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! 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.

Update Beta R2: Hi all, this plugin has been updated to add 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.

Update Beta R3: Hi all, this plugin has been updated to add 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.

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