[CGMZ] Debug (Patreon)
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Improves the debug scene by allowing you to manipulate gold, items, weapons, armors, fight enemies, run common events, transfer maps, etc.
! SEE BOTTOM OF POST FOR UPDATES !
This plugin is a work-in-progress towards improving the default Debug scene and windows. It offers the expected switch/variable manipulation as well as the ability to increase/decrease the party's gold.
UPDATE: It now offers the ability to increase/decrease items, weapons, and armors.
Beta Update: It now offers the ability to battle troops and run common events from the debug menu.
Update: This plugin now has a Sound Test feature that allows you to play a BGM/BGS/ME/SE during the game to test how different sounds work in your maps at different pitch/pan/volume levels.
Beta Update: This plugin has been updated to add a View Cache ability so you can see what is in the Image and Font caches. Already loaded items will be colored green and items still loading or in an error state will be colored red.
This update also makes it so you can customize what each debug command is called, which will help if you want to translate the debug menu into your own native language.
This update adds an Actor debug category. This new category allows you to edit your actor's skills and level on the fly. You can also add/remove any actor from the party, re-initialize them, or recover all them. This will allow you to debug your games faster since you can simulate whatever skills/level/actors you want in your party, and easily recover all if you make a mistake in battle.
This update adds Weather and Tone (Tint) to the debug options! Now you can set the weather via the debug scene, same as the event command for changing weather but in-game. You can also set the tint of the screen, same as the event command, but in-game.
These options will hopefully help you play around with creating the perfect tint or weather pattern in your game without needing to exit the playtest, adjust your event commands, and then restart the playtest just to see the difference.
Tint:
Weather:
This update adds the Map Transfer debug command, where you can choose from the maps in your project and then a tile within that map to transfer to. The map window comes from the most recent [CGMZ] Core update, so you will need that fully updated to be able to use this new feature. Here is a gif of how it looks:
Keep in mind that this will not clear any weather or tints applied to the map, but you can also use existing debug features to clear those if they are not supposed to be on the map after your transfer.
This update changes the debug command window into a horizontal window. The vertical window made sense when there were only a handful of commands, but now that we are at 13 commands it was starting to take up a lot of the screen and was a little hard to see which option you wanted. Now as a horizontal window, it should be much easier and quicker to use when you want to debug something in your game.This update also adds the option of having a scene background image, and options to exclude any debug commands you may not need for your game. For example, if your game doesn't have battles, you might want to hide the Battle Test command in the debug menu.
This update added a CGMZ debug command which will open up a new command window with debug functions specific to certain [CGMZ] plugins. Currently, this is limited to [CGMZ] Achievements. If you are using [CGMZ] Achievements, you can view your achievements in the debug scene and toggle their earned/failed status. This should hopefully help you test your achievements without needing to actually complete them. Here is a gif of how it looks:
This update also removed some older deprecated code calls to [CGMZ] Core functions.
This version adds debug options to add or subtract custom [CGMZ] Currency System currencies using the same UI as the already existing gold debug option. You will select the custom currency you want to edit, and then add or subtract from that currency's amount.
This update also adds a plugin command to call the debug scene.
This version fixes a bug when not using [CGMZ] Achievements which would crash the game during the debug scene. It also updated [CGMZ] Core calls to no longer use deprecated functions.
This version split the CGMZ debug options off of the default debug scene, for compatibility with other plugins that may modify the debug scene as well. This should mean you can use multiple debug plugins to get more debug features if this plugin offers a debug feature you want that another doesn't, but that other plugin also offers debug features you want that this one doesn't.
This update also adds a plugin command to call both debug scenes.
Some debug options were added that were already possible via [CGMZ] Core, these should now be considered deprecated in my core plugin. They are the simulate deployed game parameter, show dev tools on boot parameter, and show fps counter on boot parameter. These make more sense as debug features than core features.
This version also moved the scene background image to use [CGMZ] Scene Backgrounds instead, allowing more control over the background image in the debug scenes.
This version adds an overlay on the map scene which you can cycle through various overlays using the F6 key (by default, configurable in parameters).
This overlay can show the region ids, terrain tags, damage floors, counter tiles, bush tiles, and ladder tiles on your map in game. This will help you to know what each tile is set to in game, and could help with debugging. See below gif for how it can look:
This version adds a way to quick reload your playtest. This means you can make changes to your game in the editor, press a button in a playtest, and the playtest will reload with you back exactly as you were only you should see any changes you made in the editor in your playtest. Quick reload only works on the map, other scenes will not allow quick reloading. See below gif for how it can look:
Quick reloading should work on map changes, event changes, plugin changes, database changes, and any other changes you want to quickly see in your ongoing playtest.
This version adds some battle and event testing data you can set. Battle and Event tests from the editor can be a convenient way to test things quickly, but they typically do not reflect the game accurately, for example no switches or variables will be set whereas your game may have an event that expects switch 10 to be ON or your battle may use Variable 5 in damage calculations or something.
With this update, you can now determine which switches get turned ON in battle / event testing, and you can also determine values for variables that will get set at the start of a battle or event test.
This version adds developer saves. These are files that are stored in a new folder in your save folder, called 'dev'. You must create this dev save folder if you plan to use the dev save feature. Dev saves are save files that are separate from normal save files. To create one, you can copy a normal save file into the /dev/ folder and then name it whatever you want. These are only accessible through the [CGMZ] debug screen, so you do not need to worry about your player accessing them.
You can have as many dev saves as you want.
This version adds coordinates to the possible overlays you can enable during your playtest. This will display both the player map coordinate (x, y) and the mouse pixel coordinate (x, y). You can use this to easily see the player's map coordinates or the mouse cursor screen coordinates.
See below gif for how it can look: