#==============================================================================
# ** Extended debug
#------------------------------------------------------------------------------
# This script extends the scene debug.
#------------------------------------------------------------------------------
# *by Valdred
# *Contact me at: Chaos-project.com, rmvxp.com or valdred.com
#==============================================================================
class Window_Gold < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize
super(0, 0, 160, 64)
self.contents = Bitmap.new(width - 32, height - 32)
refresh
end
#--------------------------------------------------------------------------
# * Refresh
#--------------------------------------------------------------------------
def refresh
self.contents.clear
cx = contents.text_size($data_system.words.gold).width
self.contents.font.color = normal_color
self.contents.draw_text(4, 0, 120-cx-2, 32, $game_party.gold.to_s, 2)
self.contents.font.color = system_color
self.contents.draw_text(124-cx, 0, cx, 32, $data_system.words.gold, 2)
end
end
class Scene_Debug
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
@command_window = Window_Command.new(160, ["Switches & variables", "Gold", "Location"])
@command_window.index = @menu_index
@spriteset = Spriteset_Map.new
# 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
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
update_command
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 # Switches
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
$scene = Scene_Switches.new
when 1 # gold
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
$scene = Scene_Gold.new
when 2 # location
# Play decision SE
$game_system.se_play($data_system.decision_se)
$scene = Scene_Location.new
end
return
end
end
end
#==============================================================================
# ** Scene_Debug
#------------------------------------------------------------------------------
# This class performs debug screen processing.
#==============================================================================
class Scene_Switches
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
# Make windows
@left_window = Window_DebugLeft.new
@right_window = Window_DebugRight.new
@help_window = Window_Base.new(192, 352, 448, 128)
@help_window.contents = Bitmap.new(406, 96)
# Restore previously selected item
@left_window.top_row = $game_temp.debug_top_row
@left_window.index = $game_temp.debug_index
@right_window.mode = @left_window.mode
@right_window.top_id = @left_window.top_id
# 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
# Dispose of windows
@left_window.dispose
@right_window.dispose
@help_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@right_window.mode = @left_window.mode
@right_window.top_id = @left_window.top_id
@left_window.update
@right_window.update
# Memorize selected item
$game_temp.debug_top_row = @left_window.top_row
$game_temp.debug_index = @left_window.index
# If left window is active: call update_left
if @left_window.active
update_left
return
end
# If right window is active: call update_right
if @right_window.active
update_right
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when left window is active)
#--------------------------------------------------------------------------
def update_left
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Debug.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Display help
if @left_window.mode == 0
text1 = "C (Enter) : ON / OFF"
@help_window.contents.draw_text(4, 0, 406, 32, text1)
else
text1 = "Left : -1 Right : +1"
text2 = "L (Pageup) : -10"
text3 = "R (Pagedown) : +10"
@help_window.contents.draw_text(4, 0, 406, 32, text1)
@help_window.contents.draw_text(4, 32, 406, 32, text2)
@help_window.contents.draw_text(4, 64, 406, 32, text3)
end
# Activate right window
@left_window.active = false
@right_window.active = true
@right_window.index = 0
return
end
end
#--------------------------------------------------------------------------
# * Frame Update (when right window is active)
#--------------------------------------------------------------------------
def update_right
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Activate left window
@left_window.active = true
@right_window.active = false
@right_window.index = -1
# Erase help
@help_window.contents.clear
return
end
# Get selected switch / variable ID
current_id = @right_window.top_id + @right_window.index
# If switch
if @right_window.mode == 0
# If C button was pressed
if Input.trigger?(Input::C)
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Reverse ON / OFF
$game_switches[current_id] = (not $game_switches[current_id])
@right_window.refresh
return
end
end
# If variable
if @right_window.mode == 1
# If right button was pressed
if Input.repeat?(Input::RIGHT)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# Increase variables by 1
$game_variables[current_id] += 1
# Maximum limit check
if $game_variables[current_id] > 99999999
$game_variables[current_id] = 99999999
end
@right_window.refresh
return
end
# If left button was pressed
if Input.repeat?(Input::LEFT)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# Decrease variables by 1
$game_variables[current_id] -= 1
# Minimum limit check
if $game_variables[current_id] < -99999999
$game_variables[current_id] = -99999999
end
@right_window.refresh
return
end
# If R button was pressed
if Input.repeat?(Input::R)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# Increase variables by 10
$game_variables[current_id] += 10
# Maximum limit check
if $game_variables[current_id] > 99999999
$game_variables[current_id] = 99999999
end
@right_window.refresh
return
end
# If L button was pressed
if Input.repeat?(Input::L)
# Play cursor SE
$game_system.se_play($data_system.cursor_se)
# Decrease variables by 10
$game_variables[current_id] -= 10
# Minimum limit check
if $game_variables[current_id] < -99999999
$game_variables[current_id] = -99999999
end
@right_window.refresh
return
end
end
end
end
class Scene_Gold
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
@command_window = Window_Command.new(160, ["set to zero", "-100", "-10", "-1", "+1", "+10", "+100", "*2", "*10"])
@command_window.index = @menu_index
@spriteset = Spriteset_Map.new
@gold_window = Window_Gold.new
@gold_window.x = 0
@gold_window.y = 416
# 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
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
@gold_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
@gold_window.update
#@gold_window.update
update_command
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Debug.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# If command other than save or end game, and party members = 0
if $game_party.actors.size == 0 and @command_window.index < 4
# Play buzzer SE
$game_system.se_play($data_system.buzzer_se)
return
end
# Branch by command window cursor position
case @command_window.index
when 0 # set to zero
$game_party.gain_gold(-$game_party.gold)
@gold_window.refresh
when 1 #
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
$game_party.gain_gold(-100)
@gold_window.refresh
when 2 #
# Play decision SE
$game_system.se_play($data_system.decision_se)
$game_party.gain_gold(-10)
@gold_window.refresh
when 3 #
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Make status window active
$game_party.gain_gold(-1)
@gold_window.refresh
when 4 #
$game_system.se_play($data_system.decision_se)
$game_party.gain_gold(1)
@gold_window.refresh
when 5 # end game
$game_system.se_play($data_system.decision_se)
$game_party.gain_gold(10)
@gold_window.refresh
when 6
$game_system.se_play($data_system.decision_se)
$game_party.gain_gold(100)
@gold_window.refresh
when 7
$game_system.se_play($data_system.decision_se)
$game_party.gain_gold($game_party.gold)
@gold_window.refresh
when 8
$game_system.se_play($data_system.decision_se)
$game_party.gain_gold($game_party.gold * 10 - $game_party.gold)
@gold_window.refresh
return
end
end
end
end
class Scene_Location
#--------------------------------------------------------------------------
# * Object Initialization
# menu_index : command cursor's initial position
#--------------------------------------------------------------------------
def initialize(menu_index = 0)
@menu_index = menu_index
end
#--------------------------------------------------------------------------
# * Main Processing
#--------------------------------------------------------------------------
def main
@command_window = Window_Command.new(160, ["Next", "Previous"])
@command_window.index = @menu_index
@spriteset = Spriteset_Map.new
# 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
# Prepare for transition
Graphics.freeze
# Dispose of windows
@command_window.dispose
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
# Update windows
@command_window.update
update_command
end
#--------------------------------------------------------------------------
# * Frame Update (when command window is active)
#--------------------------------------------------------------------------
def update_command
# If B button was pressed
if Input.trigger?(Input::B)
# Play cancel SE
$game_system.se_play($data_system.cancel_se)
# Switch to map screen
$scene = Scene_Map.new
return
end
# If C button was pressed
if Input.trigger?(Input::C)
# Branch by command window cursor position
case @command_window.index
when 0 #
# Play decision SE
$game_system.se_play($data_system.decision_se)
# Switch to item screen
@va = $game_map.map_id
@va += 1
$game_map.setup(@va)
$game_map.update
@spriteset = Spriteset_Map.new
when 1 #
@va = $game_map.map_id
@va -= 1
$game_map.setup(@va)
$game_map.update
@spriteset = Spriteset_Map.new
end
return
end
end
end