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Additional features for DebugMenu #1431

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merged 7 commits into from Nov 1, 2018

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@fmatthew5876
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fmatthew5876 commented Oct 9, 2018

This adds new features to the debug menu. This makes it less compatible with the original debug menu in rm2/3, but I don't think that's important compared to the benefit here.

  • Uses a 2 level menu system instead of left - right scrolling through everything. Makes it faster to go through variables and switches.
  • Add support for changing party gold
  • Add support for changing party items
  • Add support for starting battles
  • Use instant transition, just like with call menu for faster response

debug
items

@fmatthew5876 fmatthew5876 force-pushed the fmatthew5876:dbgmenu_improv branch 2 times, most recently from ecfd493 to cd8b396 Oct 10, 2018

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I'd prefer keeping S instead of Sw and V instead of Vr like in the original RPG_RT. And maybe another single letter I and B for Item and Battle, but looks good to me as is, too.

Additionally, placing save and load before Switches and Variables might break automated keystrokes for tests accessing debug menu for setting stuff (if that ever exists some day), or just annoy game devs pretty used to the RPG_RT behavior, but again this is probably not relevant at all.

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Ghabry commented Oct 28, 2018

I'm in general fine with any scene changes which improve the usability. As the game has no control over them and nothing can really break.
The new debug scene looks really cool, I'm going to play around with it 👍

fmatthew5876 added some commits Oct 9, 2018

Improve Switch and Variable interface in debug menu
Adds "Switch", and "Variable" to main menu.
No longer switch between modes with left and right.
Must be selected from main menu and then left and
right scrolling.

@fmatthew5876 fmatthew5876 force-pushed the fmatthew5876:dbgmenu_improv branch from cd8b396 to 93f88b3 Oct 28, 2018

@fdelapena fdelapena removed the Needs Rebase label Oct 28, 2018

range_page = 0;
current_var_type++;
} else if (current_var_type == TypeInt && !Game_Variables.IsValid(range_page*100+1)) {
} else if (range_window->GetActive() && Input::IsTriggered(Input::RIGHT)) {

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you could use IsRepeated here (Same for Input::LEFT)

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fmatthew5876 Oct 29, 2018

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Thats in #1439

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Ghabry commented Oct 29, 2018

I don't know if this bug was there before but the game Unterwegs in Düsterburg has exactly 5000 switches but the debug scene renders one extra page from 5001 - 5100 which is completely empty.

In battle test the wrong sprites were displayed for me and after a GameOver I was returned to the map (but I guess this is intentional?)

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Ghabry commented Oct 29, 2018

okay I return to the map with 0 HP, maybe the party could be fully recovered after failing a battle.

btw, a full recover option in the debug menu would be useful

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Ghabry commented Oct 29, 2018

Forget the note about "Wrong sprites displayed", everything is fine here. What do you think about keeping the Debug scene open when starting a battle? This way you can directly do another battle.

Sorry, just dropping ideas here :), the new scene is really cool

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fmatthew5876 commented Oct 29, 2018

Forget the note about "Wrong sprites displayed", everything is fine here. What do you think about keeping the Debug scene open when starting a battle? This way you can directly do another battle.

No only open, but with the same battle selected so you can go again. I think it's a great idea, but I don't know the implications of pushing a battle scene over a debug scene. There could be some hidden assumptions in battles that they always precede a map. Would need to test this carefully.

Also at least for HH3 (don't know other games), that would break as HH3 depends on an auto start common event to trigger after every battle to clean custom things up properly. We have to visit the map for that.

There's also a question of whether you want to configure first strike, fully heal the party, etc.. What kind of interface makes sense for all of that? Right now I've stayed limited to the widgets used by the RPG_RT debug menu.

This isn't even close to being finished. These are just a few things I implemented to start and also to solicit feedback for the approach before going too deep into the rabbit hole.

Skills, add party members, etc.. etc..

I have a custom debug system in hh3 that just uses a number input. It has about 30 or so different actions. Gets the job done but its clunky to use. I'll continue porting more of that into Player in the future.

If you're happy with whats there as is this can be merged. I'll make new PRs for continued improvements to the debug menu.

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Ghabry commented Oct 29, 2018

Right, I didn't think about all the corner cases when not running the battle via the map.

Well this is the debug scene, therefore you get my approval for this, even if not everything works 100% (and there were already many bugs in the original debug scene).

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Ghabry approved these changes Oct 29, 2018

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fmatthew5876 commented Oct 29, 2018

Right, I didn't think about all the corner cases when not running the battle via the map.

It's definitely something that we should aim for. Just needs more careful testing. Later on when I'm actively using Player and this debug menu for development I'll be able to test a lot more and add improvements.

@carstene1ns carstene1ns merged commit f8a7d7f into EasyRPG:master Nov 1, 2018

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carstene1ns commented Nov 1, 2018

rel. #948

@fmatthew5876 fmatthew5876 deleted the fmatthew5876:dbgmenu_improv branch Nov 1, 2018

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