Spoiler Code:
# Visible Debug v. 1.2c# VX Ace 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, mp, tp (if enabled), atk, def, luk, agi, two states;# - 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 = :ALT # Pressing this key many times the debug sprite will move in the four angles # of the screen and then hide. # 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 << [0, $game_player] 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.members.size, 8].max] poss # Unless you know what you're doing, of course. end def self.useful_data da = [nil] # First value must be nil. da << [["Party:", $game_party.members.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_timer.sec)] # 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", $game_map.height]] # You can, as an exercise, add for example the map name. # Add here your own! We want YOU for items adding. da # Here just returns the datas. end def self.adjust_time(value) # Example of a function. Returns formatted time. value /= Graphics.frame_rate # Graphics.frame_rate = 1 second. sec = value % 60 # Get the seconds. value -= sec # Subtract them. "#{value/60}:#{sprintf("%02d",sec)}" # Return min:sec formatted time string. endend#Codename: vdebug($imported ||= {})[:mikb89_vdebug] = true# License:# - You can ask me to include support for other scripts as long as these scripts# use the $imported[script] = 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 update_call_debug() <- rewritten def update_call_debug SceneManager.call(Scene_ChoiceDebug) if $TEST && Input.press?(:F9) endendclass Window_GameDebug < Window_GameEnd#class Window_GameDebug#def make_command_list() def make_command_list add_command(VDEBUG::CALL_CLASSIC_DEBUG_TEXT, :dbg) add_command(VDEBUG::CALL_VDEBUG_SETTINGS_TEXT, :vd) add_command(Vocab::cancel, :cancel) endendclass Scene_ChoiceDebug < Scene_MenuBase#class Scene_ChoiceDebug#def start() def start super; @command_window = Window_GameDebug.new @command_window.set_handler(:dbg, proc{SceneManager.goto(Scene_Debug)}) @command_window.set_handler(:vd, proc{SceneManager.goto(Scene_VisibleDebug)}) @command_window.set_handler(:cancel, method(:return_scene)) end#class Scene_ChoiceDebug#def pre_terminate() def pre_terminate super; @command_window.close; update until @command_window.close? endend# * 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_Base alias_method(:updateSB_b4_vdebug, :update) unless method_defined?(:updateSB_b4_vdebug)#class Scene_Base#def update() <- aliased def update updateSB_b4_vdebug # update the debug sprite just everywhere! $game_player.sdebug.update if $game_player endendclass << SceneManager alias_method(:run_b4_vdebug, :run) unless method_defined?(:run_b4_vdebug)#class Scene_Manager#def self.run() <- aliased def run run_b4_vdebug $game_player.sdebug.dispose end alias_method(:snapshot_for_background_b4_vdebug, :snapshot_for_background) unless method_defined?(:snapshot_for_background_b4_vdebug)#class Scene_Manager#def self.snapshot_for_background() <- aliased def snapshot_for_background # we don't want the debug sprite to be captured in the snapshot $game_player.sdebug.visible = false if $game_player snapshot_for_background_b4_vdebug $game_player.sdebug.visible = true if $game_player endendclass Game_Player # 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 endendclass Sprite_Debug < Sprite attr_reader :infos#class Sprite_Debug#def initialize(i, pos) def initialize(i = nil, pos = 0) super() 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 = w*(@pos%2) # right/left self.y = Graphics.height/2*(@pos/2) # up/down/out end#class Sprite_Debug#def w() def w # just to write a little less Graphics.width/2 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 _dump(*args) def _dump(*args) str = @infos[0].nil? ? "n," : "" @infos.each {|i| i.each {|d| str += " #{d.is_a?(Numeric) ? d : "p"}"} str += "," } if str == "" str += @pos.to_s # values to save end#class Sprite_Debug#def _load(data) def self._load(data) p data data = data.split(',') pos = data.pop.to_i || 0 i = data[0] == "n" ? nil : data.each_index {|d| data[d] = data[d].split data[d].each_index {|n| data[d][n] = (data[d][n] == "p" ? $game_player : data[d][n].to_i)} } Sprite_Debug.new(i, pos) 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(w,[h,1].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) end end#class Sprite_Debug#def draw_row(i, new) def draw_row(i, new = false) self.bitmap.clear_rect(0,i*24,w,24) 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,w-8,24-8,Color.new(0,0,0,128)) # a bLackground end#class Sprite_Debug#def collect(v) def collect(v) # gets the relevant value(s) for each item case v[0] when 0; collect_player when 1; $game_switches[v[1]] when 2; $game_variables[v[1]] when 3; $game_party.item_number($data_items[v[1]]) when 4; collect_actor($game_actors[v[1]]) when 5; collect_event($game_map.events[v[1]]) when 6; collect_data(VDEBUG::useful_data[v[1]]) when 7; $game_party.item_number($data_weapons[v[1]]) when 8; $game_party.item_number($data_armors[v[1]]) when 9; collect_enemy($game_troop.members[v[1]-1]) else; nil end end#class Sprite_Debug#def collect_player() def collect_player da = [] da << $game_player.character_name da << $game_player.character_index da << $game_player.direction da << $game_player.x da << $game_player.y da << ($game_player.through || $game_player.debug_through?) for i in [0, 1, 2] 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_index da << actor.name da << actor.level da << actor.hp da << actor.mhp da << actor.mp da << actor.mmp da << actor.states da << actor.atk da << actor.def da << actor.luk 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_index da << event.direction da << event.x da << event.y da << (event.through || event.debug_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 = [data] unless data[0].is_a?(Array) return da if data.size < 1 for val in data da << val[1] 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.mhp da << enemy.mp da << enemy.mmp da << enemy.states da << enemy.atk da << enemy.def da << enemy.luk da << enemy.agi da end#class Sprite_Debug#def get_item(item, width, enabled) def get_item(item, width = w, enabled = true) # draw item in a returned bitmap bit = Bitmap.new(width,24) bit.font.color.alpha = blta = enabled ? 255 : 128 case item[0] when -9; draw_container(VDEBUG::ENEMY_LIST_TEXT, item[1], bit) when -8; draw_container(VDEBUG::ARMOR_LIST_TEXT, item[1], bit) when -7; draw_container(VDEBUG::WEAPON_LIST_TEXT, item[1], bit) when -6; draw_container(VDEBUG::DATA_LIST_TEXT, item[1], bit) when -5; draw_container(VDEBUG::EVENT_LIST_TEXT, item[1], bit) when -4; draw_container(VDEBUG::ACTOR_LIST_TEXT, item[1], bit) when -3; draw_container(VDEBUG::ITEM_LIST_TEXT, item[1], bit) when -2; draw_container(VDEBUG::VARIABLE_LIST_TEXT, item[1], bit) when -1; draw_container(VDEBUG::SWITCH_LIST_TEXT, item[1], bit) when 0; draw_player(item[1], bit, blta) when 1; draw_switch(item[1], bit, blta) when 2; draw_variable(item[1], bit, blta) when 3; draw_item(item[1], bit, blta) when 4; draw_actor(item[1], bit, blta) when 5; draw_event(item[1], bit, blta) when 6; draw_data(item[1], bit, blta) when 7; draw_weapon(item[1], bit, blta) when 8; draw_armor(item[1], bit, blta) when 9; draw_enemy(item[1], 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 [0, 1, 2] tile += $game_map.data[item.x, item.y, i].to_s + (i != 2 ? ", " : "") end bitmap.draw_text(0, 0, bitmap.width-3, 24, "Tile: #{tile}", 2) if (item.through || item.debug_through?) bitmap.font.color = Color.new(0,0,0) bitmap.font.out_color = Color.new(99,33,55) bitmap.draw_text(0, 8, 23, 24, "T", 2) end end end#class Sprite_Debug#def draw_switch(n, bitmap, blta) def draw_switch(n, bitmap, blta) if n != nil name = $data_system.switches[n] bitmap.blt(0, 0, get_text_icon("S"), Rect.new(0,0,24,24), blta) bitmap.draw_text(24, 0, bitmap.width-32, 24, "[#{n}] #{name}:") bitmap.draw_text(0, 0, bitmap.width, 24, "[O#{$game_switches[n] ? "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[n] 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[n].to_s, 2) end end#class Sprite_Debug#def draw_item(n, bitmap, blta) def draw_item(n, bitmap, blta) item = $data_items[n] if item != nil bitmap.blt(0, 0, get_icon(item.icon_index), 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(item), 2) end end#class Sprite_Debug#def draw_actor(n, bitmap, blta) def draw_actor(n, bitmap, blta) item = $game_actors[n] if item != nil iw = bitmap.width bitmap.draw_text(24, 0, bitmap.width, 24, item.name) wb = Window_Base.new(-(iw+32),-56,iw+32,56) # I get a Window_Base for its wb.draw_actor_name(item, 24, 0) # useful draw_this, draw_that gs = iw-w vals = [-8, -2] if $data_system.opt_display_tp vals[0] -= 4; vals[1] -= 4; vals << 0 wb.draw_gauge(96, vals[2], 48+gs, item.tp_rate, wb.tp_gauge_color1, wb.tp_gauge_color2) end wb.draw_gauge(96, vals[0], 48+gs, item.hp_rate, wb.hp_gauge_color1, wb.hp_gauge_color2) wb.draw_gauge(96, vals[1], 48+gs, item.mp_rate, wb.mp_gauge_color1, wb.mp_gauge_color2) wb.draw_actor_icons(item, 154+gs, 0, 48) wb.contents.font.size /= 2 wb.contents.font.color = Color.new(0,0,0) wb.contents.font.out_color = wb.system_color wb.contents.draw_text(5, 8, 12, 24, Vocab::level_a) wb.contents.draw_text(iw-80+16, -4, 22, 24, Vocab::param(2)[0...3]) wb.contents.draw_text(iw-48+16, -4, 22, 24, Vocab::param(3)[0...3]) wb.contents.draw_text(iw-80+16, 6, 22, 24, Vocab::param(6)[0...3]) wb.contents.draw_text(iw-48+16, 6, 22, 24, Vocab::param(7)[0...3]) wb.contents.font.out_color = wb.normal_color wb.contents.draw_text(0, 8, 23, 24, item.level, 2) wb.contents.draw_text(iw-80+26, -4, 18, 24, item.atk, 2) wb.contents.draw_text(iw-48+26, -4, 18, 24, item.def, 2) wb.contents.draw_text(iw-80+26, 6, 18, 24, item.luk, 2) wb.contents.draw_text(iw-48+26, 6, 18, 24, item.agi, 2) 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[n] 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] == ',' bitmap.draw_text(0, 0, bitmap.width, 24, loc, 2) if (item.through || item.debug_through?) bitmap.font.color = Color.new(0,0,0) bitmap.font.out_color = Color.new(99,33,55) bitmap.draw_text(0, 8, 23, 24, "T", 2) 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[n] if item != nil && item.is_a?(Array) item = [item] unless item[0].is_a?(Array) return if item.size < 1 str = "" for val in item str += val[0] + " #{val[1]} " end str[-1] = "" if str[-1] == " " 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[n] if item != nil bitmap.blt(0, 0, get_icon(item.icon_index), 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(item), 2) end end#class Sprite_Debug#def draw_armor(n, bitmap, blta) def draw_armor(n, bitmap, blta) item = $data_armors[n] if item != nil bitmap.blt(0, 0, get_icon(item.icon_index), 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(item), 2) end end#class Sprite_Debug#def draw_enemy(n, bitmap, blta) def draw_enemy(n, bitmap, blta) item = $game_troop.members[n-1] iw = bitmap.width if item != nil wb = Window_Base.new(-(iw+32),-56,iw+32,56) # I get a Window_Base for its wb.draw_actor_name(item, 24, 0) # useful draw_this, draw_that gs = iw-w vals = [-8, -2] if $data_system.opt_display_tp vals[0] -= 4; vals[1] -= 4; vals << 0 wb.draw_gauge(96, vals[2], 48+gs, item.tp_rate, wb.tp_gauge_color1, wb.tp_gauge_color2) end wb.draw_gauge(96, vals[0], 48+gs, item.hp_rate, wb.hp_gauge_color1, wb.hp_gauge_color2) wb.draw_gauge(96, vals[1], 48+gs, item.mp_rate, wb.mp_gauge_color1, wb.mp_gauge_color2) wb.draw_actor_icons(item, 154+gs, 0, 48) wb.contents.font.size /= 2 wb.contents.font.color = Color.new(0,0,0) wb.contents.font.out_color = wb.system_color wb.contents.draw_text(iw-80+16, -4, 22, 24, Vocab::param(2)[0...3]) wb.contents.draw_text(iw-48+16, -4, 22, 24, Vocab::param(3)[0...3]) wb.contents.draw_text(iw-80+16, 6, 22, 24, Vocab::param(6)[0...3]) wb.contents.draw_text(iw-48+16, 6, 22, 24, Vocab::param(7)[0...3]) wb.contents.font.out_color = wb.normal_color wb.contents.draw_text(0, 8, 23, 24, item.letter, 2) wb.contents.draw_text(iw-80+26, -4, 18, 24, item.atk, 2) wb.contents.draw_text(iw-48+26, -4, 18, 24, item.def, 2) wb.contents.draw_text(iw-80+26, 6, 18, 24, item.luk, 2) wb.contents.draw_text(iw-48+26, 6, 18, 24, item.agi, 2) 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 with the Window_Base, cache it @icache ||= {} return @icache[index] if @icache[index] wb = Window_Base.new(-56,-56,56,56) wb.draw_icon(index,0,0) bit = wb.contents.clone wb.dispose @icache[index] = bit bit end#class Sprite_Debug#def get_character_icon(chara, dir) def get_character_icon(chara, dir = false) # get iconized character from... @icache ||= {} c_id = chara.character_name + "_" + chara.character_index.to_s + "_" + (dir ? chara.direction.to_s : "2") return @icache[c_id] if @icache[c_id] if dir cp = chara.clone cp.transparent = true 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.draw_actor_graphic(chara,12,33) bit = wb.contents.clone wb.dispose end @icache[c_id] = 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[text] if @icache[text] bit = Bitmap.new(24,24) bit.font.shadow = false 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.blur # then blur it bit.font.color = Color.new(255,255,255) bit.draw_text(0,2,24,24,text,1) @icache[text] = bit bit end#class Sprite_Debug#def get_enemy_icon(enemy) def get_enemy_icon(enemy) # get an iconized enemy graphic @icache ||= {} id = enemy.battler_name + "_" + enemy.battler_hue.to_s return @icache[id] if @icache[id] 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_bitmap # let the graphic be loaded 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 @icache[id] = bit bit end#class Sprite_Debug#def update() def update return if SceneManager.scene_is?(Scene_File) 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 endend# * 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, Graphics.width/2, Graphics.height-y) @cantdisable = ctd self.index = 0 set_list(list) end#class Window_VDList#def item_max() def item_max @data ? @data.size : 1 end#class Window_VDList#def set_list(list) def set_list(list) @data = list self.index = item_max - 1 if self.index > 0 && item_max < self.index refresh end#class Window_VDList#def enabled?(index) def enabled?(index) return true if @cantdisable !$game_player.sdebug.infos.include?(@data[index]) end#class Window_VDList#def item() def item return @data[self.index] 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 create_contents for i in 0...item_max draw_item(i) end end#class Window_VDList#def draw_item(index) def draw_item(index) rect = item_rect(index) self.contents.clear_rect(rect) return if @data[index].nil? im = $game_player.sdebug.get_item(@data[index], rect.width-4, enabled?(index)) self.contents.blt(rect.x, rect.y, im, im.rect) if im im.dispose if im endendclass Scene_VisibleDebug < Scene_Base # a silly, simple, scene#class Scene_VisibleDebug#def start() def start super @help_window = Window_Help.new(1) @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 @mainlist_window.activate @mainlist_window.set_handler(:ok, method(:mainlist_ok)) @mainlist_window.set_handler(:cancel, method(:return_scene)) @mainlist_window.set_handler(:pageup, method(:mainlist_pag)) @mainlist_window.set_handler(:pagedown, method(:mainlist_pag)) @debuglist_window.set_handler(:ok, method(:debuglist_ok)) @debuglist_window.set_handler(:cancel, method(:return_scene)) @debuglist_window.set_handler(:pageup, method(:debuglist_pag)) @debuglist_window.set_handler(:pagedown, method(:debuglist_pag)) @elementlist_window.set_handler(:ok, method(:elementlist_ok)) @elementlist_window.set_handler(:cancel, method(:elementlist_cancel)) end#class Scene_VisibleDebug#def mainlist_ok() def mainlist_ok it = @mainlist_window.item if it[0] >= 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 @mainlist_window.activate else # if item's a group: process_elementlist_open(it) # open the sub-list @elementlist_window.activate end end#class Scene_VisibleDebug#def mainlist_pag() def mainlist_pag @debuglist_window.activate end#class Scene_VisibleDebug#def debuglist_ok() def debuglist_ok @debuglist_window.remove(@debuglist_window.index) # remove the item $game_player.sdebug.infos = @debuglist_window.data # update @mainlist_window.refresh # redraw @debuglist_window.activate end#class Scene_VisibleDebug#def debuglist_pag() def debuglist_pag @mainlist_window.activate end#class Scene_VisibleDebug#def elementlist_ok() def elementlist_ok 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 @elementlist_window.activate end#class Scene_VisibleDebug#def elementlist_cancel() def elementlist_cancel @mainlist_window.activate @elementlist_window.close 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[1] # starting from 1, because there aren't IDs 0 vals << [it[0]*-1,d] # the type must be positive end # and let the window appears @elementlist_window.set_list(vals) @elementlist_window.index = 0 @elementlist_window.visible = true @elementlist_window.open endend
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