Spoiler Code:
# Visible Debug v. 1.2 # VX 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, rage (if you use YEM), atk, def, spi, 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 = Input::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_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[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 available class Scene_Map #class Scene_Map#def call_debug() <- rewritten def call_debug Sound.play_decision $game_temp.next_scene = nil $scene = Scene_ChoiceDebug.new end end # Yanfly liked to destroy the Scene_End, let's support him! if $imported["SystemGameOptions"] # REQUIRE YEM - System Game Options class Scene_ChoiceDebug < Scene_Base # this is just a clone of the Scene_End #class Scene_ChoiceDebug#def start() def start; super; create_menu_background; create_command_window; end #class Scene_ChoiceDebug#def post_start() def post_start; super; open_command_window; end #class Scene_ChoiceDebug#def pre_terminate() def pre_terminate; super; close_command_window; end #class Scene_ChoiceDebug#def terminate() def terminate; super; @command_window.dispose; dispose_menu_background; end #class Scene_ChoiceDebug#def update() def update super; update_menu_background; @command_window.update if Input.trigger?(Input:: Sound.play_cancel; return_scene elsif Input.trigger?(Input::C); case @command_window.index when 0; command_to_title when 1; command_shutdown when 2; Sound.play_decision; return_scene end; end end #class Scene_ChoiceDebug#def update_menu_background() def update_menu_background; super; @menuback_sprite.tone.set(0,0,0,128); end #class Scene_ChoiceDebug#def open_command_window() def open_command_window @command_window.open; begin @command_window.update; Graphics.update end until @command_window.openness == 255 end #class Scene_ChoiceDebug#def close_command_window() def close_command_window @command_window.close; begin @command_window.update; Graphics.update end until @command_window.openness == 0 end end # END REQUIRE else class Scene_ChoiceDebug < Scene_End; end end class Scene_ChoiceDebug #class Scene_ChoiceDebug#def return_scene() def return_scene $scene = Scene_Map.new end #class Scene_ChoiceDebug#def create_command_window() def create_command_window s1 = VDEBUG::CALL_CLASSIC_DEBUG_TEXT s2 = VDEBUG::CALL_VDEBUG_SETTINGS_TEXT s3 = Vocab::cancel @command_window = Window_Command.new(272, [s1, s2, s3]) @command_window.x = (544 - @command_window.width) / 2 @command_window.y = (416 - @command_window.height) / 2 @command_window.openness = 0 end # just using original Scene_End class names #class Scene_ChoiceDebug#def command_to_title() def command_to_title Sound.play_decision $scene = Scene_Debug.new close_command_window end #class Scene_ChoiceDebug#def command_shutdown() def command_shutdown Sound.play_decision $scene = Scene_VisibleDebug.new close_command_window 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(:terminateSE_b4_vdebug, :terminate) unless method_defined?(:terminateSE_b4_vdebug) #class Scene_End#def terminate() <- aliased def terminate terminateSE_b4_vdebug # dispose the sprite on Shutdown and To title commands $game_player.sdebug.dispose if !$scene || $scene.is_a?(Scene_Title) end end 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 end alias_method(:snapshot_for_background_b4_vdebug, :snapshot_for_background) unless method_defined?(:snapshot_for_background_b4_vdebug) #class Scene_Base#def 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 end end class 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 end end class 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 = 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 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[0] || nil, data[1] || 0, data[2] || 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(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.maxhp da << actor.mp da << actor.maxmp da << actor.states da << actor.atk da << actor.def da << actor.spi 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.maxhp da << enemy.mp da << enemy.maxmp da << enemy.states da << enemy.atk da << enemy.def da << enemy.spi 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.size /= 2 bitmap.font.shadow = false 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 = $data_system.switches[n] bitmap.blt(0, 0, get_text_icon("S"), Rect.new(0,0,24,24), blta) bitmap.draw_text(24, 0, bitmap.width-32, 24, "[#{n}] #{name}:") bitmap.draw_text(0, 0, bitmap.width, 24, "[O#{$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 $imported["CoreFixesUpgradesMelody"] || $imported["BattleEngineMelody"] # REQUIRE YEM Battle Engine Melody OR YEM Core Fixes and Upgrades if item.use_rage? vals[0] -= 4; vals[1] -= 4; vals << 0 wb.draw_enemy_rage_gauge(item, 96, vals[2], 48+gs) end # END REQUIRE end wb.draw_actor_hp_gauge(item, 96, vals[0], 48+gs) wb.draw_actor_mp_gauge(item, 96, vals[1], 48+gs) wb.draw_actor_state(item, 154+gs, 0, 48) wb.contents.font.size /= 2 wb.contents.font.shadow = false 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+6-1, j+8, 12, 24, Vocab::level_a) wb.contents.draw_text(i+iw-80+16, j-4, 22, 24, Vocab::atk[0...3]) wb.contents.draw_text(i+iw-48+16, j-4, 22, 24, Vocab::def[0...3]) wb.contents.draw_text(i+iw-80+16, j+6, 22, 24, Vocab::spi[0...3]) wb.contents.draw_text(i+iw-48+16, j+6, 22, 24, Vocab::agi[0...3]) wb.contents.font.color = col ? Color.new(0,0,0) : wb.normal_color wb.contents.draw_text(i, j+8, 23, 24, item.level, 2) wb.contents.draw_text(i+iw-80+26, j-4, 18, 24, item.atk, 2) wb.contents.draw_text(i+iw-48+26, j-4, 18, 24, item.def, 2) wb.contents.draw_text(i+iw-80+26, j+6, 18, 24, item.spi, 2) wb.contents.draw_text(i+iw-48+26, j+6, 18, 24, item.agi, 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[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].chr == ',' bitmap.draw_text(0, 0, bitmap.width, 24, loc, 2) if (item.through || item.debug_through?) bitmap.font.size /= 2 bitmap.font.shadow = false 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 || item.debug_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[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].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[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 $imported["CoreFixesUpgradesMelody"] || $imported["BattleEngineMelody"] # REQUIRE YEM Battle Engine Melody OR YEM Core Fixes and Upgrades if item.use_rage? vals[0] -= 4; vals[1] -= 4; vals << 0 wb.draw_enemy_rage_gauge(item, 96, vals[2], 48+gs) end # END REQUIRE end wb.draw_actor_hp_gauge(item, 96, vals[0], 48+gs) wb.draw_actor_mp_gauge(item, 96, vals[1], 48+gs) wb.draw_actor_state(item, 154+gs, 0, 48) wb.contents.font.size /= 2 wb.contents.font.shadow = false 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+iw-80+16, j-4, 22, 24, Vocab::atk[0...3]) wb.contents.draw_text(i+iw-48+16, j-4, 22, 24, Vocab::def[0...3]) wb.contents.draw_text(i+iw-80+16, j+6, 22, 24, Vocab::spi[0...3]) wb.contents.draw_text(i+iw-48+16, j+6, 22, 24, Vocab::agi[0...3]) 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-80+26, j-4, 18, 24, item.atk, 2) wb.contents.draw_text(i+iw-48+26, j-4, 18, 24, item.def, 2) wb.contents.draw_text(i+iw-80+26, j+6, 18, 24, item.spi, 2) wb.contents.draw_text(i+iw-48+26, j+6, 18, 24, item.agi, 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 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... if $imported["BattleEngineMelody"] && !dir # actors here have icons ^^ # REQUIRE YEM Battle Engine Melody return get_icon(chara.battler_icon) # END REQUIRE end @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 ||= {} if $imported["BattleEngineMelody"] # battlers here already have an icon ^^ # REQUIRE YEM Battle Engine Melody wtf = enemy.enemy.enemy_icon_hue # enemy enemy enemy enemy enemy xD id = enemy.battler_icon.to_s + "_" + wtf.to_s return @icache[id] if @icache[id] bit = get_icon(enemy.battler_icon).clone bit.hue_change(wtf) if wtf != 0 # END REQUIRE else 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 if $imported["TankentaiSideview(Kaduki)"] # REQUIRE RPG Tankentai Sideview Battle System sb.make_battler # Tankentai has its own function for battler drawing # END REQUIRE else sb.update_battler_bitmap # let the graphic be loaded end sb.dispose if sb.bitmap.nil? || sb.bitmap.disposed? # no graphic? return bit if sb.disposed? b2 = Bitmap.new(sb.src_rect.width, sb.src_rect.height) # I get a new bitmap b2.blt(0, 0, sb.bitmap, sb.src_rect) # within src_rect sb.bitmap = b2 # disposing sb even its bitmap will be disposed if b2.width <= 24 || b2.height <= 24 # if little bitmap just center it bit.blt((24-b2.width)/2, (24-b2.height)/2, b2, b2.rect) else # else resize fact = (b2.width > b2.height ? b2.height : b2.width)/24.0 nw = b2.width/fact; nh = b2.height/fact bit.stretch_blt(Rect.new((24-nw)/2, (24-nh)/2, nw, nh), b2, b2.rect) end sb.dispose end @icache[id] = bit bit end #class Sprite_Debug#def update() def update move_around if Input.trigger?(VDEBUG::MOVE_AROUND_KEY) for i in 0...@infos.compact.size v = @infos # set every new value and redraw if needed draw_row(i) if @last_values != (@last_values = collect(v)) end super end end # * operation to create a Visible Debug options screen class Window_VDList < Window_Selectable # a silly, simple, window that handle a list attr_reader :data #class Window_VDList#def initialize(x, y, list, ctd) def initialize(x, y, list = [], ctd = false) super(x, y, Graphics.width/2, Graphics.height-y) @column_max = 1 @cantdisable = ctd self.index = 0 set_list(list) end #class Window_VDList#def set_list(list) def set_list(list) @data = list @item_max = @data.size self.index = @item_max - 1 if self.index > 0 && @item_max < self.index refresh end #class Window_VDList#def enabled?(index) def enabled?(index) return true if @cantdisable !$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 end end class Scene_VisibleDebug < Scene_Base # a silly, simple, scene #class Scene_VisibleDebug#def start() def start super create_menu_background @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 end #class Scene_VisibleDebug#def terminate() def terminate super dispose_menu_background @help_window.dispose @mainlist_window.dispose @debuglist_window.dispose @elementlist_window.dispose end #class Scene_VisibleDebug#def update() def update super update_menu_background @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:: Sound.play_cancel $scene = Scene_Map.new return elsif Input.trigger?(Input::C) Sound.play_decision 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 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) Sound.play_cursor @mainlist_window.active = false @debuglist_window.active = true end end #class Scene_VisibleDebug#def update_debuglist() def update_debuglist if Input.trigger?(Input:: Sound.play_cancel $scene = Scene_Map.new return elsif Input.trigger?(Input::C) Sound.play_decision @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) Sound.play_cursor @mainlist_window.active = true @debuglist_window.active = false end end #class Scene_VisibleDebug#def update_elementlist() def update_elementlist if Input.trigger?(Input:: Sound.play_cancel @elementlist_window.active = false @mainlist_window.active = true @elementlist_window.close elsif Input.trigger?(Input::C) Sound.play_decision 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[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 end end
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