Slipknot Advance Debug System
#1
Slipknot Advance Debug System
by Sheol
1.1
Dec 23, 2005

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Last Update
April 9, 2006
- Added allow or disallow encounters feature.
- Fixed the actors' level part.
- Faster scene.


Overview
This script allow you change more game settings when you're testing it.
The added options are:
- Edit the amount of gold
- Edit the actors' levels
- Add weapons, armors or items to the party
- Allow or disallow the encounters (new!)


How use it?
It need be inserted below Scene_Debug and above Main.
To open it, you need be testing the game and press F9.


Code:
#==============================================================================
# ** Advance Debug System
#------------------------------------------------------------------------------
# Slipknot
# 1.1
# 04.05.06
#==============================================================================

#------------------------------------------------------------------------------
# Begin Scene_Debug Rewrite
#------------------------------------------------------------------------------
class Scene_Debug
  #--------------------------------------------------------------------------
  def main
    spriteset = Spriteset_Map.new
    vp = Viewport.new(0, 0, 640, 480)
    vp.tone = Tone.new(-64, -64, -64)
    @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)
    @help_window2 = Window_Base.new(320, 352, 320, 128)
    @help_window2.contents = Bitmap.new(288, 96)
    @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
    @command = Window_Command.new(256, ['Switches and Variables',
      'Gold', 'Items, Weapons & Armors', 'Levels', 'Allow/Disallow Encounters',
      'Exit'])
    @command.x = 192
    @command.y = 112
    @gold_window = Window_Debug_Gold.new
    @items_window = Window_Debug_Items.new
    @levels_window = Window_Debug_Levels.new
    @items_back = Window_Base.new(0, 0, 320, 480)
    @items_back.contents = Bitmap.new(288, 32)
    @encounter_window = Window_Command.new(128, ['Allow', 'Disallow', 'Cancel'])
    @encounter_window.x = 256
    @encounter_window.y = 176
    visact(@encounter_window, false)
    @phase2_objects = [@left_window, @right_window, @help_window]
    @phase2_objects.each { |x| x.visible = false }
    @phase4_objects = [@items_window, @help_window2, @items_back]
    @phase4_objects.each { |x| x.visible = false }
    @phase = 1
    Graphics.transition
    while $scene == self
      Graphics.update
      Input.update
      toto('update_phase_' + @phase.to_s)
    end
    $game_map.refresh
    Graphics.freeze
    @phase2_objects.each { |x| x.dispose }
    @phase4_objects.each { |x| x.dispose }
    [@gold_window, @command, @encounter_window,
       spriteset, vp].each do |x|
      x.dispose
    end
  end
  #--------------------------------------------------------------------------
  def visact(obj, val = true)
    obj.visible = obj.active = val
  end
  #--------------------------------------------------------------------------
  def self_close(sound)
    $game_system.se_play(sound)
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  def update_phase_1
    @command.update
    if Input.trigger?(12)
      self_close($data_system.cancel_se)
    end
    if Input.trigger?(13)
      $game_system.se_play($data_system.decision_se)
      case @command.index
      when 0
        visact(@command, false)
        @help_window.contents.clear
        @phase2_objects.each { |x|x.visible = true }
        @phase = 2
        return
      when 1
        visact(@command, false)
        @gold_window.visible = true
        text = ['Up : +1       Down : -1', 'Right : +10  Left   : -10',
          'R : +100      L : -100']
        @help_window.contents.clear
        for i in 0...text.size do
          @help_window.contents.draw_text(4, 32 * i, 406, 32, text[i])
        end
        @help_window.visible = true
        @phase = 3
        return
      when 2
        visact(@command, false)
        @items_window.visible = true
        text = ['Right : +1  Left   : -1', 'A: Change mode']
        @help_window2.contents.clear
        phase_4_mode_refresh
        for i in 0...text.size do
          @help_window2.contents.draw_text(4, 32 * i, 406, 32, text[i])
        end
        @phase4_objects.each { |x| x.visible = true }
        @phase = 4
        return
      when 3
        visact(@command, false)
        @levels_window.visible = true
        @phase = 5
        return
      when 4
        visact(@command, false)
        visact(@encounter_window)
        @phase = 6
        return
      when 5 then self_close($data_system.decision_se)
      end
    end
  end
  #--------------------------------------------------------------------------
  def update_phase_2
    @phase2_objects.each { |x| x.visible = true }
    @right_window.mode = @left_window.mode
    @right_window.top_id = @left_window.top_id
    @left_window.update
    @right_window.update
    $game_temp.debug_top_row = @left_window.top_row
    $game_temp.debug_index = @left_window.index
    if @left_window.active
      update_left
      return
    end
    if @right_window.active
      update_right
      return
    end
  end
  #--------------------------------------------------------------------------
  def update_phase_3
    @gold_window.update
    if Input.trigger? 12
      $game_system.se_play($data_system.cancel_se)
      @phase = 1
      visact(@command)
      @gold_window.visible = @help_window.visible = false
      return
    end
  end
  #--------------------------------------------------------------------------
  def update_phase_4
    @items_window.update
    if Input.trigger?(12)
      $game_system.se_play($data_system.cancel_se)
      @phase = 1
      @help_window2.visible = @items_back.visible = false
      visact(@command)
      @items_window.visible = false
      return
    end
    if Input.trigger?(11)
      $game_system.se_play($data_system.decision_se)
      @items_window.mode = (@items_window.mode + 1) % 3
      phase_4_mode_refresh
      @items_window.refresh
    end
  end
  #--------------------------------------------------------------------------
  def phase_4_mode_refresh
    mode = case @items_window.mode
      when 0 then 'Items'
      when 1 then 'Weapons'
      when 2 then 'Armors' end
    @items_back.contents.clear
    @items_back.contents.draw_text(0, 0, 320, 32, "Mode:  #{mode}")
  end
  #--------------------------------------------------------------------------
  def update_phase_5
    @levels_window.update
    if Input.trigger?(12)
      $game_system.se_play($data_system.cancel_se)
      @phase = 1
      visact(@command)
      @levels_window.visible = false
      return
    end
  end
  #--------------------------------------------------------------------------
  def update_phase_6
    @encounter_window.update
    if Input.trigger?(12)
      $game_system.se_play($data_system.cancel_se)
      exit = true
    end
    if Input.trigger?(13)
      $game_system.se_play($data_system.decision_se)
      if @encounter_window.index != 2
        $game_system.encounter_disabled = (@encounter_window.index == 1)
      end
      exit = true
    end
    return if exit.nil?
    @phase = 1
    visact(@command)
    visact(@encounter_window, false)
  end
  #--------------------------------------------------------------------------
  def update_left
    if Input.trigger? 12
      $game_system.se_play($data_system.cancel_se)
      @phase = 1
      @phase2_objects.each { |x| x.visible = false }
      visact(@command)
      return
    end
    if Input.trigger? 13
      $game_system.se_play($data_system.decision_se)
      if @left_window.mode == 0
        text1 = 'C (Enter) : ON / OFF'
        @help_window.contents.draw_text(4, 0, 406, 32, text1)
      else
        text = ['Left : -1         Right : +1', 'L (Pageup) : -10', 'R (Pagedown) : +10']
        for i in 0...text.size do
          @help_window.contents.draw_text(4, 32 * i, 406, 32, text[i])
        end
      end
      @left_window.active = false
      @right_window.active = true
      @right_window.index = 0
      return
    end
  end
  #--------------------------------------------------------------------------
  def update_right
    if Input.trigger?(12)
      $game_system.se_play($data_system.cancel_se)
      @left_window.active = true
      @right_window.active = false
      @right_window.index = -1
      @help_window.contents.clear
      return
    end
    current_id = @right_window.top_id + @right_window.index
    if @right_window.mode == 0
      if Input.trigger?(13)
        $game_system.se_play($data_system.decision_se)
        $game_switches[current_id] = (not $game_switches[current_id])
        @right_window.refresh
        return
      end
    end
    max = 99_999_999
    if @right_window.mode == 1
      if Input.repeat?(6)
        $game_system.se_play($data_system.cursor_se)
        $game_variables[current_id] += 1
        if $game_variables[current_id] > max
          $game_variables[current_id] = max
        end
        @right_window.refresh
        return
      end
      if Input.repeat?(4)
        $game_system.se_play($data_system.cursor_se)
        $game_variables[current_id] -= 1
        if $game_variables[current_id] < -max
          $game_variables[current_id] = -max
        end
        @right_window.refresh
        return
      end
      if Input.repeat?(18)
        $game_system.se_play($data_system.cursor_se)
        $game_variables[current_id] += 10
        if $game_variables[current_id] > max
          $game_variables[current_id] = max
        end
        @right_window.refresh
        return
      end
      if Input.repeat?(17)
        $game_system.se_play($data_system.cursor_se)
        $game_variables[current_id] -= 10
        if $game_variables[current_id] < -max
          $game_variables[current_id] = -max
        end
        @right_window.refresh
        return
      end
    end
  end
end
#------------------------------------------------------------------------------
# End Scene_Debug Rewrite
#------------------------------------------------------------------------------

class Window_Debug_Levels < Window_Selectable
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 280, 480)
    @item_max = $game_party.actors.size
    self.contents = Bitmap.new(248, @item_max * 32)
    self.index = 0
    self.visible = false
    refresh true
  end
  #--------------------------------------------------------------------------
  def visible=(val)
    super
    refresh(true) if val
  end
  #--------------------------------------------------------------------------
  def refresh(change = false)
    contents.clear if change
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if change
        contents.font.color = normal_color
        contents.draw_text(4, i * 32, 32, 32, "#{i+1}:")
        contents.draw_text(34, i * 32, 120, 32, actor.name)
        contents.draw_text(160, i * 32, 54, 32, 'Level:')
      end
      contents.font.color = system_color
      rect = Rect.new(212, i * 32, 32, 32)
      contents.fill_rect(rect, Color.new(0, 0, 0, 0))
      contents.draw_text(rect, actor.level.to_s, 2)
    end
  end
  #--------------------------------------------------------------------------
  def update
    if Input.repeat?(2)
      $game_system.se_play($data_system.cursor_se)
      self.index = (@index + 1) % @item_max
    end
    if Input.repeat?(8)
      $game_system.se_play($data_system.cursor_se)
      self.index = (@index - 1 + @item_max) % @item_max
    end
    if Input.repeat?(6)
      $game_system.se_play($data_system.cursor_se)
      actor.level += 1
      refresh
    end
    if Input.repeat?(4)
      $game_system.se_play($data_system.cursor_se)
      actor.level -= 1
      refresh
    end
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  def actor
    $game_party.actors[@index]
  end
  #--------------------------------------------------------------------------
end

class Window_Debug_Gold < Window_Base
  #--------------------------------------------------------------------------
  def initialize
    super(0, 0, 224, 96)
    self.contents = Bitmap.new(192, 64)
    @index = 0
    self.visible = false
    contents.draw_text(0, 0, 192, 32, 'Current gold:')
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh
    rect = Rect.new(0, 32, 192, 32)
    contents.fill_rect(rect, Color.new(0, 0, 0, 0))
    contents.draw_text(rect, $game_party.gold.to_s, 2)
  end
  #--------------------------------------------------------------------------
  def update
    if Input.repeat?(8)
      $game_system.se_play($data_system.cursor_se)
      $game_party.gain_gold(1)
      refresh
    end
    if Input.repeat?(2)
      $game_system.se_play($data_system.cursor_se)
      $game_party.gain_gold(-1)
      refresh
    end
    if Input.repeat?(6)
      $game_system.se_play($data_system.cursor_se)
      $game_party.gain_gold(10)
      refresh
    end
    if Input.repeat?(4)
      $game_system.se_play($data_system.cursor_se)
      $game_party.gain_gold(-10)
      refresh
    end
    if Input.repeat?(18)
      $game_system.se_play($data_system.cursor_se)
      $game_party.gain_gold(100)
      refresh
    end
    if Input.repeat?(17)
      $game_system.se_play($data_system.cursor_se)
      $game_party.gain_gold(-100)
      refresh
    end  
  end
end

class Window_Debug_Items < Window_Selectable
  #--------------------------------------------------------------------------
  attr_accessor(:mode)
  attr_writer(:index)
  #--------------------------------------------------------------------------
  def initialize
    super(0, 32, 320, 448)
    self.index = self.opacity = @mode = 0
    @data = $data_items
    refresh
  end
  #--------------------------------------------------------------------------
  def refresh(change = true)
    if change
      @data = case @mode
        when 0 then $data_items
        when 1 then $data_weapons
        when 2 then $data_armors
        end
      @item_max = @data.size - 1
      self.contents = Bitmap.new(288, @item_max * 32)
    end
    for i in 1..@item_max
      y = (i - 1) * 32
      if change
        item = @data[i]
        contents.draw_text(4, y, 32, 32, "#{i.to_s}:")
        draw_item_name(item, 32, y)
        contents.draw_text(256, y, 32, 32, ':')
      end
      number = case @mode
        when 0 then $game_party.item_number(i)
        when 1 then $game_party.weapon_number(i)
        when 2 then $game_party.armor_number(i)
        end
      rect = Rect.new(250, y, 32, 32)
      contents.fill_rect(rect, Color.new(0, 0, 0, 0))
      contents.draw_text(rect, "#{number}", 2)
    end
  end
  #--------------------------------------------------------------------------
  def update
    if Input.repeat?(2)
      $game_system.se_play($data_system.cursor_se)
      @index = (@index + 1) % @item_max
    end
    if Input.repeat?(8)
      $game_system.se_play($data_system.cursor_se)
      @index = (@index - 1 + @item_max) % @item_max
    end
    gain(1)  if Input.repeat?(6)
    gain(-1) if Input.repeat?(4)
    update_cursor_rect
  end
  #--------------------------------------------------------------------------
  def gain(n)
    $game_system.se_play($data_system.cursor_se)
    case @mode
    when 0 then $game_party.gain_item(@index + 1, n)
    when 1 then $game_party.gain_weapon(@index + 1, n)
    when 2 then $game_party.gain_armor(@index + 1, n)
    end
    refresh(false)
  end
end
}


Messages In This Thread
Slipknot Advance Debug System - by Sheol - 12-23-2005, 01:00 PM

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