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Introduction After finding the excellent Script Disabler (http://forums.rpgmakerweb.com/index.php?/topic/3687-script-disabler/) by TDS, I wrote my own version that handles my needs slightly better - as you can disable random single scripts a lot easier. Simply place this script above all your own scripts (it can't interfere with anything accidentally), and then any scripts you want to disable simply put a # in front of the script name (you know - like a Ruby comment ). The position for the script still exists, but the script content itself is blank - this means you can still debug other scripts properly, and it only needs a single character change to enable them again. http://pastebin.com/bH3hLEMw Screenshot
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RK5 Debug Console "I was tired of testing stuff in the Editor - Now I can do that on move" Version: 1.2.1 def draw_introduction This script adds an in-game console, that can be brought in any scene to perform a script call, that can be typed during gameplay. There are many, many, many possibilities of using that console, starting from simply changing variables to even performing advanced codes to affect objects or even create them. Besides freely typed strings, the console contains build-in commands, for quicker debugging like teleporting player to specific maps and coordinates or hooking objects like windows to move or resize them and print their parameters into a txt file to allow developers configure them in the script properly. end def features -=> Use build-in commands! Think of cheats or commands in Minecraft lel (spawn items/gold, noclip and stuff like this) -=> Hook objects like windows to adjust their position, size or opacity and print the results into a txt file! -=> Change variables, actor/enemy stats and many, many more -=> Check values maintained by variables etc. -=> Everything is up to you! Planned Features: -=> More commands - because why not? end def draw_instructions ● SCRIPT DIFFICULTY: ★★✰✰✰ - ★★★★✰ from build-in commands - to advanced usage ● REQUIRED SCRIPTS! [-] CP Keyboard Input script by Neon Black |> [profile] http://forums.rpgmakerweb.com/index.php?/profile/626-neon-black/ |> [script] http://pastebin.com/raw/rD4rQtKP ● USAGE: -=> Place script(s) below ▼ Materials; above ▼ Main Process -=> Plug & Play -=> Press '~' (tilde) to bring up the console or exit from it. -=> Type /help in console to view available commands and such. end def draw_currenty_available_commands end def create_screenshots # Screenshots #Some gifs showing this script in action: @> Testing stuff on fresh project @> 'HOOK' Command! @> Testing commands ~ Uses version under development @> Toying with menu ~ Uses version under development end def terms_of_use -=> You ARE allowed to use this script in non-commercial projects. -=> You ARE NOT allowed to use this script in commercial projects. Contact me first. -=> You ARE allowed to edit this script to your needs. -=> You ARE NOT allowed to repost or post modified versions of this script without my permission. -=> You ARE DEFINITELY NOT allowed to claim this script as your own. Just to be clear. ^,^ -=> Crediting me, Rikifive would be heavily appreciated. -=> You ARE obligated to read and follow the terms of use of CP Keyboard Input script created by Neon Black as well While I won't kill anybody for breaking these terms of use, it still would be a violation of personal rights, that shouldn't happen. By using this script you accept these terms of use. Not reading them DOES NOT exempt you from liability. end def put_download_link download_link = RK5 Debug Console V.1.2.1 by Rikifive.txt +8 required_script = CP Keyboard Input script v1.0a by Neon Black #CHANGELOG end
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savefiles Devil Boy Quest Demo Mode
Perang Cemen posted a blog entry in Perang Cemen's Devil Boy Quest
Demo Explanation: In demo there Normal and Demo mode, only save files from Normal mode can carry over to full game. Demo mode: You can chose to start with 99 level or with lot's of money, or both of them. Normal mode: you start at level 1 with nothing but your save data can be used for full game. In previous demo there a bug where this option didn't appear and auto lead to begin with 99 with all, but it has been fixed. Over-used save file: Saved data from Demo (You start with 99 level/lot's of Money) can't be used for full game else you will have an error message. I try to use Demo Mode save file in full game that I still working on and... That happens... If you got any question feel free to ask. -
Do you think the default RMMV damage formula evaluation can be hard to debug?
DoubleX posted a topic in Programming
I suspect both Game_Action.prototype.evalDamageFormula and Game_Action.prototype.applyGuard can be quite hard to debug: Right now I can find 2 problems for Game_Action.prototype.evalDamageFormula and 1 problem for Game_Action.prototype.applyGuard: The below damage flow(from making hp/mp damage to setting the final hp/mp value) shows why the return value of Game_Action.prototype.evalDamageFormula/Game_Action.prototype.applyGuard will be carried all along and unstopped by all the subsequent validation checks, leading to the final hp/mp being NaN: I'd suggest both Game_Action.prototype.evalDamageFormula and Game_Action.prototype.applyGuard to be changed into something like these: If throwing exceptions here can become too intrusive, RMMV users can still keep the console open and constantly check what's logged there. Do you think the default RMMV damage formula evaluation can be hard to debug? Let's share your experiences, observations and views here