Visible Debug 1.2c

● ARCHIVED · READ-ONLY
Started by mikb89 3 posts View original ↗
  1. Visible Debug 1.2c

    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, mp, tp (if enabled), atk, def, luk, agi, two states;
    • actors' name & level (enemies don't have that);
    • others useful datas you can check in configurations and can add your own.

    Screenshots

    visibledebugvxace.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. 1.2c (1.33 MB)

    http://www.mediafire.com/?o5dqoberdpn9opa

    Script

    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.
      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 update_call_debug() <- rewritten
      def update_call_debug
        SceneManager.call(Scene_ChoiceDebug) if $TEST && Input.press?(:F9)
      end
    end
    
    class 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)
      end
    end
    
    class 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?
      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_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
    end
    
    class << 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
      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)
      def initialize(i = nil, pos = 0)
        super()
        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 = 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[i] == nil || @infos[i].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[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,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[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, 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
      end
    end
    
    class 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
      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
  2. Maker tools like this are always useful. Definitely going to use this. Thanks a lot and mad props, brother.
  3. Yeah, going to use this. See, I always have the bad habit of making events only work when a switch is on, but never actually turning the switch on until I finally playtest. I mean, everything works just fine once I figure out what I did, but it would be nice to have a nice window with data on what is happening.