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#1 XP - Variable & Switch Debug HUD Empty XP - Variable & Switch Debug HUD
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mr_wiggles

mr_wiggles
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Due to some kind of error that is preventing me from posting any thing over 250 characters i will have to provide a link to this script at the time being.
Script

Code:
#==============================================================================
#    Variable & Switch Debug HUD
#    Version: 1.0
#    Author: modern algebra (rmrk.net)
#    Date: April 15, 2010
#------------------------------------------------------------------------------
#    Converted to XP
#    by Mr Wiggles
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Description:
#
#    This script is an extra feature that only works in Test Play. Basically,
#  whenever a switch, self switch, or variable are modified, this script will
#  display the modification just made and the result in the bottom left corner
#  of the screen. This is useful for debugging complicated event systems as it
#  allows you to track what is happening every frame.
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Instructions:
#
#    Place this script above Main and below Materials in the Script Editor (F11)
#
#    It will work simply by plugging it in, and you can toggle it on and off
#  at any time simply by pressing F8 (or whatever you replace it with below).
#  Note: This will operate only when test playing! So don't worry. You can
#  also toggle it on and off through a call script command:
#    $game_system.vsd_switch = true/false
#      where true turns the HUD on and false turns it off.
#
#    You can also configure lots of stuf with this script: see line 31
#==============================================================================
#\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\
#  EDITABLE REGION
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
# VSD_SHOW_FRAMES - This is how many frames each modification shows up for.
VSD_SHOW_FRAMES = 180
# VSD_EXCLUDED_SCENES - If you want to exclude any scenes from showing this for
#  whatever reason, just put the name of the scene in the array, without quotes
VSD_EXCLUDED_SCENES = []
# VSD_EXCLUDED_VARIABLES - if this array contains any variable ID, then any
#  modifications of that variable will not be shown. This is useful if you have
#  variables that are updated frequently.
VSD_EXCLUDED_VARIABLES = []
# VSD_EXCLUDED_SWITCHES - if this array contains any switch ID, then any
#  modifications of that switch will not be shown. This is useful if you have
#  switches that are updated frequently.
VSD_EXCLUDED_SWITCHES = []
# VSD_EXCLUDED_SELFSWITCHES - if this array contains any self switch key, then
#  any modifications of that switch will not be shown. A self-switch key is:
#  [map_id, event_id, label] (label is "A", "B", "C", "D")
VSD_EXCLUDED_SELFSWITCHES = []
# VSD_TOGGLE_BUTTON - this is the button you press to turn the HUD on or off
VSD_TOGGLE_BUTTON = Input::F8
# VSD_DEFAULT_ON - this is whether the HUD is on by default or off
VSD_DEFAULT_ON = true
# VSD_SWITCH_COLOR - this is the color of the text showing switches. It must be
# an RGBA array [red, green, blue, alpha]
VSD_SWITCH_COLOR = Color.new(255, 80, 80, 255)
# VSD_VARIABLE_COLOR - this is the color of the text showing variables. It must be
# an RGBA array [red, green, blue, alpha]
VSD_VARIABLE_COLOR = Color.new(80, 80, 255, 255)
# VSD_SELFSWITCH_COLOR - this is the color of the text showing selfswitches. It must be
# an RGBA array [red, green, blue, alpha]
VSD_SELFSWITCH_COLOR = Color.new(80, 255, 80, 255)
# VSD_BACKCOLOR - this is the color of the background to all the texts. It must be
# an RGBA array [red, green, blue, alpha]
VSD_BACKCOLOR = Color.new(0, 0, 0, 60)
#||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
#  END EDITABLE REGION
#//////////////////////////////////////////////////////////////////////////////

#==============================================================================
# ** Game_System
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new instance variable - vsd_switch
#==============================================================================

class Game_System
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Public Instance Variables
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  attr_accessor :vsd_switch
  attr_accessor :debug_hud
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modrna_vsdtoggle_init_8cs3 initialize
  def initialize(*args)
    @debug_hud = nil
    @vsd_switch = VSD_DEFAULT_ON
    modrna_vsdtoggle_init_8cs3(*args) # Run Original Method
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias debug_hud_update update
  def update
    debug_hud_update
    @debug_hud = Debug_HUD.new if @debug_hud == nil
    @debug_hud.update
  end
end

#==============================================================================
# ** Scene_Save
#==============================================================================
class Scene_Save < Scene_File
  alias dispose_debug_hud initialize
  def initialize
    dispose_debug_hud
    $game_system.debug_hud = nil
  end
end

#==============================================================================
# ** Game_Switches
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - []=
#==============================================================================
class Game_Switches
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Switch
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias modbr_vsd_setswitch_4tc2 []=
  def []= (switch_id, *args)
    prev_value = self[switch_id]
    modbr_vsd_setswitch_4tc2 (switch_id, *args)
    if !VSD_EXCLUDED_SWITCHES.include? (switch_id)
      $game_system.debug_hud = Debug_HUD.new if $game_system.debug_hud == nil
      $game_system.debug_hud.vsd_show_operation(true, switch_id, prev_value)
    end
  end
end

#==============================================================================
# ** Game_SelfSwitches
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - []=
#==============================================================================

class Game_SelfSwitches
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Set Switch
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  alias mrnal_vsd_stslfswt_6uj2 []=
  def []= (key, *args)
    prev_value = self[key]
    mrnal_vsd_stslfswt_6uj2 (key, *args)
    if !VSD_EXCLUDED_SELFSWITCHES.include? (key)
      $game_system.debug_hud = Debug_HUD.new if $game_system.debug_hud == nil
      $game_system.debug_hud.vsd_show_operation (true, key, prev_value)
    end
  end
end

#==============================================================================
# ** Game_Event
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    new method - vds_event_name
#==============================================================================

class Game_Event
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Event Name
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def vds_event_name
    return @event ? @event.name : ""
  end
end

#==============================================================================
# ** Game Interpreter
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased methods - command_122 (Variable)
#==============================================================================
class Interpreter
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Control Variable
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def command_122
  # Initialize value
  value = 0
  # Log Old Values
  prev_values = {}
  for id in @parameters[0]..@parameters[1]
    prev_values[id] = $game_variables[id]
  end
  # Branch with operand
  case @parameters[3]
  when 0  # invariable
    value = @parameters[4]
  when 1  # variable
    value = $game_variables[@parameters[4]]
  when 2  # random number
    value = @parameters[4] + rand(@parameters[5] - @parameters[4] + 1)
  when 3  # item
    value = $game_party.item_number(@parameters[4])
  when 4  # actor
    actor = $game_actors[@parameters[4]]
    if actor != nil
      case @parameters[5]
      when 0  # level
        value = actor.level
      when 1  # EXP
        value = actor.exp
      when 2  # HP
        value = actor.hp
      when 3  # SP
        value = actor.sp
      when 4  # MaxHP
        value = actor.maxhp
      when 5  # MaxSP
        value = actor.maxsp
      when 6  # strength
        value = actor.str
      when 7  # dexterity
        value = actor.dex
      when 8  # agility
        value = actor.agi
      when 9  # intelligence
        value = actor.int
      when 10  # attack power
        value = actor.atk
      when 11  # physical defense
        value = actor.pdef
      when 12  # magic defense
        value = actor.mdef
      when 13  # evasion
        value = actor.eva
      end
    end
  when 5  # enemy
    enemy = $game_troop.enemies[@parameters[4]]
    if enemy != nil
      case @parameters[5]
      when 0  # HP
        value = enemy.hp
      when 1  # SP
        value = enemy.sp
      when 2  # MaxHP
        value = enemy.maxhp
      when 3  # MaxSP
        value = enemy.maxsp
      when 4  # strength
        value = enemy.str
      when 5  # dexterity
        value = enemy.dex
      when 6  # agility
        value = enemy.agi
      when 7  # intelligence
        value = enemy.int
      when 8  # attack power
        value = enemy.atk
      when 9  # physical defense
        value = enemy.pdef
      when 10  # magic defense
        value = enemy.mdef
      when 11  # evasion correction
        value = enemy.eva
      end
    end
  when 6  # character
    character = get_character(@parameters[4])
    if character != nil
      case @parameters[5]
      when 0  # x-coordinate
        value = character.x
      when 1  # y-coordinate
        value = character.y
      when 2  # direction
        value = character.direction
      when 3  # screen x-coordinate
        value = character.screen_x
      when 4  # screen y-coordinate
        value = character.screen_y
      when 5  # terrain tag
        value = character.terrain_tag
      end
    end
  when 7  # other
    case @parameters[4]
    when 0  # map ID
      value = $game_map.map_id
    when 1  # number of party members
      value = $game_party.actors.size
    when 2  # gold
      value = $game_party.gold
    when 3  # steps
      value = $game_party.steps
    when 4  # play time
      value = Graphics.frame_count / Graphics.frame_rate
    when 5  # timer
      value = $game_system.timer / Graphics.frame_rate
    when 6  # save count
      value = $game_system.save_count
    end
  end
  # Loop for group control
  for i in @parameters[0] .. @parameters[1]
    # Branch with control
    case @parameters[2]
    when 0  # substitute
      $game_variables[i] = value
    when 1  # add
      $game_variables[i] += value
    when 2  # subtract
      $game_variables[i] -= value
    when 3  # multiply
      $game_variables[i] *= value
    when 4  # divide
      if value != 0
        $game_variables[i] /= value
      end
    when 5  # remainder
      if value != 0
        $game_variables[i] %= value
      end
    end
    # Maximum limit check
    if $game_variables[i] > 99999999
      $game_variables[i] = 99999999
    end
    # Minimum limit check
    if $game_variables[i] < -99999999
      $game_variables[i] = -99999999
    end
  end
  # Return Changes
  for id in @parameters[0]..@parameters[1]
    $game_system.debug_hud = Debug_HUD.new if $game_system.debug_hud == nil
    $game_system.debug_hud.vsd_show_operation(false, id, prev_values[id], @event_id, @parameters[2, @parameters.size - 2]) if !VSD_EXCLUDED_VARIABLES.include?(i)
  end
  # Refresh map
  $game_map.need_refresh = true
  # Continue
  return true
end
end

#==============================================================================
# ** Sprite_ShowOperations
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  This sprite shows the variable & switch operations onscreen during play test
#==============================================================================
class Sprite_ShowOperation < Sprite
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Object Initialization
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize(viewport, operation, *args)
    super (viewport)
    self.bitmap = Bitmap.new (680, 24)
    if operation
      if args[0].is_a? (Integer)
        draw_switch_operation (*args)
      else
        draw_selfswitch_operation (*args)
      end
    else
      draw_variable_operation (*args)
    end
    @frame_count = VSD_SHOW_FRAMES
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Dispose
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def dispose (*args)
    super (*args)
    self.bitmap.dispose
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update
    @frame_count -= 1
    return if self.disposed?
    if @frame_count == 0
      self.dispose
    elsif @frame_count < 25
      self.opacity -= 10
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Switch Operation
  #    switch_id : ID of switch operated on
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_switch_operation (switch_id, prev_value)
    return if switch_id > $data_system.switches.size
    prev_value_s = prev_value ? "ON" : "OFF"
    label = sprintf ("S%04d: #{$data_system.switches[switch_id]} (#{prev_value_s})", switch_id)
    value = $game_switches[switch_id] ? "ON" : "OFF"
    text = "#{label} = #{value}"
    tw = self.bitmap.text_size(text).width + 40
    self.bitmap.fill_rect (680 - tw, 0, tw, 24, VSD_BACKCOLOR)
    self.bitmap.font.color = VSD_SWITCH_COLOR
    self.bitmap.draw_text (-40, 0, self.bitmap.width, 24, text, 2)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw SelfSwitch Operation
  #    switch_id : ID of switch operated on
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_selfswitch_operation (key, prev_value)
    prev_value_s = prev_value ? "ON" : "OFF"
    label = sprintf ("SS:#{key[2]} of Event %03d (#{prev_value_s})", key[1])
    value = $game_self_switches[key] ? "ON" : "OFF"
    text = "#{label} = #{value}"
    tw = self.bitmap.text_size (text).width + 40
    self.bitmap.fill_rect (680 - tw, 0, tw, 24, VSD_BACKCOLOR)
    self.bitmap.font.color = VSD_SELFSWITCH_COLOR
    self.bitmap.draw_text (-40, 0, self.bitmap.width, 24, text, 2)
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Draw Variable Operation
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def draw_variable_operation(var_id, prev_value, event_id = 0, params = [])
    return if var_id > $data_system.variables.size
    label = sprintf ("V%04d: #{$data_system.variables[var_id]} (#{prev_value})", var_id)
    result = $game_variables[var_id].to_s
    # Determine operation string
    op_s = case params[0]
    when 0 then " = "
    when 1 then " + "
    when 2 then " - "
    when 3 then " * "
    when 4 then " / "
    when 5 then " % "
    end
    value_s = "0"
    # Determine operand
    case params[1]
    when 0 # invariable
      if params[0] == 0
        op_s = ""
        value_s = ""
      else
        value_s = "#{params[2]}"
      end
    when 1 # Variable
      value_s = sprintf ("V%04d: #{$data_system.variables[params[2]]} (#{$game_variables[params[2]]})", params[2])
    when 2 # Random
      value_s = "Random No. #{params[2]} - #{params[3]}"
    when 3 # Items Held
      value_s = "Amount of #{$data_items[params[2]].name}(s) held (#{$game_party.item_number($data_items[params[2]])})"
    when 4 # Actor
      actor = $game_actors[params[2]]
      if actor != nil
        value_s = "#{actor.name}'"
        value_s += "s" unless actor.name[-1, 1] == "s"
        stat_s = case params[3]
        when 0  then "Level (#{actor.level})"
        when 1  then "EXP (#{actor.exp})"
        when 2  then "HP (#{actor.hp})"
        when 3  then "SP (#{actor.sp})"
        when 4  then "Max HP (#{actor.maxhp})"
        when 5  then "Max SP (#{actor.maxsp})"
        when 6  then "Strength (#{actor.str})"
        when 7  then "Dexterity (#{actor.dex})"
        when 8  then "Agility (#{actor.agi})" 
        when 9  then "Intelligence (#{actor.int})" 
        when 10 then "Attack (#{actor.atk})"
        when 11 then "Physical Defense (#{actor.pdef})"
        when 12 then "Magic Defense (#{actor.mdef})"
        when 13 then "Evasion (#{actor.eva})"
        end
        value_s += " #{stat_s}"
      end
    when 5 # Enemy
      return if $game_troop == nil
      enemy = $game_troop.enemies[params[2]]
      if enemy != nil
        value_s = "#{enemy.name}'"
        value_s += "s" unless enemy.name[-1, 1] == "s"
        stat_s = case params[3]
        when 0  then "HP (#{enemy.hp})"
        when 1  then "SP (#{enemy.sp})"
        when 2  then "Max HP (#{enemy.maxhp})"
        when 3  then "Max SP (#{enemy.maxsp})"
        when 4  then "Strength (#{enemy.str})"
        when 5  then "Dexterity (#{enemy.dex})"
        when 6  then "Agility (#{enemy.agi})"
        when 7  then "Intelligence (#{enemy.int})"
        when 8  then "Attack (#{enemy.atk})"
        when 9  then "Physical Defense (#{enemy.pdef})"
        when 10 then "Magic Defense (#{enemy.mdef})"
        when 11 then "Evasion (#{enemy.eva})"
        end
        value_s += " #{stat_s}"
      end
    when 6 # Character
      case params[2]
      when -1
        character = $game_player # Player
        value_s = "Player's"
      when 0
        character = $game_map.events ? $game_map.events[event_id] : nil
      else
        character = $game_map.events ? $game_map.events[params[2]] : nil
      end
      if character != nil
        if value_s != "Player's"
          value_s = "#{character.vds_event_name}'"
          value_s += "s" unless character.vds_event_name[-1, 1] == "s"
        end
        stat_s = case params[3]
        when 0 then "X Coordinate (#{character.x})"
        when 1 then "Y Coordinate (#{character.y})"
        when 2 then "Direction (#{character.direction})"
        when 3 then "Screen X (#{character.screen_x})"
        when 4 then "Screen Y (#{character.screen_y})"
        when 5 then "Terrain Tag (#{character.terrain_tag})"
        end
        value_s += " #{stat_s}"
      end
    when 7 # Other
      value_s = case params[2]
      when 0 then "Map ID (#{$game_map.map_id})"
      when 1 then "Party Size (#{$game_party.actors.size})"
      when 2 then "Party's Gold (#{$game_party.gold})"
      when 3 then "Steps Taken (#{$game_party.steps})"
      when 4 then "Play Time (#{Graphics.frame_count / Graphics.frame_rate})"
      when 5 then "Timer (#{$game_system.timer / Graphics.frame_rate})"
      when 6 then "Save Count (#{$game_system.save_count})"
      end
    end
    text = "#{label}#{op_s}#{value_s} = #{result}"
    tw = self.bitmap.text_size(text).width + 40
    self.bitmap.fill_rect (680 - tw, 0, tw, 24, VSD_BACKCOLOR)
    self.bitmap.font.color = VSD_VARIABLE_COLOR
    self.bitmap.draw_text (-40, 0, self.bitmap.width, 24, text, 2)
  end
end

#==============================================================================
# ** Debug_HUD
#++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#  Summary of Changes:
#    aliased method - start, initialize, update
#    new method - vsd_show_operation
#==============================================================================
class Debug_HUD
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Start Processing
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def initialize(*args)
    @vsd_shown_operations = []
    @vsd_viewport = Viewport.new (0, 0, 640, 480)
    @vsd_viewport.z = 1000
  #@vsd_viewport.oy = 128 if self.is_a? (Scene_Battle)
    @vsd_scroll = 0
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Terminate
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def terminate(*args)
    @vsd_shown_operations.each { |sprite| sprite.dispose unless sprite.disposed? }
    @vsd_shown_operations.clear
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Frame Update
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def update(*args)
    if $DEBUG
      if Input.trigger? (VSD_TOGGLE_BUTTON) # Toggle feature
        $game_system.vsd_switch = !$game_system.vsd_switch
        if !$game_vsd_switch
          @vsd_shown_operations.each { |sprite| sprite.dispose }
          @vsd_shown_operations.clear
        end
      end
      delete_array = []
      for i in 0...@vsd_shown_operations.size
        @vsd_shown_operations[i].update
        delete_array.push (i) if @vsd_shown_operations[i].disposed?
      end
      delete_array.reverse.each { |i| @vsd_shown_operations.delete_at (i) }
      # Move viewport if showing message
      if self.is_a? (Scene_Map)
        @vsd_viewport.oy = $game_message.visible && $game_message.position == 2 ? 128 : 0
      end
      if @vsd_scroll > 0
        @vsd_scroll -= 3
        @vsd_shown_operations.each { |sprite| sprite.y -= 3 }
      end
    end
  end
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  # * Show Operation
  #~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
  def vsd_show_operation(*args)
    return if !$DEBUG || !$game_system.vsd_switch || VSD_EXCLUDED_SCENES.include? (self.class)
    sprite = Sprite_ShowOperation.new(@vsd_viewport, *args)
    sprite.y = @vsd_shown_operations.empty? ? 480 : @vsd_shown_operations[0].y + 24
    @vsd_scroll += 24
    @vsd_shown_operations.unshift(sprite)
  end
end

(it was originally in VX By modern algerbra but with his permission i converted to XP.)

Screen shot:
XP - Variable & Switch Debug HUD 2n665bt

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#2 XP - Variable & Switch Debug HUD Empty Re: XP - Variable & Switch Debug HUD
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mr_wiggles

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I cleaned up the first post a bit and created hyperlinks to the RMRK threads.
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