tool to have but some expansion would be nice. Could a second room be added with 2 npcs/pedastals or something like that, 1 that would give some basic items from a list, +10 weapons, robes, fp, haste, mind immune, death immune etc... and the second that can be used to spawn a few different mob types. This should help with actual testing of builds. Holla. Delfestra has a valid point as well so possibly you could keep it to fewer weapon types 1H, 2H, small , med , large, etc to keep it simple while letting different build types test their efficacy. There's not a need to have every weapon in the game in there but from a purely selfish point of view they should include Longsword, Rapier, Kama and Scythe! Standard +10 weapons and items would give you a better idea of your capabilities at lvl40.
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