Visible Debug 1.2
mikb89
mikb89
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

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 KB)
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 << [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.enemies.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.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[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
# 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
end
class 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, [s1, s2, s3])
@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 || $scene.is_a?(Scene_Title)
end
end
Thread.new{
wait = VDEBUG::TIME_TO_LOSE
loop do
wait -= 1
($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
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 : [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[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(320,[h,1].max) # h is 0, if there's no item
for i in 0...@infos.size
next if @infos[i] == nil || @infos[i].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[i]) # 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[0]
when 0; collect_player
when 1; $game_switches[v[1]]
when 2; $game_variables[v[1]]
when 3; $game_party.item_number(v[1])
when 4; collect_actor($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.weapon_number(v[1])
when 8; $game_party.armor_number(v[1])
when 9; collect_enemy($game_troop.enemies[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_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 [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_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 = [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.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[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 += $game_map.data[item.x, item.y, i].to_s + (i != 2 ? ", " : "")
end
bitmap.draw_text(0, 0, bitmap.width-3, 24, "Tile: #{tile}", 2)
if (item.through || ($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 = $data_system.switches[n]
bitmap.blt(0, 0, get_text_icon("S"), Rect.new(0,0,24,24), blta)
bitmap.draw_text(24, 0, bitmap.width-32, 24, "[#{n}] #{name}:")
bitmap.draw_text(0, 0, bitmap.width, 24, "[O#{$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_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[n]
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 = [0, 10]
#vals[0] -= 4; vals[1] -= 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[0], 16, 16, $data_system.words.hp)
wb.contents.draw_text(i+106, j+vals[1], 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[0...3])
wb.contents.draw_text(i+iw-48+16, j-4, 22, 24, $data_system.words.pdef[0...3])
wb.contents.draw_text(i+iw-80+16, j-4, 22, 24, $data_system.words.str[0...3])
wb.contents.draw_text(i+iw-80+16, j+6, 22, 24, $data_system.words.dex[0...3])
wb.contents.draw_text(i+iw-112+16, j+6, 22, 24, $data_system.words.int[0...3])
wb.contents.draw_text(i+iw-48+16, j+6, 22, 24, $data_system.words.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.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[0], 6, 16, "/", 1)
wb.contents.draw_text(i+96+16+24, j+vals[1], 6, 16, "/", 1)
wb.contents.draw_text(i+96+16+30, j+vals[0], 24, 16, item.maxhp.to_s)
wb.contents.draw_text(i+96+16+30, j+vals[1], 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[0], 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[1], 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[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
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[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_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[n]
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[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.contents = Bitmap.new(iw+32, 56)
wb.draw_actor_name(item, 24, -4) # useful draw_this, draw_that
gs = iw-320
vals = [0, 10]
#vals[0] -= 4; vals[1] -= 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[0], 16, 16, $data_system.words.hp)
wb.contents.draw_text(i+106, j+vals[1], 16, 16, $data_system.words.sp)
wb.contents.draw_text(i+iw-112+16, j-4, 22, 24, $data_system.words.atk[0...3])
wb.contents.draw_text(i+iw-48+16, j-4, 22, 24, $data_system.words.pdef[0...3])
wb.contents.draw_text(i+iw-80+16, j-4, 22, 24, $data_system.words.str[0...3])
wb.contents.draw_text(i+iw-80+16, j+6, 22, 24, $data_system.words.dex[0...3])
wb.contents.draw_text(i+iw-112+16, j+6, 22, 24, $data_system.words.int[0...3])
wb.contents.draw_text(i+iw-48+16, j+6, 22, 24, $data_system.words.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-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[0], 6, 16, "/", 1)
wb.contents.draw_text(i+96+16+24, j+vals[1], 6, 16, "/", 1)
wb.contents.draw_text(i+96+16+30, j+vals[0], 24, 16, item.maxhp.to_s)
wb.contents.draw_text(i+96+16+30, j+vals[1], 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[0], 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[1], 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[index] if @icache[index]
bit = RPG::Cache.icon(index).clone
@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 [characters_have_icon] && !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[c_id] if @icache[c_id]
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[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 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[text] = bit
bit
end
#class Sprite_Debug#def get_enemy_icon(enemy)
def get_enemy_icon(enemy) # get an iconized enemy graphic
@icache ||= {}
#if [characters_have_icon] # battlers here already have an icon ^^
# # REQUIRE Something
# ih = enemy.icon_hue
# id = enemy.battler_icon.to_s + "_" + ih.to_s
# return @icache[id] if @icache[id]
# 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[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 # 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[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[i]
# set every new value and redraw if needed
draw_row(i) if @last_values[i] != (@last_values[i] = 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, 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[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
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[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
# 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] >= 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[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
@mainlist_window.visible = false
@elementlist_window.visible = true
end
endSaves 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