Added scripts
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190
scripts/Scene_Debug.rb
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190
scripts/Scene_Debug.rb
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#==============================================================================
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# ** Scene_Debug
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#------------------------------------------------------------------------------
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# This class performs debug screen processing.
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#==============================================================================
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class Scene_Debug
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#--------------------------------------------------------------------------
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# * Main Processing
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#--------------------------------------------------------------------------
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def main
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# Make windows
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@left_window = Window_DebugLeft.new
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@right_window = Window_DebugRight.new
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@help_window = Window_Base.new(192, 352, 448, 128)
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@help_window.contents = Bitmap.new(406, 96)
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# Restore previously selected item
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@left_window.top_row = $game_temp.debug_top_row
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@left_window.index = $game_temp.debug_index
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@right_window.mode = @left_window.mode
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@right_window.top_id = @left_window.top_id
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# Execute transition
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Graphics.transition
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# Main loop
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loop do
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# Update game screen
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Graphics.update
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# Update input information
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Input.update
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# Frame update
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update
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# Abort loop if screen is changed
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if $scene != self
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break
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end
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end
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# Refresh map
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$game_map.refresh
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# Prepare for transition
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Graphics.freeze
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# Dispose of windows
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@left_window.dispose
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@right_window.dispose
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@help_window.dispose
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end
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#--------------------------------------------------------------------------
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# * Frame Update
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#--------------------------------------------------------------------------
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def update
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# Update windows
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@right_window.mode = @left_window.mode
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@right_window.top_id = @left_window.top_id
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@left_window.update
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@right_window.update
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# Memorize selected item
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$game_temp.debug_top_row = @left_window.top_row
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$game_temp.debug_index = @left_window.index
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# If left window is active: call update_left
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if @left_window.active
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update_left
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return
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end
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# If right window is active: call update_right
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if @right_window.active
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update_right
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return
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end
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end
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#--------------------------------------------------------------------------
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# * Frame Update (when left window is active)
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#--------------------------------------------------------------------------
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def update_left
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# If B button was pressed
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if Input.trigger?(Input::CANCEL)
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# Play cancel SE
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$game_system.se_play($data_system.cancel_se)
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# Switch to map screen
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$scene = Scene_Map.new
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return
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end
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# If C button was pressed
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if Input.trigger?(Input::ACTION)
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# Play decision SE
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$game_system.se_play($data_system.decision_se)
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# Display help
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if @left_window.mode == 0
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text1 = "C (Enter) : ON / OFF"
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@help_window.contents.draw_text(4, 0, 406, 32, text1)
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else
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text1 = "Left : -1 Right : +1"
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text2 = "L (Pageup) : -10"
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text3 = "R (Pagedown) : +10"
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@help_window.contents.draw_text(4, 0, 406, 32, text1)
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@help_window.contents.draw_text(4, 32, 406, 32, text2)
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@help_window.contents.draw_text(4, 64, 406, 32, text3)
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end
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# Activate right window
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@left_window.active = false
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@right_window.active = true
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@right_window.index = 0
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return
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end
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end
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#--------------------------------------------------------------------------
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# * Frame Update (when right window is active)
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#--------------------------------------------------------------------------
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def update_right
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# If B button was pressed
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if Input.trigger?(Input::CANCEL)
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# Play cancel SE
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$game_system.se_play($data_system.cancel_se)
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# Activate left window
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@left_window.active = true
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@right_window.active = false
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@right_window.index = -1
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# Erase help
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@help_window.contents.clear
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return
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end
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# Get selected switch / variable ID
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current_id = @right_window.top_id + @right_window.index
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# If switch
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if @right_window.mode == 0
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# If C button was pressed
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if Input.trigger?(Input::ACTION)
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# Play decision SE
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$game_system.se_play($data_system.decision_se)
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# Reverse ON / OFF
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$game_switches[current_id] = (not $game_switches[current_id])
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@right_window.refresh
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return
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end
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end
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# If variable
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if @right_window.mode == 1
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# If right button was pressed
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if Input.repeat?(Input::RIGHT)
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# Play cursor SE
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$game_system.se_play($data_system.cursor_se)
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# Increase variables by 1
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$game_variables[current_id] += 1
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# Maximum limit check
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if $game_variables[current_id] > 99999999
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$game_variables[current_id] = 99999999
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end
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@right_window.refresh
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return
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end
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# If left button was pressed
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if Input.repeat?(Input::LEFT)
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# Play cursor SE
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$game_system.se_play($data_system.cursor_se)
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# Decrease variables by 1
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$game_variables[current_id] -= 1
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# Minimum limit check
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if $game_variables[current_id] < -99999999
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$game_variables[current_id] = -99999999
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end
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@right_window.refresh
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return
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end
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# If R button was pressed
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if Input.repeat?(Input::R)
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# Play cursor SE
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$game_system.se_play($data_system.cursor_se)
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# Increase variables by 10
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$game_variables[current_id] += 10
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# Maximum limit check
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if $game_variables[current_id] > 99999999
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$game_variables[current_id] = 99999999
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end
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@right_window.refresh
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return
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end
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# If L button was pressed
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if Input.repeat?(Input::L)
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# Play cursor SE
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$game_system.se_play($data_system.cursor_se)
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# Decrease variables by 10
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$game_variables[current_id] -= 10
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# Minimum limit check
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if $game_variables[current_id] < -99999999
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$game_variables[current_id] = -99999999
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end
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@right_window.refresh
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return
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end
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end
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end
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end
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