Author Topic: [XP] Chaos Project Debug System  (Read 12389 times)

Offline Blizzard

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[XP] Chaos Project Debug System
« on: January 09, 2008, 11:47:34 PM »
Chaos Project Debug System
Authors: Blizzard
Version: 1.06b
Type: Heavy Debug Utility
Key Term: Game Utility

Introduction

This script will allow you to use an enhanced debugging menu with many useful options that even works in the battle without interrupting the battle and resetting the Scene_Battle.

This work is protected by the following license:
Quote
Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
( http://creativecommons.org/licenses/by-nc-sa/3.0/ )

You are free:

to Share - to copy, distribute and transmit the work
to Remix - to adapt the work

Under the following conditions:

Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).

Noncommercial. You may not use this work for commercial purposes.

Share alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.

- For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.

- Any of the above conditions can be waived if you get permission from the copyright holder.

- Nothing in this license impairs or restricts the author's moral rights.

Features

  • new options in DEBUG menu (press F9 to open the DEBUG menu):

           - Manage Switches
           - Manage Variables
           - Manage Party
           - Manage System
           - Manage Actors
           - Manage Battle
           - Teleport
           - Easy Party Switcher
           - Save
           - Load
           - Return to DEBUG ROOM
           - Exit
  • can be called from the map and from battle
  • returns to the scene from where it was called
  • supports "Easy Party Switcher" v2.1b and higher as enhancement
v1.0b
  • fixed glitch where skills would conflict with states
  • fixed glitch where "Load" would be always displayed grayed out
  • now beta
v1.02b
  • fixed glitch where manipulation of battle outcome wouldn't work
v1.06b
  • fixed glitch where Load screen would return to title instead of map
  • fixed glitch where the in_battle flag wouldn't be reseted if the battle scene was aborted via debugger
  • works now more convenient when calling other scenes
  • improved coding

Screenshots



Demo

N/A

Script

Just make a new script above main and paste this code into it.
Script Download

Instructions

Inside the script in the first comment.

Compatibility

99% compatible with SDK v1.x. 90% compatible with SDK v2.x. Can cause incompatibility issues with following systems:
  • exotic CBS-es
  • exotic Skill Systems
  • exotic Weapon Systems
  • exotic Armor Systems
  • exotic Item Systems
  • exotic Party Changers
This script is being used by "Lexima Legends IV - Chaos Project" and no incompatiblity issues are known with any of the large number of custom systems and scripts this game has built in.

Credits and Thanks

  • Blizzard

Author's Notes

It is not recommended to use the option "PREVENT_CRASH" as real bugs could be covered up.

If you find any bugs, please report them here:
http://forum.chaos-project.com

That's it! N-Joy! =D
« Last Edit: November 26, 2009, 03:42:00 PM by Blizzard »
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Offline Blizzard

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Re: [XP] Chaos Project Debug System
« Reply #1 on: October 19, 2008, 03:15:52 PM »
Nobody likes my debugging system. ._.
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Offline Juan

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Re: [XP] Chaos Project Debug System
« Reply #2 on: October 19, 2008, 03:18:45 PM »
I like the debug system. Its very helpful.
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Re: [XP] Chaos Project Debug System
« Reply #3 on: October 19, 2008, 03:29:48 PM »
didnt even see it till now, did you just post it, cause im ganna get it.

i use the games debug a lot, especially when i create new variables thats sappose to be used before my current save file, this will be especially useful when I get deeper into my game and cant afford to keep starting a new file every time i make a change.

yours looks awesome

Offline Blizzard

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Re: [XP] Chaos Project Debug System
« Reply #4 on: October 19, 2008, 03:36:13 PM »
I've posted this nine and a half months ago. ._. I really need to make that part of the homepage which gives a complete index on the scripts database.
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Re: [XP] Chaos Project Debug System
« Reply #5 on: October 19, 2008, 03:39:17 PM »
then im glad you bumped it hehe

Offline legacyblade

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Re: [XP] Chaos Project Debug System
« Reply #6 on: October 20, 2008, 05:58:53 AM »
Dude, I love this thing. I think more people should use this, because it makes betatesting SOOOO much easier. BTW, you may want to make a blizzABS compatibility patch (changing the variables with blizzABS controls is heck). I know just about any n00b scripter could do that, but it'd make it easier for everyone.

Offline Fantasist

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Re: [XP] Chaos Project Debug System
« Reply #7 on: October 20, 2008, 07:15:15 AM »
Quote
I've posted this nine and a half months ago. ._. I really need to make that part of the homepage which gives a complete index on the scripts database.
That's cause it's so perfect it doesn't need any more changes. I made this default in my scripts. Though, I should've posted here.

Anyway, here are some things I've tried but never got around doing:

1. Debug Party Switcher, a party switcher especially for debugging purposes. It need not have special features, just a plain old party switcher. The EPS can still be used if anyone wants to.
2. Easier "Manage Actors": Common things like HP and SP should be easier to access.
3. Easier "Manage Battle": directly determine outcome without an other sub-menu. The sub-menu can be used for enemy manipulation.
4. Custom commands for the main debug menu, like adding options to the DMS. That way, I can add my own functions and stuff which I use frequently.

5. Console addon for the debugger. I don't want to use other input modules, so if you can make a text input system using your inout module, it would be awesome. Aleworks is pretty good, but I somehow don't like it.
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Re: [XP] Chaos Project Debug System
« Reply #8 on: October 20, 2008, 11:37:38 AM »
I agree with 4 and 5. 3 is rather a bad idea since it would slightly complicate things. I need another command in the main menu and I need to blend it out in case when the player is not in battle. 2 is a valid point but I don't think it will help much if I separate semantically connected data. >.< 1 is meh. I made it work with EPS but that doesn't mean it can't use another party switcher by editing the scene call and the restriction when EPS is not installed. Even tough I like 5, it would complicate things because of keyboard language layout. -_-

Dude, I love this thing. I think more people should use this, because it makes betatesting SOOOO much easier. BTW, you may want to make a blizzABS compatibility patch (changing the variables with blizzABS controls is heck). I know just about any n00b scripter could do that, but it'd make it easier for everyone.

I just haven't come around to make it yet.
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Re: [XP] Chaos Project Debug System
« Reply #9 on: October 20, 2008, 11:57:40 AM »
Quote
1. Debug Party Switcher, a party switcher especially for debugging purposes.
2. Easier "Manage Actors": Common things like HP and SP should be easier to access.
3. Easier "Manage Battle": directly determine outcome without an other sub-menu. The sub-menu can be used for enemy manipulation.
4. Custom commands for the main debug menu, like adding options to the DMS. That way, I can add my own functions and stuff which I use frequently.
5. Console addon for the debugger. I don't want to use other input modules, so if you can make a text input system using your inout module, it would be awesome. Aleworks is pretty good, but I somehow don't like it.

1. Hehe, I know. I tried making it, but stopped halfway.
2, 3. If 4 is implemented, I can make these :)
5. Oh well, I'll use aleworks then. I actually made a functional one. Gotta dig it out.
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Re: [XP] Chaos Project Debug System
« Reply #10 on: October 20, 2008, 12:09:58 PM »
I think that 4 could imply 5 as plugin. o_o
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Offline legacyblade

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Re: [XP] Chaos Project Debug System
« Reply #11 on: October 20, 2008, 04:09:14 PM »
I agree with the console thing. The ability to call script calls with the debugger would be awesome!

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Re: [XP] Chaos Project Debug System
« Reply #12 on: October 21, 2008, 01:01:17 AM »
As I've mentioned earlier, I still think that allowing you to change self-switches would be very very nice.
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Re: [XP] Chaos Project Debug System
« Reply #13 on: February 22, 2009, 02:11:48 AM »
Suggestion, when your out in the field... why not make a instant battle where it access the TROOP and if there's a troop, you can choose in engage in battle instantly.. it would be very help feature...

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Re: [XP] Chaos Project Debug System
« Reply #14 on: February 22, 2009, 02:05:46 PM »
Those changes in RMXP's system, not related to debugging.
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Re: [XP] Chaos Project Debug System
« Reply #15 on: February 22, 2009, 05:09:28 PM »
Instant enemy spawn?

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Re: [XP] Chaos Project Debug System
« Reply #16 on: February 23, 2009, 01:22:30 AM »
My bad, I misunderstood you. Yes, that's very possible. I can add that in a future version.
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Re: [XP] Chaos Project Debug System
« Reply #17 on: July 02, 2009, 04:19:55 PM »
So I presume this thing is dying as this topic is so old...  I just stumbled across it digging through the script archive for a new project. I think a console system would be awesome.

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Re: [XP] Chaos Project Debug System
« Reply #18 on: July 02, 2009, 04:52:52 PM »
A console system requires custom input and in case of a syntax error, the game would crash. It's not possible to prevent a crash on syntax error in eval(). :/
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Re: [XP] Chaos Project Debug System
« Reply #19 on: September 18, 2009, 02:37:48 AM »
Yay! No more events to set stuff up everywhere!

This makes me happy. *Levels up*
« Last Edit: September 18, 2009, 02:42:42 AM by 9VoltWiseMan »
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