Visible Debug 1.2
Visible Debug 1.2mikb89
Introduction
Sometimes something goes wrong with events, switches and variables. You don't know what is happening, you just know they don't work.
With this script you can set in game a list of parameters to take under control and they'll be shown and updated in real time.
Features
The parameters list includes:
[*]switches and variables, events' self switches;
[*]events, player, actors, battlers character's graphic;
[*]events and player Through state and position;
[*]tile id of current player position;
[*]items, weapons, armors possession number;
[*]battlers' hp, sp, atk, pdef, str, dex, int, agi, state;
[*]actors' name & level (enemies don't have that);
[*]others useful datas you can check in configurations and can add your own.
Screenshots
http://img341.imageshack.us/img341/806/visibledebugxp.png
How to Use
Copy the script under Materials to use, then press F9 as usually and a choice window should appear.
Other infos in the comments.
Demo
Multilanguage demo v. 1.2 (805 K
http://www.mediafire.com/?fazb7tuowp9winy
Script
Spoiler Code:
# Visible Debug v. 1.2 # XP version # by mikb89# Details: #Sometimes something goes wrong with events switches and variables. You don't # know what is happening, you just know they don't work. #With this script you can set in game a list of parameters to take under # control and they'll be shown and updated in real time. #This list includes: # - switches and variables, events' self switches; # - events, player, actors, battlers character's graphic; # - events and player Through state and position; # - tile id of current player position; # - items, weapons, armors possession number; # - battlers' hp, sp, atk, pdef, str, dex, int, agi, state; # - actors' name & level (enemies don't have that); # - others useful datas you can check here in configurations and can add your # own.# Configurations: module VDEBUG # Here's a list of terms you can change as you want: HELP_TEXT = "Enter: add/remove; Pag: change list." # Help yourself! # These are what appears on F9 press: CALL_CLASSIC_DEBUG_TEXT = "Debug call" CALL_VDEBUG_SETTINGS_TEXT = "Visible Debug data" # These are lists names: SWITCH_LIST_TEXT = "Switches" VARIABLE_LIST_TEXT = "Variables" ITEM_LIST_TEXT = "Items" ACTOR_LIST_TEXT = "Actors" EVENT_LIST_TEXT = "Events" DATA_LIST_TEXT = "Infos" WEAPON_LIST_TEXT = "Weapons" ARMOR_LIST_TEXT = "Armors" ENEMY_LIST_TEXT = "Enemies" SHOW_EVENT_NAME = true # Show the event name. Set false for compatibility. MOVE_AROUND_KEY = Input::ALT # Pressing this key many times the debug sprite will move in the four angles #of the screen and then hide. TIME_TO_LOSE = 1 # Suggest to leave it as it is (1). It's the time to wait before data update. # Don't set 0 or less or script will stop. # The available data: def self.collect_mainlist poss = [] # You can change the order as you want, but can add nothing. poss << [-1, $data_system.switches.size-1] poss << [-2, $data_system.variables.size-1] poss << [-3, $data_items.size-1] poss << [-4, $data_actors.size-1] poss << poss << [-5, $game_map.events.size] # No need of -1 because it's a Hash. D: poss << [-6, self.useful_data.size-1] poss << [-7, $data_weapons.size-1] poss << [-8, $data_armors.size-1] poss << [-9, [$game_troop.enemies.size, 8].max] poss # Unless you know what you're doing, of course. end def self.useful_data da = # First value must be nil. da << [["Party:", $game_party.actors.size], # Open an array, add the item. ["G:", $game_party.gold], # First value is a string shown... ["S:", $game_party.steps], # ...second value is the variable to show. ["T:", self.adjust_time(Graphics.frame_count)], # Remember the , ["Sav:", $game_system.save_count]] # Close the data array. # Will show: "Party: 3 G: 333 S: 33 T: 3:33 Sav: 3" with something #instead of 3. da << ["Timer:", self.adjust_time($game_system.timer)] # Even a single item can be added. And variable can also be a def. da << [["Map id:", $game_map.map_id], ["Size:", $game_map.width], ["x", $game_map.height]] # You can, as an exercise, add for example the map name. # Add here your own! We want YOU for items adding. da # Here just returns the datas. end def self.adjust_time(value) # Example of a function. Returns formatted time. value /= Graphics.frame_rate # Graphics.frame_rate = 1 second. sec = value % 60 # Get the seconds. value -= sec # Subtract them. "#{value/60}:#{sprintf("%02d",sec)}" # Return min:sec formatted time string. end end#Codename: vdebug ($imported ||= {})[:mikb89_vdebug] = true# License: # - You can ask me to include support for other scripts as long as these scripts # use the $imported = true; # - You can modify and even repost my scripts, after having received a response # by me. For reposting it, anyway, you must have done heavy edit or porting, # you can't do a post with the script as is; # - You can use my scripts for whatever you want, from free to open to # commercial games. I'd appreciate by the way if you let me know about what # you're doing; # - You must credit me, if you use this script or part of it.# * operations to let the Visible Debug configuration be availableclass Scene_Map #class Scene_Map#def call_debug() <- rewritten def call_debug # Clear debug call flag $game_temp.debug_calling = false # Play decision SE $game_system.se_play($data_system.decision_se) # Straighten player position $game_player.straighten # Switch to debug screen $scene = Scene_ChoiceDebug.new end endclass Scene_ChoiceDebug #class Scene_ChoiceDebug#def main() def main # Make command window s1 = VDEBUG::CALL_CLASSIC_DEBUG_TEXT s2 = VDEBUG::CALL_VDEBUG_SETTINGS_TEXT s3 = "Cancel" @command_window = Window_Command.new(320, ) @command_window.x = 320 - @command_window.width / 2 @command_window.y = 240 - @command_window.height / 2 # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame Update @command_window.update if Input.trigger?(Input:: $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) $scene = case @command_window.index when 0; Scene_Debug.new when 1; Scene_VisibleDebug.new when 2; Scene_Map.new else; self; end end # Abort loop if screen is changed if $scene != self break end end # Prepare for transition Graphics.freeze # Dispose of window @command_window.dispose end end# * operations to let the Visible Debug sprite work#class Game_Event#def name() (class Game_Event; def name; @event.name; end; end) if VDEBUG::SHOW_EVENT_NAME# why isn't the event name readable by default? WHY???class Scene_End alias_method(:mainSE_b4_vdebug, :main) unless method_defined?(:mainSE_b4_vdebug) #class Scene_End#def main() <- aliased def main mainSE_b4_vdebug # dispose the sprite on Shutdown and To title commands $game_player.sdebug.dispose if !$scene || $scene.is_a?(Scene_Title) end endThread.new{ wait = VDEBUG::TIME_TO_LOSE loop do wait -= 1 ($game_player.sdebug.update rescue nil) if $game_player && $scene && wait == 0 wait = VDEBUG::TIME_TO_LOSE if wait == 0 end }# USARE QUESTO SOTTO PER DEBUG DATO CHE IL THREAD NON DA MESSAGGI DI ERRORE!!!# #class Scene_Battle#Map #alias upd update unless method_defined?(:upd) #def update # #($game_player.sdebug.update) if $game_player # upd #end #end#DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG DEBUG#class Game_Player < Game_Character # rely sprite on $game_player due to its reperibility. No, I'm not kidding :E #class Game_Player#def sdebug() def sdebug @sdebug ||= Sprite_Debug.new end endclass Sprite_Debug < Sprite attr_reader :infos #class Sprite_Debug#def initialize(i, pos, vp) def initialize(i = nil, pos = 0, vp = nil) if vp == nil; super(); else; super(vp); end # viewport? self.infos = (i.is_a?(Array) ? i : ) # must be an array self.z = 99999999 # a big value self.opacity = 222 # little transparency @last_values = [] @pos = pos - 1; move_around # position set end #class Sprite_Debug#def move_around() def move_around @pos += 1; @pos %= 5 # increase position, modulate value self.x = 320*(@pos%2) # right/left self.y = 240*(@pos/2) # up/down/out end #class Sprite_Debug#def infos=(i) def infos=(i) @infos = i create_bitmap # once data change, we recreate the image end #class Sprite_Debug#def marshal_dump() def marshal_dump [@infos, @pos, self.viewport] # values to save end #class Sprite_Debug#def marshal_load(data) def marshal_load(data) initialize(data || nil, data || 0, data || nil) end #class Sprite_Debug#def create_bitmap() def create_bitmap self.bitmap.dispose if self.bitmap && !self.bitmap.disposed? h = @infos.size*24 self.bitmap = Bitmap.new(320,.max) # h is 0, if there's no item for i in 0...@infos.size next if @infos == nil || @infos.size < 2 draw_row(i, true) rescue nil end end #class Sprite_Debug#def draw_row(i, new) def draw_row(i, new = false) self.bitmap.fill_rect(0,i*24,320,24,Color.new(0,0,0,0)) unless new # no need # to clear if new im = get_item(@infos) # get the bitmap then blt it. This way I can get return unless im #the same bitmap everywhere ^^ draw_placement(0, i*24) self.bitmap.blt(0, i*24, im, im.rect) im.dispose end #class Sprite_Debug#def draw_placement(x, y) def draw_placement(x, y) self.bitmap.fill_rect(x+4,y+6,320-8,24-8,Color.new(0,0,0,128)) # bLackground end #class Sprite_Debug#def collect(v) def collect(v) # gets the relevant value(s) for each item case v when 0; collect_player when 1; $game_switches] when 2; $game_variables] when 3; $game_party.item_number(v) when 4; collect_actor($game_actors]) when 5; collect_event($game_map.events]) when 6; collect_data(VDEBUG::useful_data]) when 7; $game_party.weapon_number(v) when 8; $game_party.armor_number(v) when 9; collect_enemy($game_troop.enemies-1]) else; nil; end end #class Sprite_Debug#def collect_player() def collect_player da = [] da << $game_player.character_name da << $game_player.character_hue da << $game_player.direction da << $game_player.x da << $game_player.y da << ($game_player.through || ($DEBUG && Input.press?(Input::CTRL))) for i in da << $game_map.data[$game_player.x, $game_player.y, i] end da end #class Sprite_Debug#def collect_actor(actor) def collect_actor(actor) da = [] da << actor.character_name da << actor.character_hue da << actor.name da << actor.level da << actor.hp da << actor.maxhp da << actor.sp da << actor.maxsp da << actor.states da << actor.atk da << actor.pdef da << actor.str da << actor.dex da << actor.int da << actor.agi da end #class Sprite_Debug#def collect_event(event) def collect_event(event) da = [] return da if event.nil? da << event.character_name da << event.character_hue da << event.direction da << event.x da << event.y da << event.through for ss in ['A', 'B', 'C', 'D'] da << $game_self_switches[[$game_map.map_id, event.id, ss]] end da end #class Sprite_Debug#def collect_data(data) def collect_data(data) da = [] return da if data.nil? || !data.is_a?(Array) data = unless data.is_a?(Array) return da if data.size < 1 for val in data da << val end da end #class Sprite_Debug#def collect_enemy(enemy) def collect_enemy(enemy) da = [] return da if enemy.nil? da << enemy.battler_name da << enemy.battler_hue da << enemy.name da << enemy.hp da << enemy.maxhp da << enemy.sp da << enemy.maxsp da << enemy.states da << enemy.atk da << enemy.pdef da << enemy.str da << enemy.dex da << enemy.int da << enemy.agi da end #class Sprite_Debug#def get_item(item, width, enabled) def get_item(item, width = 320, enabled = true) # draw item in a bitmap bit = Bitmap.new(width,24) bit.font.color.alpha = blta = enabled ? 255 : 128 case item when -9; draw_container(VDEBUG::ENEMY_LIST_TEXT, item, bit) when -8; draw_container(VDEBUG::ARMOR_LIST_TEXT, item, bit) when -7; draw_container(VDEBUG::WEAPON_LIST_TEXT, item, bit) when -6; draw_container(VDEBUG::DATA_LIST_TEXT, item, bit) when -5; draw_container(VDEBUG::EVENT_LIST_TEXT, item, bit) when -4; draw_container(VDEBUG::ACTOR_LIST_TEXT, item, bit) when -3; draw_container(VDEBUG::ITEM_LIST_TEXT, item, bit) when -2; draw_container(VDEBUG::VARIABLE_LIST_TEXT, item, bit) when -1; draw_container(VDEBUG::SWITCH_LIST_TEXT, item, bit) when 0; draw_player(item, bit, blta) when 1; draw_switch(item, bit, blta) when 2; draw_variable(item, bit, blta) when 3; draw_item(item, bit, blta) when 4; draw_actor(item, bit, blta) when 5; draw_event(item, bit, blta) when 6; draw_data(item, bit, blta) when 7; draw_weapon(item, bit, blta) when 8; draw_armor(item, bit, blta) when 9; draw_enemy(item, bit, blta) else; bit.dispose; bit = nil end bit end #class Sprite_Debug#def draw_container(txt, n, bitmap) def draw_container(txt, n, bitmap) bitmap.draw_text(12, 0, bitmap.width-32, 24, txt) bitmap.draw_text(0, 0, bitmap.width, 24, n > 0 ? "(#{n})" : "", 2) end #class Sprite_Debug#def draw_player(item, bitmap, blta) def draw_player(item, bitmap, blta) if item != nil bitmap.blt(0, 0, get_character_icon(item, true), Rect.new(0,0,24,24), blta) bitmap.draw_text(24, 0, bitmap.width, 24, "(#{item.x};#{item.y})") tile = "" for i in tile += $game_map.data.to_s + (i != 2 ? ", " : "") end bitmap.draw_text(0, 0, bitmap.width-3, 24, "Tile: #{tile}", 2) if (item.through || ($DEBUG && Input.press?(Input::CTRL))) bitmap.font.size /= 2 bitmap.font.shadow = false if bitmap.font.respond_to?(:shadow) col = false for i in -1..2; for j in -1..1 # I could avoid all this, but... next if i == j && i == 0 if i == 2 next if j != 0 col = true i = 0 end bitmap.font.color = col ? Color.new(0,0,0) : Color.new(99,33,55) bitmap.draw_text(i, j+8, 23, 24, "T", 2) break if i == j && j == 0 end; end end end end #class Sprite_Debug#def draw_switch(n, bitmap, blta) def draw_switch(n, bitmap, blta) if n != nil name = $data_system.switches bitmap.blt(0, 0, get_text_icon("S"), Rect.new(0,0,24,24), blta) bitmap.draw_text(24, 0, bitmap.width-32, 24, "[#{n}] #{name}:") bitmap.draw_text(0, 0, bitmap.width, 24, " ? "N" : "FF"}]", 2) end end #class Sprite_Debug#def draw_variable(n, bitmap, blta) def draw_variable(n, bitmap, blta) if n != nil name = $data_system.variables bitmap.blt(0, 0, get_text_icon("V"), Rect.new(0,0,24,24), blta) bitmap.draw_text(24, 0, bitmap.width-32, 24, "[#{n}] #{name}:") bitmap.draw_text(0, 0, bitmap.width-3, 24, $game_variables.to_s, 2) end end #class Sprite_Debug#def draw_item(n, bitmap, blta) def draw_item(n, bitmap, blta) item = $data_items if item != nil bitmap.blt(0, 0, get_icon(item.icon_name), Rect.new(0,0,24,24), blta) bitmap.draw_text(24, 0, bitmap.width, 24, item.name) bitmap.draw_text(0, 0, bitmap.width-3, 24, $game_party.item_number(n).to_s, 2) end end #class Sprite_Debug#def draw_actor(n, bitmap, blta) def draw_actor(n, bitmap, blta) item = $game_actors if item != nil iw = bitmap.width #bitmap.draw_text(24, 0, bitmap.width, 24, item.name) # draw name twice? wb = Window_Base.new(-(iw+32),-56,iw+32,56) # I get a Window_Base for its wb.contents = Bitmap.new(iw+32, 56) wb.draw_actor_name(item, 24, -4) #useful draw_this, draw_that gs = iw-320 vals = #vals -= 4; vals -= 4; vals << 0 wb.draw_actor_state(item, 160+gs, -4, 56) wb.contents.font.size /= 2 wb.contents.font.shadow = false if wb.contents.font.respond_to?(:shadow) col = false for i in -1..2; for j in -1..1 next if i == j && i == 0 if i == 2 next if j != 0 col = true i = 0 end wb.contents.font.color = col ? Color.new(0,0,0) : wb.system_color wb.contents.draw_text(i+106, j+vals, 16, 16, $data_system.words.hp) wb.contents.draw_text(i+106, j+vals, 16, 16, $data_system.words.sp) wb.contents.draw_text(i+6-1, j+8, 12, 24, "Lv") wb.contents.draw_text(i+iw-112+16, j-4, 22, 24, $data_system.words.atk) wb.contents.draw_text(i+iw-48+16, j-4, 22, 24, $data_system.words.pdef) wb.contents.draw_text(i+iw-80+16, j-4, 22, 24, $data_system.words.str) wb.contents.draw_text(i+iw-80+16, j+6, 22, 24, $data_system.words.dex) wb.contents.draw_text(i+iw-112+16, j+6, 22, 24, $data_system.words.int) wb.contents.draw_text(i+iw-48+16, j+6, 22, 24, $data_system.words.agi) wb.contents.font.color = col ? Color.new(0,0,0) : wb.normal_color wb.contents.draw_text(i, j+8, 23, 24, item.level.to_s, 2) wb.contents.draw_text(i+iw-112+26, j-4, 18, 24, item.atk.to_s, 2) wb.contents.draw_text(i+iw-48+26, j-4, 18, 24, item.pdef.to_s, 2) wb.contents.draw_text(i+iw-80+26, j-4, 18, 24, item.str.to_s, 2) wb.contents.draw_text(i+iw-80+26, j+6, 18, 24, item.dex.to_s, 2) wb.contents.draw_text(i+iw-112+26, j+6, 18, 24, item.int.to_s, 2) wb.contents.draw_text(i+iw-48+26, j+6, 18, 24, item.agi.to_s, 2) wb.contents.draw_text(i+96+16+24, j+vals, 6, 16, "/", 1) wb.contents.draw_text(i+96+16+24, j+vals, 6, 16, "/", 1) wb.contents.draw_text(i+96+16+30, j+vals, 24, 16, item.maxhp.to_s) wb.contents.draw_text(i+96+16+30, j+vals, 24, 16, item.maxsp.to_s) unless col wb.contents.font.color = wb.knockout_color if item.hp == 0 wb.contents.font.color = wb.crisis_color if item.hp <= item.maxhp / 4 end wb.contents.draw_text(i+96+16, j+vals, 24, 16, item.hp.to_s, 2) unless col wb.contents.font.color = wb.knockout_color if item.sp == 0 wb.contents.font.color = wb.crisis_color if item.sp <= item.maxsp / 4 end wb.contents.draw_text(i+96+16, j+vals, 24, 16, item.sp.to_s, 2) break if i == j && j == 0 end; end bitmap.blt(0, 0, get_character_icon(item), Rect.new(0,0,24,24), blta) bitmap.blt(0, 0, wb.contents, wb.contents.rect, blta) wb.dispose end end #class Sprite_Debug#def draw_event(n, bitmap, blta) def draw_event(n, bitmap, blta) item = $game_map.events if item != nil bitmap.blt(0, 0, get_character_icon(item, true), Rect.new(0,0,24,24), blta) nm = VDEBUG::SHOW_EVENT_NAME ? item.name : "" bitmap.draw_text(24, 0, bitmap.width-3, 24, "[#{item.id}](#{item.x};#{item.y})#{nm}") loc = "ON:" for ss in ['A', 'B', 'C', 'D'] loc += " " + ss + "," if $game_self_switches[[$game_map.map_id, item.id, ss]] end loc[-1] = "" if loc[-1].chr == ',' bitmap.draw_text(0, 0, bitmap.width, 24, loc, 2) if item.through bitmap.font.size /= 2 bitmap.font.shadow = false if bitmap.font.respond_to?(:shadow) col = false for i in -1..2; for j in -1..1 next if i == j && i == 0 if i == 2 next if j != 0 col = true i = 0 end bitmap.font.color = col ? Color.new(0,0,0) : Color.new(99,33,55) bitmap.draw_text(i, j+8, 23, 24, "T", 2) if item.through break if i == j && j == 0 end; end end else bitmap.blt(0, 0, get_text_icon(n.to_s), Rect.new(0,0,24,24), blta) bitmap.draw_text(0, 0, bitmap.width, 24, "EV#{sprintf("%03d", n)}", 1) end end #class Sprite_Debug#def draw_data(n, bitmap, blta) def draw_data(n, bitmap, blta) item = VDEBUG::useful_data if item != nil && item.is_a?(Array) item = unless item.is_a?(Array) return if item.size < 1 str = "" for val in item str += val + " #{val} " end str[-1] = "" if str[-1].chr == " " bitmap.draw_text(0, 0, bitmap.width, 24, str, 1) end end #class Sprite_Debug#def draw_weapon(n, bitmap, blta) def draw_weapon(n, bitmap, blta) item = $data_weapons if item != nil bitmap.blt(0, 0, get_icon(item.icon_name), Rect.new(0,0,24,24), blta) bitmap.draw_text(24, 0, bitmap.width, 24, item.name) bitmap.draw_text(0, 0, bitmap.width-3, 24, $game_party.weapon_number(n).to_s, 2) end end #class Sprite_Debug#def draw_armor(n, bitmap, blta) def draw_armor(n, bitmap, blta) item = $data_armors if item != nil bitmap.blt(0, 0, get_icon(item.icon_name), Rect.new(0,0,24,24), blta) bitmap.draw_text(24, 0, bitmap.width, 24, item.name) bitmap.draw_text(0, 0, bitmap.width-3, 24, $game_party.armor_number(n).to_s, 2) end end #class Sprite_Debug#def draw_enemy(n, bitmap, blta) def draw_enemy(n, bitmap, blta) item = $game_troop.enemies iw = bitmap.width if item != nil wb = Window_Base.new(-(iw+32),-56,iw+32,56) # I get a Window_Base for its wb.contents = Bitmap.new(iw+32, 56) wb.draw_actor_name(item, 24, -4) #useful draw_this, draw_that gs = iw-320 vals = #vals -= 4; vals -= 4; vals << 0 wb.draw_actor_state(item, 160+gs, -4, 56) wb.contents.font.size /= 2 wb.contents.font.shadow = false if wb.contents.respond_to?(:shadow) col = false for i in -1..2; for j in -1..1 next if i == j && i == 0 if i == 2 next if j != 0 col = true i = 0 end wb.contents.font.color = col ? Color.new(0,0,0) : wb.system_color wb.contents.draw_text(i+106, j+vals, 16, 16, $data_system.words.hp) wb.contents.draw_text(i+106, j+vals, 16, 16, $data_system.words.sp) wb.contents.draw_text(i+iw-112+16, j-4, 22, 24, $data_system.words.atk) wb.contents.draw_text(i+iw-48+16, j-4, 22, 24, $data_system.words.pdef) wb.contents.draw_text(i+iw-80+16, j-4, 22, 24, $data_system.words.str) wb.contents.draw_text(i+iw-80+16, j+6, 22, 24, $data_system.words.dex) wb.contents.draw_text(i+iw-112+16, j+6, 22, 24, $data_system.words.int) wb.contents.draw_text(i+iw-48+16, j+6, 22, 24, $data_system.words.agi) wb.contents.font.color = col ? Color.new(0,0,0) : wb.normal_color #wb.contents.draw_text(i, j+8, 23, 24, item.letter, 2) wb.contents.draw_text(i+iw-112+26, j-4, 18, 24, item.atk.to_s, 2) wb.contents.draw_text(i+iw-48+26, j-4, 18, 24, item.pdef.to_s, 2) wb.contents.draw_text(i+iw-80+26, j-4, 18, 24, item.str.to_s, 2) wb.contents.draw_text(i+iw-80+26, j+6, 18, 24, item.dex.to_s, 2) wb.contents.draw_text(i+iw-112+26, j+6, 18, 24, item.int.to_s, 2) wb.contents.draw_text(i+iw-48+26, j+6, 18, 24, item.agi.to_s, 2) wb.contents.draw_text(i+96+16+24, j+vals, 6, 16, "/", 1) wb.contents.draw_text(i+96+16+24, j+vals, 6, 16, "/", 1) wb.contents.draw_text(i+96+16+30, j+vals, 24, 16, item.maxhp.to_s) wb.contents.draw_text(i+96+16+30, j+vals, 24, 16, item.maxsp.to_s) unless col wb.contents.font.color = wb.knockout_color if item.hp == 0 wb.contents.font.color = wb.crisis_color if item.hp <= item.maxhp / 4 end wb.contents.draw_text(i+96+16, j+vals, 24, 16, item.hp.to_s, 2) unless col wb.contents.font.color = wb.knockout_color if item.sp == 0 wb.contents.font.color = wb.crisis_color if item.sp <= item.maxsp / 4 end wb.contents.draw_text(i+96+16, j+vals, 24, 16, item.sp.to_s, 2) break if i == j && j == 0 end; end bitmap.blt(0, 0, get_enemy_icon(item), Rect.new(0,0,24,24), blta) bitmap.blt(0, 0, wb.contents, wb.contents.rect, blta) wb.dispose else bitmap.blt(0, 0, get_text_icon(n.to_s), Rect.new(0,0,24,24), blta) bitmap.draw_text(0, 0, iw, 24, "...", 1) end end #class Sprite_Debug#def get_icon(index) def get_icon(index) # get an icon from cache, recache it @icache ||= {} return @icache if @icache bit = RPG::Cache.icon(index).clone @icache = bit bit end #class Sprite_Debug#def get_character_icon(chara, dir) def get_character_icon(chara, dir = false) # get iconized character from... #if && !dir # actors here have icons ^^ ## REQUIRE Something # return get_icon(chara.battler_icon) ## END REQUIRE #end @icache ||= {} c_id = chara.character_name + "_" + chara.character_hue.to_s + "_" + (dir ? chara.direction.to_s : "2") return @icache if @icache if dir cp = chara.clone cp.transparent = true return Bitmap.new(24, 24) if !cp.tile_id sc = Sprite_Character.new(nil, cp) # ...a Sprite_Character or... bit = Bitmap.new(24, 24) bit.blt((24-sc.src_rect.width)/2,(24-sc.src_rect.height)/2,sc.bitmap, sc.src_rect) sc.dispose cp = nil else wb = Window_Base.new(-56,-56,56,56) # ...a Window_Base... wb.contents = Bitmap.new(56, 56) wb.draw_actor_graphic(chara,12,33) bit = wb.contents.clone wb.dispose end @icache = bit # ...and cache it bit end #class Sprite_Debug#def get_text_icon(text) def get_text_icon(text) # get an iconized text, like S, V or numbers @icache ||= {} return @icache if @icache bit = Bitmap.new(24,24) bit.font.shadow = false if bit.font.respond_to?(:shadow) bit.font.italic = true bit.font.bold = true bit.font.size -= 1 bit.font.color = Color.new(81,59,59, 128) for i in -2..2; for j in -1..1 # draw black text many times around bit.draw_text(i,j+2,24,24,text,1) end; end bit.font.color = Color.new(255,255,255) bit.draw_text(0,2,24,24,text,1) @icache = bit bit end #class Sprite_Debug#def get_enemy_icon(enemy) def get_enemy_icon(enemy) # get an iconized enemy graphic @icache ||= {} #if # battlers here already have an icon ^^ ## REQUIRE Something # ih = enemy.icon_hue # id = enemy.battler_icon.to_s + "_" + ih.to_s # return @icache if @icache # bit = get_icon(enemy.battler_icon).clone # bit.hue_change(ih) if ih != 0 ## END REQUIRE #else id = enemy.battler_name + "_" + enemy.battler_hue.to_s return @icache if @icache bit = Bitmap.new(24,24) sb = Sprite_Battler.new(nil, enemy) # get the bitmap from a Sprite_Battler sb.opacity = 0 # don't wanna see the full battler sb.update # let the graphic be loaded #RPG::Cache.battler(@battler_name, @battler_hue) # if something goes wrong sb.dispose if sb.bitmap.nil? || sb.bitmap.disposed? # no graphic? return bit if sb.disposed? b2 = Bitmap.new(sb.src_rect.width, sb.src_rect.height) # I get a new bitmap b2.blt(0, 0, sb.bitmap, sb.src_rect) #within src_rect sb.bitmap = b2 # disposing sb even its bitmap will be disposed if b2.width <= 24 || b2.height <= 24 # if little bitmap just center it bit.blt((24-b2.width)/2, (24-b2.height)/2, b2, b2.rect) else # else resize fact = (b2.width > b2.height ? b2.height : b2.width)/24.0 nw = b2.width/fact; nh = b2.height/fact bit.stretch_blt(Rect.new((24-nw)/2, (24-nh)/2, nw, nh), b2, b2.rect) end sb.dispose #end @icache = bit bit end #class Sprite_Debug#def update() def update move_around if Input.trigger?(VDEBUG::MOVE_AROUND_KEY) for i in 0...@infos.compact.size v = @infos # set every new value and redraw if needed draw_row(i) if @last_values != (@last_values = collect(v)) end super end end# * operation to create a Visible Debug options screenclass Window_VDList < Window_Selectable # a silly, simple, window that handle a list attr_reader :data #class Window_VDList#def initialize(x, y, list, ctd) def initialize(x, y, list = [], ctd = false) super(x, y, 320, 480-y) @column_max = 1 @cantdisable = ctd self.index = 0 set_list(list) end #class Window_VDList#def set_list(list) def set_list(list) @data = list @item_max = @data.size self.index = @item_max - 1 if self.index > 0 && @item_max < self.index self.contents.dispose if self.contents && !self.contents.disposed? self.contents = Bitmap.new(width - 32, [@item_max, 1].max * 32) refresh end #class Window_VDList#def enabled?(index) def enabled?(index) return true if @cantdisable !$game_player.sdebug.infos.include?(@data) end #class Window_VDList#def item() def item return @data end #class Window_VDList#def add_item(it) def add_item(it) @data.push(it) set_list(@data.compact) end #class Window_VDList#def remove_item(it) def remove_item(it) remove(@data.index(it)) end #class Window_VDList#def remove(index) def remove(index) return if index == nil return if index < 0 return if index >= @data.size @data.delete_at(index) set_list(@data) end #class Window_VDList#def refresh() def refresh self.contents.clear for i in 0...@item_max draw_item(i) end end #class Window_VDList#def draw_item(index) def draw_item(index) rect = Rect.new(0, 4 + index * 32, width - 32, 24) self.contents.fill_rect(rect, Color.new(0,0,0,0)) return if @data.nil? im = $game_player.sdebug.get_item(@data, rect.width-4, enabled?(index)) self.contents.blt(rect.x, rect.y, im, im.rect) if im im.dispose if im end endclass Scene_VisibleDebug # a silly, simple, scene #class Scene_VisibleDebug#def main() def main @help_window = Window_Help.new @help_window.set_text(VDEBUG::HELP_TEXT) ips = @help_window.height # third list window parameter is the list, fourth is the cantdisable value @mainlist_window = Window_VDList.new(0, ips, VDEBUG::collect_mainlist) @debuglist_window = Window_VDList.new(@mainlist_window.width, ips, $game_player.sdebug.infos, true) @elementlist_window = Window_VDList.new(0, ips) @elementlist_window.visible = false @elementlist_window.active = false @debuglist_window.active = false # Execute transition Graphics.transition # Main loop loop do # Update game screen Graphics.update # Update input information Input.update # Frame Update update # Abort loop if screen is changed if $scene != self break end end # Refresh map $game_map.refresh # Prepare for transition Graphics.freeze @help_window.dispose @mainlist_window.dispose @debuglist_window.dispose @elementlist_window.dispose end #class Scene_VisibleDebug#def update() def update @help_window.update @mainlist_window.update @debuglist_window.update @elementlist_window.update if @mainlist_window.active update_mainlist elsif @debuglist_window.active update_debuglist elsif @elementlist_window.active update_elementlist end end #class Scene_VisibleDebug#def update_mainlist() def update_mainlist if Input.trigger?(Input:: $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) it = @mainlist_window.item if it >= 0 # if item's a item: if @mainlist_window.enabled?(@mainlist_window.index) # add/remove @debuglist_window.add_item(it) else @debuglist_window.remove_item(it) end $game_player.sdebug.infos = @debuglist_window.data # update @mainlist_window.draw_item(@mainlist_window.index) # redraw else # if item's a group: process_elementlist_open(it) # open the sub-list @mainlist_window.active = false @elementlist_window.active = true end elsif Input.trigger?(Input::R) || Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @mainlist_window.active = false @debuglist_window.active = true end end #class Scene_VisibleDebug#def update_debuglist() def update_debuglist if Input.trigger?(Input:: $game_system.se_play($data_system.cancel_se) $scene = Scene_Map.new return elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) @debuglist_window.remove(@debuglist_window.index) # remove the item $game_player.sdebug.infos = @debuglist_window.data # update @mainlist_window.refresh # redraw elsif Input.trigger?(Input::R) || Input.trigger?(Input::L) $game_system.se_play($data_system.cursor_se) @mainlist_window.active = true @debuglist_window.active = false end end #class Scene_VisibleDebug#def update_elementlist() def update_elementlist if Input.trigger?(Input:: $game_system.se_play($data_system.cancel_se) @elementlist_window.active = false @mainlist_window.active = true @mainlist_window.visible = true @elementlist_window.visible = false elsif Input.trigger?(Input::C) $game_system.se_play($data_system.decision_se) it = @elementlist_window.item if @elementlist_window.enabled?(@elementlist_window.index) # add/remove @debuglist_window.add_item(it) else @debuglist_window.remove_item(it) end $game_player.sdebug.infos = @debuglist_window.data # update @elementlist_window.draw_item(@elementlist_window.index) # redraw end end #class Scene_VisibleDebug#def process_elementlist_open(it) def process_elementlist_open(it) # it contains the type and the size # collect elements of the group vals = [] for d in 1..it # starting from 1, because there aren't IDs 0 vals << *-1,d] # the type must be positive end # and let the window appears @elementlist_window.set_list(vals) @elementlist_window.index = 0 @mainlist_window.visible = false @elementlist_window.visible = true end end
Also visible on Pastebin.FAQ
Saves will contain the actual in-game list. It is possible to load previous saves, but to continue using those done while using this script, if you remove it, you can use a little piece of code you can find in the demo.
Credit and Thanks
Thanks Silver Element for having me inspired the idea
Author's Notes
N/A
本贴来自国际rpgmaker官方论坛作者:mikb89处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/visible-debug-1-2.3460/
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