# 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
end