Stendhal Testing: Difference between revisions
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** <creature>elder ogre</creature>, <creature>ogre soldier</creature> & <creature>superogre</creature>: 4 sounds copied from <creature>ogre</creature> <span style="color:blue; font-weight:bold;">TESTED BY</span> <player>deluge|AntumDeluge</player>: <span style="color:orange;">Should already be in current release, will check.</span> |
** <creature>elder ogre</creature>, <creature>ogre soldier</creature> & <creature>superogre</creature>: 4 sounds copied from <creature>ogre</creature> <span style="color:blue; font-weight:bold;">TESTED BY</span> <player>deluge|AntumDeluge</player>: <span style="color:orange;">Should already be in current release, will check.</span> |
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** Moved <creature>green slime|slimes'</creature> sound effects to "movement". <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
** Moved <creature>green slime|slimes'</creature> sound effects to "movement". <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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=== Sprites === |
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<b>Edited sprites:</b> |
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* Added "elf ears" to the following dark elves |
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** <creature>dark elf</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>dark elf knight</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>dark elf archer</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>dark elf elite archer</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>dark elf admiral</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>dark elf captain</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>dark elf general</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>dark elf sacerdotist</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>dark elf viceroy</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>dark elf wizard</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* Lowered ears on front-facing <creature>dark elf ranger</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* <creature>chaos warrior</creature>: |
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** Removed white outline on sword. <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** Repositioned left and right facing frames so sword isn't cut off. <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* Reposition north and south-facing frames so <creature>pigeon</creature> does not "wobble" <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* Changed <creature>grobble monster</creature> so that if faces backward in all directions when walking <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* Fixed <creature>winged blurble</creature> so that head isn't behind wings <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* Made elf ears more visible: |
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** <creature>mage elf</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>archmage elf</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>archer elf</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>commander elf</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>elf bodyguard</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>elf sacerdotist</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>soldier elf</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>militia elf</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>albino elf swordsman</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>albino elf archer</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>albino elf magician</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>albino elf king</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>albino elf queen</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>dark elf matronmother</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>dark elf ranger</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>dark elf master</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* Changed helmet on <creature>ogre soldier</creature> to show mohawk from front and rear view. Also placed axe behind sprite on front-facing frames. <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* Altered frames so weapon/shield only shows on either front or back |
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** <creature>albino elf swordsman</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>albino elf archer</creature> (also redrew body) <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>winged blue imp</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>blordrough corporal</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>oni king</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>barbarian elite</creature> (also redrew body) <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>mithrilbourgh knight</creature> (also changed sword) <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>oni archer</creature> (and redrew body) <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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** <creature>hunter</creature> (and redrew body) <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* Added crown on north-facing frames of <creature>albino elf king</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* Drew head and body in front of wings on south-facing frames for <creature>chaos overlord</creature>. <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* Adjusted horns on north-facing frames of <creature>barbarian chaman</creature> <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* Make <creature>violet avenger</creature>'s face flash in left and right-facing directions. <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* Adjusted <creature>madaram buster blader</creature>'s sword in east and west-facing frames. <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* Removed shadow of <creature>cave troll</creature>. <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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* <creature>winged blue imp</creature>: turned pitchfork around on south-facing frames to point forward. <span style="color:blue; font-weight:bold;">TESTED BY:</span> <player>deluge|AntumDeluge</player> |
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=== Corpses === |
=== Corpses === |
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Revision as of 23:15, 28 July 2013
Testing Stendhal is not only fun, it's also very important because it can solve problems before releases. If you find any problems or need help with testing please ask at #arianne. If you have found a bug, feel free to submit a report directly.
We have a dedicated test server on stendhalgame.org Port 32100. It is refreshed with new code and a new copy of the real database once a day. You can login with your normal account, if it is a least one day old.
You may need a test client. Please note that the test client will not update automatically.
Just save the stendhal-1.48.5.zip file, extract it into a new folder, then double click the stendhal-1.48.5.jar.
Testing Key:
◼: not tested
◼: tested
◼: not working
◼: fix committed but not tested
Tests specific to the next release
You can use a 1.48 release client to logon to test server, but if you want to test the 1.48.5 client you can do so.
It is helpful to also use the test client to play on the main, release, server. Playing normally with the 1.48.5 client could help us uncover new client side bugs, so long as any bug reports make it clear which version of client you use and which server you are playing on.
World changes
Achievements
New achievements
- A bit xenophobic (activated) TESTED BY: <player "deluge" not found>
- Loot a complete xeno set: xeno armor, xeno helmet, xeno cloak, xeno legs, xeno boots, xeno shield
NPCs
Paths
Paths for Passive NPCs
Watch for problems with any NPC type (SpeakerNPC, PassiveNPC, Creature, Sheep, etc.) that could be caused by these changes.
- <player "deluge" not found>: When trying to implement random paths for PassiveNPCs I ran across a problem of the NPC stopping after the path cycle was complete. PassiveNPC fixes this by overriding onFinishedPath() and calling setRandomPathFrom(). setRandomPathFrom() has been moved up to GuidedEntity.
- NPCs can now pause for a determined amount of turns on path completion TESTED BY: <player "deluge" not found>
- TODO:
- Apply to SpeakerNPC (uses prelogic instead of logic) and other sub-classes of GuidedEntity.
- TODO:
- Added roaming radius for NPCs using random path
- There are two options for entity reaching the edge of radius:
- entity returns to original position. NOT TESTED
- entity moves back in opposite direction a random number of steps between 1 and radius value. TESTED BY: <player "deluge" not found>: "Puppy in Semos does not appear to leave radius."
- There are two options for entity reaching the edge of radius:
- TODO:
- Fix paths to work in collision areas
Creatures
Organization
Creature tilesets and spritesheets reorganization is planned at a slow pace so as to not create an overwhelming amount of missing sprites between client/server compatibility. The following creatures have been re-organized and will cause server-test client incompatibiliteis:
- None so far
Sound effects
- New sound effects
- stone golem: 1 new sound TESTED BY: <player "deluge" not found> Should already be in current release, will check. Needs to be changed to "movement" sound when applicable
- Adjusted sound effects
- elder ogre, ogre soldier & superogre: 4 sounds copied from ogre TESTED BY <player "deluge" not found>: Should already be in current release, will check.
- Moved slimes' sound effects to "movement". TESTED BY: <player "deluge" not found>
Corpses
Added "harmless" corpse:
- puddle_light_blue
- ice giant TESTED BY: <player "deluge" not found>
- cloaked_brown_2x2
- elder giant TESTED BY: <player "deluge" not found>
- lord durin TESTED BY: <player "deluge" not found>
- cave troll TESTED BY: <player "deluge" not found>
- cloaked_red_2x2
- imperial general giant TESTED BY: <player "deluge" not found>
- master giant TESTED BY: <player "deluge" not found>
- cloaked_black_2x2
- black giant TESTED BY: <player "deluge" not found>
- amazoness giant TESTED BY: <player "deluge" not found>
- cloaked_green_2x2
- kasarkutominubat TESTED BY: <player "deluge" not found>
New drops
- xeno helmet: xenocium @ 1.5% TESTED BY: <player "deluge" not found>
Items
New items
- xeno helmet TESTED BY: <player "deluge" not found>
Audio
Altered audio files
- data/sounds/
- trash-3: removed noise; trimmed silence
- Affects: 0_semos_city ambient sound near inn, int_semos_tavern ambient sound NOT TESTED
- trash-3: removed noise; trimmed silence
Maps
Reworked maps
Changed from "table_round_white" tileset to "table_white" and made tables & counters usable:
- 0_ados_city_n2 TESTED BY: <player "deluge" not found>
- 0_fado_city TESTED BY: <player "deluge" not found>
- 0_semos_mountain_n2 (mine town weeks) NOT TESTED
- int_ados_house_52 TESTED BY: <player "deluge" not found>
- int_ados_house_54 TESTED BY: <player "deluge" not found>
- int_ados_house_58 TESTED BY: <player "deluge" not found>
- int_ados_house_59 TESTED BY: <player "deluge" not found>
- int_ados_house_60 TESTED BY: <player "deluge" not found>
- int_ados_house_61 TESTED BY: <player "deluge" not found>
- int_ados_house_66 TESTED BY: <player "deluge" not found>
- int_ados_ross_house TESTED BY: <player "deluge" not found>
- int_ados_zaras_house_1 TESTED BY: <player "deluge" not found>
- int_athor_apartment_107 TESTED BY: <player "deluge" not found>
- int_fado_lovers_room_14 TESTED BY: <player "deluge" not found>
- int_kirdneh_house_39 TESTED BY: <player "deluge" not found>
- int_kirdneh_house_40 TESTED BY: <player "deluge" not found>
- int_kirdneh_house_43 TESTED BY: <player "deluge" not found>
- int_kirdneh_house_46 TESTED BY: <player "deluge" not found>
- int_magic_clothing_boutique TESTED BY: <player "deluge" not found>
Reworked entire map:
- int_ados_house_70 TESTED BY: <player "deluge" not found>
Cleaned up earth edges so sprite is not "behind"
- 0_ados_mountain_n2_w TESTED BY: <player "deluge" not found>
Fixed layers so characters' heads do not show when walking through minecart tunnels
- -2_semos_mine_n_e2 TESTED BY: <player "deluge" not found>
Map audio
Added interactive objects:
- guitar
- int_ados_house_70 TESTED BY: <player "deluge" not found>
Added music:
- 0_athor_island_e (cannibals' area) TESTED BY: <player "deluge" not found>
Tilesets
Edited tilesets
Added tiles
- ground\ladder\vertical_pale.png
- 0_semos_mountain_n2_e2 TESTED BY: <player "deluge" not found>
Replaced
- furniture/chair/bench_white.png TESTED BY: <player "deluge" not found>
- furniture/table/orb_table.png TESTED BY: <player "deluge" not found>
- item/gothic/skull_post.png TESTED BY: <player "deluge" not found>
Quests
Altered quests
Dragon Lair
- Wishman no longer teleports player into lair. TESTED BY: <player "deluge" not found>
- Message sent to player about door being locked when trying to enter when quest either not started, completed or rejected. TESTED BY: <player "deluge" not found>
- Door to lair is "unlocked" when player starts quest TESTED BY: <player "deluge" not found>
- Quest is set to "done" when player exits lair TESTED BY: <player "deluge" not found>
- Added message "Wishman has unlocked the dragon lair." to travel log while quest is active. TESTED BY: <player "deluge" not found>
- Moved travel log "wait" message to quest state "done". TESTED BY: <player "deluge" not found>
Items moved from Weekly Item Quest to Daily Item Quest
- blue helmet, blue shield, blue armor, blue legs. NOT TESTED
- Especially test please, if it affects open weekly item quests with these items which have been started before the release with the new tables implemented :) TESTED BY: <player "deluge" not found>: Seems to work fine. Hazel still accepts blue items from previously started quests (tested on localhost).
New Quests
Help With the Harvest
- Pushable blocks concept at hay carts
- Start NPC: Eheneumniranin
- Does Eheneumniranin explain the quest good enough and understandable? TESTED BY: <player "deluge" not found>
- Ados Farm map: marking positions for hay carts in front of Karl's Barn TESTED BY: <player "deluge" not found>
- Sign on Karl's barn for marking it TESTED BY: <player "deluge" not found>
- Is quest finishable? Is there anything which breaks the quest? NOT TESTED
- If sound not muted: Do you get a sound when pushing it? (open bug report on sets in too late) NOT WORKING Tested by: <player "deluge" not found>
- BUGS:
- Collected bugs tracker entry at ID: 3613997 (HelpWithTheHarvest bugs)
Traps for Klaas
- Start NPC: Klaas (-2_athor_ship_w2)
- Tests specific to this quest:
- NPC only accepts rodent traps if player has 20. TESTED BY: <player "deluge" not found>
- after quest accepted NPC should offer information for "trap(s)" and "rodent trap(s)". TESTED BY: <player "deluge" not found>
- after quest completed if player lost "note to apothecary" NPC should offer replacement. If antivenom ring quest has already been started then player should not get replacement. DISABLED/TODO
- Reward:
- 5 greater antidote TESTED BY: <player "deluge" not found>
- 1000 XP TESTED BY: <player "deluge" not found>
- 10 karma NOT TESTED
- TODO:
- Make quest repeatable every 24 hours.
- Add note to apothecary item as reward when Antivenom Ring quest is ready. Note will only be given on quest completion if player is not already carrying one and Antivenom Ring quest has not been started.
- Only have Klaas buy rodent traps if quest has been completed at least once. Currently may no be possible.
Client
- New animated status indicator overlay image for "poisoned". TESTED BY: <player "deluge" not found>
Other changes
- Added setQuestWithTimestamp() methods to Player.java NOT TESTED
Anything in the change log which isn't mentioned
Changes that may not be in next release or need approval
Creatures
New creatures
- myling DISABLED
- class: undead
- current stats: level 201, ATK 1153, DEF 96, HP 3801, speed 1.0, XP 83700, respawn 24500 (??)
- current drops:
- current locations:
New drops
- medicinal ring:
Touched up sprites
- winged blue imp NOT TESTED
Quests
New quests
Antivenom Ring DISABLED
- Start NPC: Jameson (int_apothecary_lab, 0_semos_mountain_n2_w)
- Tests specific to this quest:
- There are three NPCs that give hints as to the location of Jameson by responding to "apothecary": Valo, Haizen and Ortiv Milquetoast. NOT TESTED
- Must have completed quest Traps for Klaas to enter int_apothecary_lab. NOT TESTED
- Quest should not be offered unless player is carrying "note to apothecary". NOT TESTED
- If player asks for "quest" without carrying note to apothecary NPC should offer a hint to speak with Klaas. NOT TESTED
- after quest accepted NPC should offer information for "ring(s)", "medicinal ring(s)", "antivenom ring(s)" "(gm) antitoxin ring(s)", "gland(s)", "venom gland(s)", "fairy cake(s)", "cake(s)", "mandragora(s)", "root(s) of mandragora(s)", "snake(s)", "cobra(s)". NOT TESTED
- NPC should accept 1 antitoxin ring, 2 roots of mandragora, 5 fairy cakes and 1 venom gland. NOT TESTED (AntumDeluge: Should more items be added to list?)
- Wait should be 30 minutes between bringing all items and receiving reward. NOT TESTED
- Reward:
- antivenom ring NOT TESTED
- 2000 XP NOT TESTED
- 25 karma NOT TESTED
Misc.
Tile layers
- New layers
- "gore"
- "violent" images, such as blood, can be placed on this layer which is not drawn if "blood and corpses" setting is turned off ( this has not yet been added to CVS )
- "gore"
Items
New items
- holy water DISABLED
- medicinal ring: antipoison 0.25 DISABLED
- antivenom ring: antipoison 0.5 DISABLED
- gm antitoxin ring: antipoison 1.0 (gm summon only) DISABLED
- note to apothecary (reward from Traps for Klaas quest, used in Antivenom Ring quest) DISABLED
Attributes
- Antipoison attribute for rings and defense equipment has been implemented: UNDER REVIEW
- Under attributes tag in item.xml add a tag called "antipoison" with a value between "0.0" and "1.0"
- "0.0" represents no resistance to poison and "1.0" represents full immunity
NPCs
New NPCs
- Jameson (int_apothecary_lab, 0_semos_mountain_n2_w) DISABLED Tested by: <player "deluge" not found>, <player "bluelads4" not found>: Hints to the hidden door would be great to have and maybe a hint to Klaas, too (discussed in #arianne), <player "deluge" not found>: Note placed on table in int_apothecary_cabin that references Klaas)
- Tollbooth operaton (no name yet) DISABLED
- Guards the bride in 0_semos_canyon
Sprites
Cleaned up elf ears:
Changed sprite:
- Seremela NOT TESTED
Maps
New maps
- Apothecary's lab NOT ACCESSIBLE
- int_apothecary_cabin
- int_apothecary_lab
- 0_semos_canyon north of 0_semos_mountain_n2_e2 NOT ACCESSIBLE
TODO
- New item: bait
- different baits can be used to increase chances of catching fish
- PasswordCheckingPortal
New Tests
- In preparation for containers, there are many changes how items are handled. This can introduce new bugs in old features. Please pay special attention to these things:
- Check that picking up, dropping and moving items works correctly
- Check that using items from ground, corpses, bag or keyring works as before
- Check that items bound to players can only be picked up or used by the owner
- Check that corpse protection still works
- Check that you can't pick up items from below other players, unless the item is bound to you
- Anything else you can think of related to item handling
Standard tests
- Move around
- Use double click on main screen to walk
- Use double click on Minimap to walk
- Use auto key focus to walk and stop walking
- Collide with something
- Collide with objects
- Check that your Minimap, Settings Panel, Bag, Keyring, Buddies list and Character Window appear correctly
- Use Look, /tell, /who, Attack and Stop Attack
- Use Set Outfit
- Use admin *Destroy, *Inspect and *Alter
- Run admin script
- Talk with NPC
- Change zone
- Use portal. especially any which might have changed recently
- Use teleport scrolls
- Use summon scrolls
- Visit many areas. Any NPCs who can't be created will show up in your console log
- Buy items
- Sell items
- Buy a sheep
- Sell sheep
- Attack a creature
- Loot a corpse
- Move corpses around
- Level up
- Harvest grain
- Pick food from a plant grower and check it grows back
- Get item produced and collect it
- Use a bank chest
- Use item taken from bank chest
- Use a bank vault
- Use a scroll from the bank vault
- Logout in the bank vault
- Move items from body to bag
- Drop items
- Move items around on the ground
- Redo some quests, pick at random from StendhalQuest
- Do Semos Mayor quest
- Do Ados mayor quest
- Do deathmatch
- Go to dreamscape and 7 kikareukin clouds
- Use the wizard bank
- Gamble in Semos tavern
- Play blackjack on Athor ferry
- Do /where playername
- Use /support and /supportanswer
- Check /help and /gmhelp
- Add buddies
- Remove buddies
- Rent an outfit
- Rent a sign from Gordon
- Push someone
- Get sent to jail, get released
- Ignore someone
- Remove the ignore from someone
- Go /away with a message, have someone else /msg you, check the mouse over box in the status pannel
- Go /grumpy with a message, have buddy and non buddy /msg you, check the mouse over box in the status pannel
- Get poisoned
- Eat too much
- Die (many ways)
- Login in with wrong version. It MUST warn
- Login to server. It MUST work
- Listen to music and sound
- Login using webstart
- Login using automatically updated client
- Create a new character. It MUST work
- Run /script NPCPathCheck.class
Notes
- When you do each stage, read your console log.
- For quest testing: if you want to use an existing char, that has done most quests, you can reset all quests by saying cleanme! (with "!") to Diogenes. This only works for admins.
- The test server log is here and can be useful to check if something strange happened (just scroll to the bottom for the latest entries)
Create chat log for tests
Please try to play dumb and fool the NPC by asking stupid question which may confuse him. For example say that you already have the items you are supposed to fetch although this is not true, yet. Reject the quest first time and only return later to accept it. Try to ask to start the quest again once it has finished, this kind of thing.
Please say Bye when you want to finish the conversation if the NPC is still listening.
We need full chat dialog for these quests:
- FishermansLicenseQuiz from the fisherman in Ados huts
- Meet Io
- Getting a maze from Haizen chatlog needed: solving maze, chatlog there for: player logs off while doing it
- Meet Zynn Iwuhos
Dice Gambling with RicardoJunit test needs creation still- Trading with Harold (Patches tracker ID: 3520165)
- FindJefsMom
- KillMonks
- CleanAthorUnderground
- WaterForXiphin (Patches tracker ID: 3520164)