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VXVisible Debug 1.2

BMM Archive · July 16, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Visible Debug 1.2
  • Original author: mikb89
  • Original date: July 23, 2012
  • Source thread: https://forums.rpgmakerweb.com/threads/visible-debug-1-2.3459/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS2 Scripts (RMVX)

Summary

Visible Debug 1.2 mikb89 ​ Introduction

Archived First Post

Visible Debug 1.2

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

Screenshots

visibledebugvx.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. 1.2 (262 K

http://www.mediafire.com/?6equw8o51zt65b8

Script

Code:
# Visible Debug v. 1.2
# VX version
# by mikb89

# Details:
#  Sometimes something goes wrong with events switches and variables. You don't
#   know what is happening, you just know they don't work.
#  With this script you can set in game a list of parameters to take under
#   control and they'll be shown and updated in real time.
#  This list includes:
#   - switches and variables, events' self switches;
#   - events, player, actors, battlers character's graphic;
#   - events and player Through state and position;
#   - tile id of current player position;
#   - items, weapons, armors possession number;
#   - battlers' hp, mp, rage (if you use YEM), atk, def, spi, agi, two states;
#   - actors' name & level (enemies don't have that);
#   - others useful datas you can check here in configurations and can add your
#     own.

# Configurations:
module VDEBUG
  # Here's a list of terms you can change as you want:
  HELP_TEXT = "Enter: add/remove; Pag: change list." # Help yourself!
  # These are what appears on F9 press:
    CALL_CLASSIC_DEBUG_TEXT = "Debug call"
    CALL_VDEBUG_SETTINGS_TEXT = "Visible Debug data"
  # These are lists names:
    SWITCH_LIST_TEXT = "Switches"
    VARIABLE_LIST_TEXT = "Variables"
    ITEM_LIST_TEXT = "Items"
    ACTOR_LIST_TEXT = "Actors"
    EVENT_LIST_TEXT = "Events"
    DATA_LIST_TEXT = "Infos"
    WEAPON_LIST_TEXT = "Weapons"
    ARMOR_LIST_TEXT = "Armors"
    ENEMY_LIST_TEXT = "Enemies"

  SHOW_EVENT_NAME = true # Show the event name. Set false for compatibility.
  MOVE_AROUND_KEY = Input::ALT
   # Pressing this key many times the debug sprite will move in the four angles
   #  of the screen and then hide.

  # The available data:
  def self.collect_mainlist
    poss = [] # You can change the order as you want, but can add nothing.
    poss << [-1, $data_system.switches.size-1]
    poss << [-2, $data_system.variables.size-1]
    poss << [-3, $data_items.size-1]
    poss << [-4, $data_actors.size-1]
    poss << [0, $game_player]
    poss << [-5, $game_map.events.size] # No need of -1 because it's a Hash. D:
    poss << [-6, self.useful_data.size-1]
    poss << [-7, $data_weapons.size-1]
    poss << [-8, $data_armors.size-1]
    poss << [-9, [$game_troop.members.size, 8].max]
    poss # Unless you know what you're doing, of course.
  end
  def self.useful_data
    da = [nil] # First value must be nil.
    da << [["Party:", $game_party.members.size], # Open an array, add the item.
           ["G:", $game_party.gold], # First value is a string shown...
           ["S:", $game_party.steps], # ...second value is the variable to show.
           ["T:", self.adjust_time(Graphics.frame_count)], # Remember the ,
           ["Sav:", $game_system.save_count]] # Close the data array.
           # Will show: "Party: 3 G: 333 S: 33 T: 3:33 Sav: 3" with something
           #  instead of 3.
    da << ["Timer:", self.adjust_time($game_system.timer)]
           # Even a single item can be added. And variable can also be a def.
    da << [["Map id:", $game_map.map_id],
           ["Size:", $game_map.width], ["x", $game_map.height]]
           # You can, as an exercise, add for example the map name. 

     # Add here your own! We want YOU for items adding.

    da # Here just returns the datas.
  end
  def self.adjust_time(value) # Example of a function. Returns formatted time.
    value /= Graphics.frame_rate # Graphics.frame_rate = 1 second.
    sec = value % 60 # Get the seconds.
    value -= sec # Subtract them.
    "#{value/60}:#{sprintf("%02d",sec)}" # Return min:sec formatted time string.
  end
end

#Codename: vdebug


($imported ||= {})[:mikb89_vdebug] = true

# License:
# - You can ask me to include support for other scripts as long as these scripts
#   use the $imported[script] = true;
# - You can modify and even repost my scripts, after having received a response
#   by me. For reposting it, anyway, you must have done heavy edit or porting,
#   you can't do a post with the script as is;
# - You can use my scripts for whatever you want, from free to open to
#   commercial games. I'd appreciate by the way if you let me know about what
#   you're doing;
# - You must credit me, if you use this script or part of it.

# * operations to let the Visible Debug configuration be available

class Scene_Map
#class Scene_Map#def call_debug() <- rewritten
  def call_debug
    Sound.play_decision
    $game_temp.next_scene = nil
    $scene = Scene_ChoiceDebug.new
  end
end

  # Yanfly liked to destroy the Scene_End, let's support him! 
if $imported["SystemGameOptions"]
# REQUIRE YEM - System Game Options
  class Scene_ChoiceDebug < Scene_Base # this is just a clone of the Scene_End
#class Scene_ChoiceDebug#def start()
    def start; super; create_menu_background; create_command_window; end
#class Scene_ChoiceDebug#def post_start()
    def post_start; super; open_command_window; end
#class Scene_ChoiceDebug#def pre_terminate()
    def pre_terminate; super; close_command_window; end
#class Scene_ChoiceDebug#def terminate()
    def terminate; super; @command_window.dispose; dispose_menu_background; end
#class Scene_ChoiceDebug#def update()
    def update
      super; update_menu_background; @command_window.update
      if Input.trigger?(Input::
        Sound.play_cancel; return_scene
      elsif Input.trigger?(Input::C); case @command_window.index
        when 0; command_to_title
        when 1; command_shutdown
        when 2; Sound.play_decision; return_scene
      end; end
    end
#class Scene_ChoiceDebug#def update_menu_background()
    def update_menu_background; super; @menuback_sprite.tone.set(0,0,0,128); end
#class Scene_ChoiceDebug#def open_command_window()
    def open_command_window
      @command_window.open; begin
        @command_window.update; Graphics.update
      end until @command_window.openness == 255
    end
#class Scene_ChoiceDebug#def close_command_window()
    def close_command_window
      @command_window.close; begin
        @command_window.update; Graphics.update
      end until @command_window.openness == 0
    end
  end
# END REQUIRE
else
  class Scene_ChoiceDebug < Scene_End; end
end

class Scene_ChoiceDebug
#class Scene_ChoiceDebug#def return_scene()
  def return_scene
    $scene = Scene_Map.new
  end
#class Scene_ChoiceDebug#def create_command_window()
  def create_command_window
    s1 = VDEBUG::CALL_CLASSIC_DEBUG_TEXT
    s2 = VDEBUG::CALL_VDEBUG_SETTINGS_TEXT
    s3 = Vocab::cancel
    @command_window = Window_Command.new(272, [s1, s2, s3])
    @command_window.x = (544 - @command_window.width) / 2
    @command_window.y = (416 - @command_window.height) / 2
    @command_window.openness = 0
  end
  # just using original Scene_End class names
#class Scene_ChoiceDebug#def command_to_title()
  def command_to_title
    Sound.play_decision
    $scene = Scene_Debug.new
    close_command_window
  end
#class Scene_ChoiceDebug#def command_shutdown()
  def command_shutdown
    Sound.play_decision
    $scene = Scene_VisibleDebug.new
    close_command_window
  end
end

# * operations to let the Visible Debug sprite work

#class Game_Event#def name()
(class Game_Event; def name; @event.name; end; end) if VDEBUG::SHOW_EVENT_NAME
 # why isn't the event name readable by default? WHY???

class Scene_End
  alias_method(:terminateSE_b4_vdebug, :terminate) unless method_defined?(:terminateSE_b4_vdebug)
#class Scene_End#def terminate() <- aliased
  def terminate
    terminateSE_b4_vdebug
    # dispose the sprite on Shutdown and To title commands
    $game_player.sdebug.dispose if !$scene || $scene.is_a?(Scene_Title)
  end
end

class Scene_Base
  alias_method(:updateSB_b4_vdebug, :update) unless method_defined?(:updateSB_b4_vdebug)
#class Scene_Base#def update() <- aliased
  def update
    updateSB_b4_vdebug
    # update the debug sprite just everywhere!
    $game_player.sdebug.update if $game_player
  end
  alias_method(:snapshot_for_background_b4_vdebug, :snapshot_for_background) unless method_defined?(:snapshot_for_background_b4_vdebug)
#class Scene_Base#def snapshot_for_background() <- aliased
  def snapshot_for_background
    # we don't want the debug sprite to be captured in the snapshot
    $game_player.sdebug.visible = false if $game_player
    snapshot_for_background_b4_vdebug
    $game_player.sdebug.visible = true if $game_player
  end
end
class Game_Player
  # rely sprite on $game_player due to its reperibility. No, I'm not kidding :E
#class Game_Player#def sdebug()
  def sdebug
    @sdebug ||= Sprite_Debug.new
  end
end

class Sprite_Debug < Sprite
  attr_reader :infos
#class Sprite_Debug#def initialize(i, pos, vp)
  def initialize(i = nil, pos = 0, vp = nil)
    if vp == nil; super(); else; super(vp); end # viewport?
    self.infos = (i.is_a?(Array) ? i : [i]) # must be an array
    self.z = 99999999 # a big value
    self.opacity = 222 # little transparency
    @last_values = []
    @pos = pos - 1; move_around # position set
  end
#class Sprite_Debug#def move_around()
  def move_around
    @pos += 1; @pos %= 5 # increase position, modulate value
    self.x = w*(@pos%2) # right/left
    self.y = Graphics.height/2*(@pos/2) # up/down/out
  end
#class Sprite_Debug#def w()
  def w # just to write a little less
    Graphics.width/2
  end
#class Sprite_Debug#def infos=(i)
  def infos=(i)
    @infos = i
    create_bitmap # once data change, we recreate the image
  end
#class Sprite_Debug#def marshal_dump()
  def marshal_dump
    [@infos, @pos, self.viewport] # values to save
  end
#class Sprite_Debug#def marshal_load(data)
  def marshal_load(data)
    initialize(data[0] || nil, data[1] || 0, data[2] || nil)
  end
#class Sprite_Debug#def create_bitmap()
  def create_bitmap
    self.bitmap.dispose if self.bitmap && !self.bitmap.disposed?
    h = @infos.size*24
    self.bitmap = Bitmap.new(w,[h,1].max) # h is 0, if there's no item
    for i in 0...@infos.size
      next if @infos[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.maxhp
    da << actor.mp
    da << actor.maxmp
    da << actor.states
    da << actor.atk
    da << actor.def
    da << actor.spi
    da << actor.agi
    da
  end
#class Sprite_Debug#def collect_event(event)
  def collect_event(event)
    da = []
    return da if event.nil?
    da << event.character_name
    da << event.character_index
    da << event.direction
    da << event.x
    da << event.y
    da << (event.through || event.debug_through?)
    for ss in ['A', 'B', 'C', 'D']
      da << $game_self_switches[[$game_map.map_id, event.id, ss]]
    end
    da
  end
#class Sprite_Debug#def collect_data(data)
  def collect_data(data)
    da = []
    return da if data.nil? || !data.is_a?(Array)
    data = [data] unless data[0].is_a?(Array)
    return da if data.size < 1
    for val in data
      da << val[1]
    end
    da
  end
#class Sprite_Debug#def collect_enemy(enemy)
  def collect_enemy(enemy)
    da = []
    return da if enemy.nil?
    da << enemy.battler_name
    da << enemy.battler_hue
    da << enemy.name
    da << enemy.hp
    da << enemy.maxhp
    da << enemy.mp
    da << enemy.maxmp
    da << enemy.states
    da << enemy.atk
    da << enemy.def
    da << enemy.spi
    da << enemy.agi
    da
  end
#class Sprite_Debug#def get_item(item, width, enabled)
  def get_item(item, width = w, enabled = true) # draw item in a returned bitmap
    bit = Bitmap.new(width,24)
    bit.font.color.alpha = blta = enabled ? 255 : 128
    case item[0]
    when -9; draw_container(VDEBUG::ENEMY_LIST_TEXT, item[1], bit)
    when -8; draw_container(VDEBUG::ARMOR_LIST_TEXT, item[1], bit)
    when -7; draw_container(VDEBUG::WEAPON_LIST_TEXT, item[1], bit)
    when -6; draw_container(VDEBUG::DATA_LIST_TEXT, item[1], bit)
    when -5; draw_container(VDEBUG::EVENT_LIST_TEXT, item[1], bit)
    when -4; draw_container(VDEBUG::ACTOR_LIST_TEXT, item[1], bit)
    when -3; draw_container(VDEBUG::ITEM_LIST_TEXT, item[1], bit)
    when -2; draw_container(VDEBUG::VARIABLE_LIST_TEXT, item[1], bit)
    when -1; draw_container(VDEBUG::SWITCH_LIST_TEXT, item[1], bit)
    when 0; draw_player(item[1], bit, blta)
    when 1; draw_switch(item[1], bit, blta)
    when 2; draw_variable(item[1], bit, blta)
    when 3; draw_item(item[1], bit, blta)
    when 4; draw_actor(item[1], bit, blta)
    when 5; draw_event(item[1], bit, blta)
    when 6; draw_data(item[1], bit, blta)
    when 7; draw_weapon(item[1], bit, blta)
    when 8; draw_armor(item[1], bit, blta)
    when 9; draw_enemy(item[1], bit, blta)
    else; bit.dispose; bit = nil
    end
    bit
  end
#class Sprite_Debug#def draw_container(txt, n, bitmap)
  def draw_container(txt, n, bitmap)
    bitmap.draw_text(12, 0, bitmap.width-32, 24, txt)
    bitmap.draw_text(0, 0, bitmap.width, 24, n > 0 ? "(#{n})" : "", 2)
  end
#class Sprite_Debug#def draw_player(item, bitmap, blta)
  def draw_player(item, bitmap, blta)
    if item != nil
      bitmap.blt(0, 0, get_character_icon(item, true), Rect.new(0,0,24,24), blta)
      bitmap.draw_text(24, 0, bitmap.width, 24, "(#{item.x};#{item.y})")
      tile = ""
      for i in [0, 1, 2]
        tile += $game_map.data[item.x, item.y, i].to_s + (i != 2 ? ", " : "")
      end
      bitmap.draw_text(0, 0, bitmap.width-3, 24, "Tile: #{tile}", 2)
      if (item.through || item.debug_through?)
        bitmap.font.size /= 2
        bitmap.font.shadow = false
        col = false
        for i in -1..2; for j in -1..1 # I could avoid all this, but...
          next if i == j && i == 0
          if i == 2
            next if j != 0
            col = true
            i = 0
          end
          bitmap.font.color = col ? Color.new(0,0,0) : Color.new(99,33,55)
          bitmap.draw_text(i, j+8, 23, 24, "T", 2)
          break if i == j && j == 0
        end; end
      end
    end
  end
#class Sprite_Debug#def draw_switch(n, bitmap, blta)
  def draw_switch(n, bitmap, blta)
    if n != nil
      name = $data_system.switches[n]
      bitmap.blt(0, 0, get_text_icon("S"), Rect.new(0,0,24,24), blta)
      bitmap.draw_text(24, 0, bitmap.width-32, 24, "[#{n}] #{name}:")
      bitmap.draw_text(0, 0, bitmap.width, 24, "[O#{$game_switches[n] ? "N" : "FF"}]", 2)
    end
  end
#class Sprite_Debug#def draw_variable(n, bitmap, blta)
  def draw_variable(n, bitmap, blta)
    if n != nil
      name = $data_system.variables[n]
      bitmap.blt(0, 0, get_text_icon("V"), Rect.new(0,0,24,24), blta)
      bitmap.draw_text(24, 0, bitmap.width-32, 24, "[#{n}] #{name}:")
      bitmap.draw_text(0, 0, bitmap.width-3, 24, $game_variables[n].to_s, 2)
    end
  end
#class Sprite_Debug#def draw_item(n, bitmap, blta)
  def draw_item(n, bitmap, blta)
    item = $data_items[n]
    if item != nil
      bitmap.blt(0, 0, get_icon(item.icon_index), Rect.new(0,0,24,24), blta)
      bitmap.draw_text(24, 0, bitmap.width, 24, item.name)
      bitmap.draw_text(0, 0, bitmap.width-3, 24, $game_party.item_number(item), 2)
    end
  end
#class Sprite_Debug#def draw_actor(n, bitmap, blta)
  def draw_actor(n, bitmap, blta)
    item = $game_actors[n]
    if item != nil
      iw = bitmap.width
      bitmap.draw_text(24, 0, bitmap.width, 24, item.name)
      wb = Window_Base.new(-(iw+32),-56,iw+32,56) # I get a Window_Base for its
      wb.draw_actor_name(item, 24, 0)             #  useful draw_this, draw_that
      gs = iw-w
      vals = [-8, -2]
      if $imported["CoreFixesUpgradesMelody"] || $imported["BattleEngineMelody"]
        # REQUIRE YEM Battle Engine Melody OR YEM Core Fixes and Upgrades
          if item.use_rage?
            vals[0] -= 4; vals[1] -= 4; vals << 0
            wb.draw_enemy_rage_gauge(item, 96, vals[2], 48+gs)
          end
        # END REQUIRE
      end
      wb.draw_actor_hp_gauge(item, 96, vals[0], 48+gs)
      wb.draw_actor_mp_gauge(item, 96, vals[1], 48+gs)
      wb.draw_actor_state(item, 154+gs, 0, 48)
      wb.contents.font.size /= 2
      wb.contents.font.shadow = false
      col = false
      for i in -1..2; for j in -1..1
        next if i == j && i == 0
        if i == 2
          next if j != 0
          col = true
          i = 0
        end
        wb.contents.font.color = col ? Color.new(0,0,0) : wb.system_color
        wb.contents.draw_text(i+6-1, j+8, 12, 24, Vocab::level_a)
        wb.contents.draw_text(i+iw-80+16, j-4, 22, 24, Vocab::atk[0...3])
        wb.contents.draw_text(i+iw-48+16, j-4, 22, 24, Vocab::def[0...3])
        wb.contents.draw_text(i+iw-80+16, j+6, 22, 24, Vocab::spi[0...3])
        wb.contents.draw_text(i+iw-48+16, j+6, 22, 24, Vocab::agi[0...3])
        wb.contents.font.color = col ? Color.new(0,0,0) : wb.normal_color
        wb.contents.draw_text(i, j+8, 23, 24, item.level, 2)
        wb.contents.draw_text(i+iw-80+26, j-4, 18, 24, item.atk, 2)
        wb.contents.draw_text(i+iw-48+26, j-4, 18, 24, item.def, 2)
        wb.contents.draw_text(i+iw-80+26, j+6, 18, 24, item.spi, 2)
        wb.contents.draw_text(i+iw-48+26, j+6, 18, 24, item.agi, 2)
        break if i == j && j == 0
      end;end
      bitmap.blt(0, 0, get_character_icon(item), Rect.new(0,0,24,24), blta)
      bitmap.blt(0, 0, wb.contents, wb.contents.rect, blta)
      wb.dispose
    end
  end
#class Sprite_Debug#def draw_event(n, bitmap, blta)
  def draw_event(n, bitmap, blta)
    item = $game_map.events[n]
    if item != nil
      bitmap.blt(0, 0, get_character_icon(item, true), Rect.new(0,0,24,24), blta)
      nm = VDEBUG::SHOW_EVENT_NAME ? item.name : ""
      bitmap.draw_text(24, 0, bitmap.width-3, 24, "[#{item.id}](#{item.x};#{item.y})#{nm}")
      loc = "ON:"
      for ss in ['A', 'B', 'C', 'D']
        loc += " " + ss + "," if $game_self_switches[[$game_map.map_id, item.id, ss]]
      end
      loc[-1] = "" if loc[-1].chr == ','
      bitmap.draw_text(0, 0, bitmap.width, 24, loc, 2)
      if (item.through || item.debug_through?)
        bitmap.font.size /= 2
        bitmap.font.shadow = false
        col = false
        for i in -1..2; for j in -1..1
          next if i == j && i == 0
          if i == 2
            next if j != 0
            col = true
            i = 0
          end
          bitmap.font.color = col ? Color.new(0,0,0) : Color.new(99,33,55)
          bitmap.draw_text(i, j+8, 23, 24, "T", 2) if (item.through || item.debug_through?)
          break if i == j && j == 0
        end; end
      end
    else
      bitmap.blt(0, 0, get_text_icon(n.to_s), Rect.new(0,0,24,24), blta)
      bitmap.draw_text(0, 0, bitmap.width, 24, "EV#{sprintf("%03d", n)}", 1)
    end
  end
#class Sprite_Debug#def draw_data(n, bitmap, blta)
  def draw_data(n, bitmap, blta)
    item = VDEBUG::useful_data[n]
    if item != nil && item.is_a?(Array)
      item = [item] unless item[0].is_a?(Array)
      return if item.size < 1
      str = ""
      for val in item
        str += val[0] + " #{val[1]} "
      end
      str[-1] = "" if str[-1].chr == " "
      bitmap.draw_text(0, 0, bitmap.width, 24, str, 1)
    end
  end
#class Sprite_Debug#def draw_weapon(n, bitmap, blta)
  def draw_weapon(n, bitmap, blta)
    item = $data_weapons[n]
    if item != nil
      bitmap.blt(0, 0, get_icon(item.icon_index), Rect.new(0,0,24,24), blta)
      bitmap.draw_text(24, 0, bitmap.width, 24, item.name)
      bitmap.draw_text(0, 0, bitmap.width-3, 24, $game_party.item_number(item), 2)
    end
  end
#class Sprite_Debug#def draw_armor(n, bitmap, blta)
  def draw_armor(n, bitmap, blta)
    item = $data_armors[n]
    if item != nil
      bitmap.blt(0, 0, get_icon(item.icon_index), Rect.new(0,0,24,24), blta)
      bitmap.draw_text(24, 0, bitmap.width, 24, item.name)
      bitmap.draw_text(0, 0, bitmap.width-3, 24, $game_party.item_number(item), 2)
    end
  end
#class Sprite_Debug#def draw_enemy(n, bitmap, blta)
  def draw_enemy(n, bitmap, blta)
    item = $game_troop.members[n-1]
    iw = bitmap.width
    if item != nil
      wb = Window_Base.new(-(iw+32),-56,iw+32,56) # I get a Window_Base for its
      wb.draw_actor_name(item, 24, 0)             #  useful draw_this, draw_that
      gs = iw-w
      vals = [-8, -2]
      if $imported["CoreFixesUpgradesMelody"] || $imported["BattleEngineMelody"]
        # REQUIRE YEM Battle Engine Melody OR YEM Core Fixes and Upgrades
          if item.use_rage?
            vals[0] -= 4; vals[1] -= 4; vals << 0
            wb.draw_enemy_rage_gauge(item, 96, vals[2], 48+gs)
          end
        # END REQUIRE
      end
      wb.draw_actor_hp_gauge(item, 96, vals[0], 48+gs)
      wb.draw_actor_mp_gauge(item, 96, vals[1], 48+gs)
      wb.draw_actor_state(item, 154+gs, 0, 48)
      wb.contents.font.size /= 2
      wb.contents.font.shadow = false
      col = false
      for i in -1..2; for j in -1..1
        next if i == j && i == 0
        if i == 2
          next if j != 0
          col = true
          i = 0
        end
        wb.contents.font.color = col ? Color.new(0,0,0) : wb.system_color
        wb.contents.draw_text(i+iw-80+16, j-4, 22, 24, Vocab::atk[0...3])
        wb.contents.draw_text(i+iw-48+16, j-4, 22, 24, Vocab::def[0...3])
        wb.contents.draw_text(i+iw-80+16, j+6, 22, 24, Vocab::spi[0...3])
        wb.contents.draw_text(i+iw-48+16, j+6, 22, 24, Vocab::agi[0...3])
        wb.contents.font.color = col ? Color.new(0,0,0) : wb.normal_color
        wb.contents.draw_text(i, j+8, 23, 24, item.letter, 2)
        wb.contents.draw_text(i+iw-80+26, j-4, 18, 24, item.atk, 2)
        wb.contents.draw_text(i+iw-48+26, j-4, 18, 24, item.def, 2)
        wb.contents.draw_text(i+iw-80+26, j+6, 18, 24, item.spi, 2)
        wb.contents.draw_text(i+iw-48+26, j+6, 18, 24, item.agi, 2)
        break if i == j && j == 0
      end;end
      bitmap.blt(0, 0, get_enemy_icon(item), Rect.new(0,0,24,24), blta)
      bitmap.blt(0, 0, wb.contents, wb.contents.rect, blta)
      wb.dispose
    else
      bitmap.blt(0, 0, get_text_icon(n.to_s), Rect.new(0,0,24,24), blta)
      bitmap.draw_text(0, 0, iw, 24, "...", 1)
    end
  end
#class Sprite_Debug#def get_icon(index)
  def get_icon(index) # get an icon with the Window_Base, cache it
    @icache ||= {}
    return @icache[index] if @icache[index]
    wb = Window_Base.new(-56,-56,56,56)
    wb.draw_icon(index,0,0)
    bit = wb.contents.clone
    wb.dispose
    @icache[index] = bit
    bit
  end
#class Sprite_Debug#def get_character_icon(chara, dir)
  def get_character_icon(chara, dir = false) # get iconized character from...
    if $imported["BattleEngineMelody"] && !dir # actors here have icons ^^
      # REQUIRE YEM Battle Engine Melody
        return get_icon(chara.battler_icon)
      # END REQUIRE
    end
    @icache ||= {}
    c_id = chara.character_name + "_" + chara.character_index.to_s + "_" +
           (dir ? chara.direction.to_s : "2")
    return @icache[c_id] if @icache[c_id]
    if dir
      cp = chara.clone
      cp.transparent = true
      sc = Sprite_Character.new(nil, cp) # ...a Sprite_Character or...
      bit = Bitmap.new(24, 24)
      bit.blt((24-sc.src_rect.width)/2,(24-sc.src_rect.height)/2,sc.bitmap, sc.src_rect)
      sc.dispose
      cp = nil
    else
      wb = Window_Base.new(-56,-56,56,56) # ...a Window_Base...
      wb.draw_actor_graphic(chara,12,33)
      bit = wb.contents.clone
      wb.dispose
    end
    @icache[c_id] = bit # ...and cache it
    bit
  end
#class Sprite_Debug#def get_text_icon(text)
  def get_text_icon(text) # get an iconized text, like S, V or numbers
    @icache ||= {}
    return @icache[text] if @icache[text]
    bit = Bitmap.new(24,24)
    bit.font.shadow = false
    bit.font.italic = true
    bit.font.bold = true
    bit.font.size -= 1
    bit.font.color = Color.new(81,59,59, 128)
    for i in -2..2; for j in -1..1 # draw black text many times around
      bit.draw_text(i,j+2,24,24,text,1)
    end; end
    bit.blur # then blur it
    bit.font.color = Color.new(255,255,255)
    bit.draw_text(0,2,24,24,text,1)
    @icache[text] = bit
    bit
  end
#class Sprite_Debug#def get_enemy_icon(enemy)
  def get_enemy_icon(enemy) # get an iconized enemy graphic
    @icache ||= {}
    if $imported["BattleEngineMelody"] # battlers here already have an icon ^^
      # REQUIRE YEM Battle Engine Melody
        wtf = enemy.enemy.enemy_icon_hue # enemy enemy enemy enemy enemy xD
        id = enemy.battler_icon.to_s + "_" + wtf.to_s
        return @icache[id] if @icache[id]
        bit = get_icon(enemy.battler_icon).clone
        bit.hue_change(wtf) if wtf != 0
      # END REQUIRE
    else
      id = enemy.battler_name + "_" + enemy.battler_hue.to_s
      return @icache[id] if @icache[id]
      bit = Bitmap.new(24,24)
      sb = Sprite_Battler.new(nil, enemy) # get the bitmap from a Sprite_Battler
      sb.opacity = 0 # don't wanna see the full battler
      if $imported["TankentaiSideview(Kaduki)"]
        # REQUIRE RPG Tankentai Sideview Battle System
          sb.make_battler # Tankentai has its own function for battler drawing
        # END REQUIRE
      else
        sb.update_battler_bitmap # let the graphic be loaded
      end
      sb.dispose if sb.bitmap.nil? || sb.bitmap.disposed? # no graphic?
      return bit if sb.disposed?
      b2 = Bitmap.new(sb.src_rect.width, sb.src_rect.height) # I get a new bitmap
      b2.blt(0, 0, sb.bitmap, sb.src_rect)                   #  within src_rect
      sb.bitmap = b2 # disposing sb even its bitmap will be disposed
      if b2.width <= 24 || b2.height <= 24 # if little bitmap just center it
        bit.blt((24-b2.width)/2, (24-b2.height)/2, b2, b2.rect)
      else # else resize
        fact = (b2.width > b2.height ? b2.height : b2.width)/24.0
        nw = b2.width/fact; nh = b2.height/fact
        bit.stretch_blt(Rect.new((24-nw)/2, (24-nh)/2, nw, nh), b2, b2.rect)
      end
      sb.dispose
    end
    @icache[id] = bit
    bit
  end
#class Sprite_Debug#def update()
  def update
    move_around if Input.trigger?(VDEBUG::MOVE_AROUND_KEY)
    for i in 0...@infos.compact.size
      v = @infos[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)
    @column_max = 1
    @cantdisable = ctd
    self.index = 0
    set_list(list)
  end
#class Window_VDList#def set_list(list)
  def set_list(list)
    @data = list
    @item_max = @data.size
    self.index = @item_max - 1 if self.index > 0 && @item_max < self.index
    refresh
  end
#class Window_VDList#def enabled?(index)
  def enabled?(index)
    return true if @cantdisable
    !$game_player.sdebug.infos.include?(@data[index])
  end
#class Window_VDList#def item()
  def item
    return @data[self.index]
  end
#class Window_VDList#def add_item(it)
  def add_item(it)
    @data.push(it)
    set_list(@data.compact)
  end
#class Window_VDList#def remove_item(it)
  def remove_item(it)
    remove(@data.index(it))
  end
#class Window_VDList#def remove(index)
  def remove(index)
    return if index == nil
    return if index < 0
    return if index >= @data.size
    @data.delete_at(index)
    set_list(@data)
  end
#class Window_VDList#def refresh()
  def refresh
    create_contents
    for i in 0...@item_max
      draw_item(i)
    end
  end
#class Window_VDList#def draw_item(index)
  def draw_item(index)
    rect = item_rect(index)
    self.contents.clear_rect(rect)
    return if @data[index].nil?
    im = $game_player.sdebug.get_item(@data[index], rect.width-4, enabled?(index))
    self.contents.blt(rect.x, rect.y, im, im.rect) if im
    im.dispose if im
  end
end

class Scene_VisibleDebug < Scene_Base
  # a silly, simple, scene
#class Scene_VisibleDebug#def start()
  def start
    super
    create_menu_background
    @help_window = Window_Help.new
    @help_window.set_text(VDEBUG::HELP_TEXT)
    ips = @help_window.height
    # third list window parameter is the list, fourth is the cantdisable value
    @mainlist_window = Window_VDList.new(0, ips, VDEBUG::collect_mainlist)
    @debuglist_window = Window_VDList.new(@mainlist_window.width, ips,
                                          $game_player.sdebug.infos, true)
    @elementlist_window = Window_VDList.new(0, ips)
    @elementlist_window.visible = false
    @elementlist_window.active = false
    @debuglist_window.active = false
  end
#class Scene_VisibleDebug#def terminate()
  def terminate
    super
    dispose_menu_background
    @help_window.dispose
    @mainlist_window.dispose
    @debuglist_window.dispose
    @elementlist_window.dispose
  end
#class Scene_VisibleDebug#def update()
  def update
    super
    update_menu_background
    @help_window.update
    @mainlist_window.update
    @debuglist_window.update
    @elementlist_window.update
    if @mainlist_window.active
      update_mainlist
    elsif @debuglist_window.active
      update_debuglist
    elsif @elementlist_window.active
      update_elementlist
    end
  end
#class Scene_VisibleDebug#def update_mainlist()
  def update_mainlist
    if Input.trigger?(Input::
      Sound.play_cancel
      $scene = Scene_Map.new
      return
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      it = @mainlist_window.item
      if it[0] >= 0 # if item's a item:
        if @mainlist_window.enabled?(@mainlist_window.index) # add/remove
          @debuglist_window.add_item(it)
        else
          @debuglist_window.remove_item(it)
        end
        $game_player.sdebug.infos = @debuglist_window.data # update
        @mainlist_window.draw_item(@mainlist_window.index) # redraw
      else # if item's a group:
        process_elementlist_open(it) # open the sub-list
        @mainlist_window.active = false
        @elementlist_window.active = true
      end
    elsif Input.trigger?(Input::R) || Input.trigger?(Input::L)
      Sound.play_cursor
      @mainlist_window.active = false
      @debuglist_window.active = true
    end
  end
#class Scene_VisibleDebug#def update_debuglist()
  def update_debuglist
    if Input.trigger?(Input::
      Sound.play_cancel
      $scene = Scene_Map.new
      return
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      @debuglist_window.remove(@debuglist_window.index) # remove the item
      $game_player.sdebug.infos = @debuglist_window.data # update
      @mainlist_window.refresh # redraw
    elsif Input.trigger?(Input::R) || Input.trigger?(Input::L)
      Sound.play_cursor
      @mainlist_window.active = true
      @debuglist_window.active = false
    end
  end
#class Scene_VisibleDebug#def update_elementlist()
  def update_elementlist
    if Input.trigger?(Input::
      Sound.play_cancel
      @elementlist_window.active = false
      @mainlist_window.active = true
      @elementlist_window.close
    elsif Input.trigger?(Input::C)
      Sound.play_decision
      it = @elementlist_window.item
      if @elementlist_window.enabled?(@elementlist_window.index) # add/remove
        @debuglist_window.add_item(it)
      else
        @debuglist_window.remove_item(it)
      end
      $game_player.sdebug.infos = @debuglist_window.data # update
      @elementlist_window.draw_item(@elementlist_window.index) # redraw
    end
  end
#class Scene_VisibleDebug#def process_elementlist_open(it)
  def process_elementlist_open(it) # it contains the type and the size
    # collect elements of the group
    vals = []
    for d in 1..it[1] # starting from 1, because there aren't IDs 0 
      vals << [it[0]*-1,d] # the type must be positive
    end
    # and let the window appears
    @elementlist_window.set_list(vals)
    @elementlist_window.index = 0
    @elementlist_window.visible = true
    @elementlist_window.open
  end
end
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

Features Mentioned

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

Downloads / Referenced Files

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License / Terms Note

# 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

Creator Claims / Removal

If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.

#codename#class#039#rgss2#script-archive

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