A way to abuse the debug menu:
- create a character, debug yourself to have LOTS of money (millions)
- Walk to the nearest beastmaster (Lothlorien?)
- research monsters
- die
- Create a new character: *poof* Full monster memory.
Here's even a nice little script to aid you in abusing it:
#!/usr/bin/ruby
hsh = Hash.new(0)
File.open('/usr/share/tome/edit/r_info.txt', 'r').each_line do |l|
next unless l =~ /^G:.:.\n/
key = l.split(':')[1]
hsh[key] += 1
end
hsh.each do |i|
0.upto(i[1]) {|j| puts "r" + i[0] + Array.new(j, "F").to_s + 'r' }
end
It generates the stuff you can paste into the game. You have to be already in the shop. Don't paste too much or it'll segfault.
BucketMan: If you just want to know about monsters, wouldn't it be far simpler to simply open up a text editor and look at the edit files? While you're there you can look up artifacts and special map levels as well. None of this is encrypted, and there are a number of websites that allow you look it all up. It's not any tremendous secret.
Also, considering the amount of effort you're going to to "abuse" this, why not compile your own copy of ToME in which all monsters die with one hit? Seriously, what would you have us to do "fix" this?
Finally, are you really suggesting that it's a "bug" that the engine doesn't accommodate people who create bad scripts in order to cheat?
And what's your proposed solution for this?
Yes you can. Yes. Yes. No. You are wrong about scripts -- the script is just a way to abuse the hole in the engine. The real problem is that the monster memory gets saved when using debug mode. Or alternatively, that the character won't stay in debug mode over deaths.
JohnGilmore: Anything which had "go into debug mode" is almost by definition not a bug. I CAN see how it would seem to be one though. I've often used a character to hunt up and fix bugs, and dieing is often a part of that process, and then fixed the bug and gone on to extensive "testing".
Even if we are to classify this as a bug, there isn't a simple or easy solution - the monster memory is an integral part of the game, it needs to be debuged to, so we can't simply turn it off while in debug mode. And the information of what the last character (the poor chap who died before this one came into existance) is lost when the new guy starts learning things. You'd have to have two completely seperate versions of the monster memory to make it work. And then THAT feature would have to be debuged, of course.
No. It's pointless. Though there is a possible abuse there, it's not a serious one - note that the challenge contests and such always start from a savefile, so this wouldn't even affect a competition.
AnonymousHero: Firstly, to the reporter: Please add your username before your replies; it's pretty difficult to tell who said what... Secondly, there is a semi-simple fix: When creating a character in an old save file simply wipe the monster memory if the previous incarnation was in debug mode. This is in the "peanuts" department though and very unlikely to get fixed.
ShrikeDeCil If you're actually _looking_ to cheat, it is trivially easy. No reason to care about save files being 'marked.' Changing one line of k_info.txt to "W:0:0:10:3000000" under 'Ration of food' would mean that you can sell your starting food. Save. Then change the line back.
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