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AngryPacman

PAC Debug Scene

Jul 29th, 2011
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  1. #===============================================================================
  2. #
  3. # Pacman Advanced Creative (PAC) Engine - Debug Scene
  4. # 13/6/2011
  5. # Type: Scene/Menu
  6. # Installation: Hashes.
  7. # Level: Average, Difficult
  8. #
  9. #===============================================================================
  10. #
  11. # Description:
  12. # RPG Maker VX comes with a debug menu that activates when you press F9 and are
  13. # in test mode. It gives you a list of switches and variables that you can
  14. # alter. This enhanced debug scene will give you a clearer overview of the
  15. # switches and variables in your game, and will give you power to activate a
  16. # common event with a quick shortcut.
  17. #
  18. #===============================================================================
  19. #
  20. # Instructions:
  21. # INSTALLATION
  22. # Paste above main, below materials in the script editor (F11). Remember to
  23. # save upon exiting. Compatible with, but not dependent on, all other PAC
  24. # scripts. *NOTE* Do not press common event shortcuts you are not using if you
  25. # are using PAC Lag Reduction. It will throw you a nasty syntax error.
  26. # USAGE
  27. # To enter the debug scene, press F9 when in test mode. To activate
  28. # predetermined common events in test mode, press SHIFT, CRTL or ALT and the
  29. # designated F5-F9 button.
  30. # CONFIGURATION
  31. # Detailed instructions on the setup of the script begin at line 39.
  32. #
  33. #===============================================================================
  34.  
  35. module PAC
  36.   module MENU
  37.    
  38. #===============================================================================
  39. # Define common event shortcuts to launch during test play mode and pressing
  40. # the right shortcut combination here.
  41. #===============================================================================
  42.    
  43.     ALT ={        # When pressing ALT and:
  44.       :f5 => 2,   # F5, this common event will run.
  45.       :f6 => 32,  # F6, this common event will run.
  46.       :f7 => 33,  # F7, this common event will run.
  47.       :f8 => 34,  # F8, this common event will run.
  48.       :f9 => 35,  # F9, this common event will run.
  49.     }             # No touchy.
  50.    
  51.     CTRL ={       # When pressing CTRL and:
  52.       :f5 => 36,  # F5, this common event will run.
  53.       :f6 => 37,  # F6, this common event will run.
  54.       :f7 => 38,  # F7, this common event will run.
  55.       :f8 => 39,  # F8, this common event will run.
  56.       :f9 => 40,  # F9, this common event will run.
  57.     }             # No touchy.    
  58.    
  59.     SHIFT ={      # When pressing SHIFT and:
  60.       :f5 => 41,  # F5, this common event will run.
  61.       :f6 => 42,  # F6, this common event will run.
  62.       :f7 => 43,  # F7, this common event will run.
  63.       :f8 => 44,  # F8, this common event will run.
  64.       :f9 => 45,  # F9, this common event will run.
  65.     }             # No touchy.
  66.    
  67. #===============================================================================
  68. # The following adjust debug menu data. There's pretty much no reason to edit
  69. # this stuff, but just to see if you can...
  70. #===============================================================================
  71.    
  72.     DEBUG_NAME = "Debug"  # The name of the option if used with PAC Main Menu.
  73.     COMMANDS =[   # The commands and the order they appear in the debug scene.
  74.       :switches,  # Switches command,
  75.       :variables, # Variables command.
  76.     ]             # No touchy.
  77.    
  78.     VOCAB ={                    # The words displayed in the commands.
  79.       :switches  => "Switches", # Word for switches,
  80.       :variables => "Variables",# Word for variables.
  81.     }                           # No touchy.
  82.    
  83. #===============================================================================
  84. # STOP EDITING.
  85. #===============================================================================
  86.  
  87.   end # MENU
  88. end # PAC
  89.  
  90. #==============================================================================
  91. # ** Scene_Map
  92. #------------------------------------------------------------------------------
  93. #  This class performs the map screen processing.
  94. #==============================================================================
  95.  
  96. class Scene_Map < Scene_Base
  97.   #--------------------------------------------------------------------------
  98.   # * Update Call Debug
  99.   #--------------------------------------------------------------------------
  100.   def update_call_debug
  101.     return unless $TEST
  102.     if Input.trigger?(Input::F5)
  103.       if Input.press?(Input::ALT)
  104.         $game_temp.common_event_id = PAC::MENU::ALT[:f5]
  105.       elsif Input.press?(Input::CTRL)
  106.         $game_temp.common_event_id = PAC::MENU::CTRL[:f5]
  107.       elsif Input.press?(Input::SHIFT)
  108.         $game_temp.common_event_id = PAC::MENU::SHIFT[:f5]
  109.       end
  110.     elsif Input.trigger?(Input::F6)
  111.       if Input.press?(Input::ALT)
  112.         $game_temp.common_event_id = PAC::MENU::ALT[:f6]
  113.       elsif Input.press?(Input::CTRL)
  114.         $game_temp.common_event_id = PAC::MENU::CTRL[:f6]
  115.       elsif Input.press?(Input::SHIFT)
  116.         $game_temp.common_event_id = PAC::MENU::SHIFT[:f6]
  117.       end
  118.     elsif Input.trigger?(Input::F7)
  119.       if Input.press?(Input::ALT)
  120.         $game_temp.common_event_id = PAC::MENU::ALT[:f7]
  121.       elsif Input.press?(Input::CTRL)
  122.         $game_temp.common_event_id = PAC::MENU::CTRL[:f7]
  123.       elsif Input.press?(Input::SHIFT)
  124.         $game_temp.common_event_id = PAC::MENU::SHIFT[:f7]
  125.       end
  126.     elsif Input.trigger?(Input::F8)
  127.       if Input.press?(Input::ALT)
  128.         $game_temp.common_event_id = PAC::MENU::ALT[:f8]
  129.       elsif Input.press?(Input::CTRL)
  130.         $game_temp.common_event_id = PAC::MENU::CTRL[:f8]
  131.       elsif Input.press?(Input::SHIFT)
  132.         $game_temp.common_event_id = PAC::MENU::SHIFT[:f8]
  133.       end
  134.     elsif Input.trigger?(Input::F9)
  135.       if Input.press?(Input::ALT)
  136.         $game_temp.common_event_id = PAC::MENU::ALT[:f9]
  137.       elsif Input.press?(Input::CTRL)
  138.         $game_temp.common_event_id = PAC::MENU::CTRL[:f9]
  139.       elsif Input.press?(Input::SHIFT)
  140.         $game_temp.common_event_id = PAC::MENU::SHIFT[:f9]
  141.       else
  142.         Sound.play_decision
  143.         $game_temp.next_scene = "debug"
  144.       end
  145.     end
  146.   end
  147. end
  148.  
  149. #==============================================================================
  150. # ** Window_DebugSwitches
  151. #------------------------------------------------------------------------------
  152. #  This window is used to display switches in the debug screen.
  153. #==============================================================================
  154.  
  155. class Window_DebugSwitches < Window_Selectable
  156.   #--------------------------------------------------------------------------
  157.   # * Object Initialization
  158.   #--------------------------------------------------------------------------
  159.   def initialize(page, info_window)
  160.     super(160, 0, Graphics.width - 160, 272)
  161.     self.index = 0
  162.     @info_window = info_window
  163.     refresh(page)
  164.   end
  165.   #--------------------------------------------------------------------------
  166.   # * Switch
  167.   #--------------------------------------------------------------------------
  168.   def switch
  169.     return @data[self.index]
  170.   end
  171.   #--------------------------------------------------------------------------
  172.   # * Update Info Window
  173.   #--------------------------------------------------------------------------
  174.   def update_info_window
  175.     @info_window.contents.clear
  176.     sw = @info_window.width - 32
  177.     value1 = @page*10+1
  178.     value2 = [@page*10+10, $data_system.variables.size-1].min
  179.     text1 = sprintf("Switches %d to %d", value1, value2)
  180.     text2 = "Press L or Left to page backward."
  181.     text3 = "Press R or Right to page forward."
  182.     text4 = "Press Z to toggle switch."
  183.     @info_window.contents.draw_text(0, WLH*0, sw, WLH, text1, 1)
  184.     @info_window.contents.draw_text(0, WLH*1+8, sw, WLH, text2, 1)
  185.     @info_window.contents.draw_text(0, WLH*2+8, sw, WLH, text3, 1)
  186.     @info_window.contents.draw_text(0, WLH*3+8, sw, WLH, text4, 1)
  187.   end
  188.  
  189.   #--------------------------------------------------------------------------
  190.   # * Refresh
  191.   #--------------------------------------------------------------------------
  192.   def refresh(page)
  193.     @data = []; @page = page
  194.     update_info_window
  195.     for i in (@page*10+1)..(@page*10+10); @data.push(i); end
  196.     @item_max = @data.size
  197.     create_contents
  198.     for i in 0..(@item_max-1)
  199.       draw_item(i)
  200.     end
  201.   end
  202.  
  203.   #--------------------------------------------------------------------------
  204.   # * Draw Item
  205.   #--------------------------------------------------------------------------
  206.   def draw_item(index)
  207.     rect = item_rect(index)
  208.     self.contents.clear_rect(rect)
  209.     self.contents.font.color = normal_color
  210.     switch_id = @data[index]
  211.     rect.x += 4
  212.     rect.width -= 8
  213.     if switch_id > $data_system.switches.size-1
  214.       self.contents.font.color.alpha = 128
  215.       self.contents.draw_text(rect.x, rect.y, rect.width, WLH, "N/A")
  216.       return
  217.     end
  218.     name = $data_system.switches[switch_id]
  219.     self.contents.font.color.alpha = name == "" ? 128 : 255
  220.     if $game_switches[switch_id]
  221.       if name == ""
  222.         self.contents.font.color = knockout_color
  223.         name = "ATTENTION"
  224.       else
  225.         self.contents.font.color = crisis_color
  226.       end
  227.     end
  228.     name = "Undefined" if name == ""
  229.     text = sprintf("S%04d:%s", switch_id, name)
  230.     value = $game_switches[switch_id] ? "[ON]" : "[OFF]"
  231.     self.contents.draw_text(rect.x, rect.y, rect.width, WLH, text, 0)
  232.     self.contents.draw_text(rect.x, rect.y, rect.width, WLH, value, 2)
  233.   end
  234. end
  235.  
  236. #==============================================================================
  237. # ** Window_DebugVariables
  238. #------------------------------------------------------------------------------
  239. #  This window is used to display variables in the debug screen.
  240. #==============================================================================
  241.  
  242. class Window_DebugVariables < Window_Selectable
  243.   #--------------------------------------------------------------------------
  244.   # * Object Initialization
  245.   #--------------------------------------------------------------------------
  246.   def initialize(page, info_window)
  247.     super(160, 0, Graphics.width - 160, 272)
  248.     self.index = 0
  249.     @info_window = info_window
  250.     refresh(page)
  251.   end
  252.   #--------------------------------------------------------------------------
  253.   # * Variable
  254.   #--------------------------------------------------------------------------
  255.   def variable
  256.     return @data[self.index]
  257.   end
  258.   #--------------------------------------------------------------------------
  259.   # * Update Info Window
  260.   #--------------------------------------------------------------------------
  261.   def update_info_window
  262.     @info_window.contents.clear
  263.     sw = @info_window.width - 32
  264.     value1 = @page*10+1
  265.     value2 = [@page*10+10, $data_system.switches.size-1].min
  266.     text1 = sprintf("Variables %d to %d", value1, value2)
  267.     text2 = "Press L or Left to page backward."
  268.     text3 = "Press R or Right to page forward."
  269.     text4 = "Press Z to modify variable."
  270.     @info_window.contents.draw_text(0, WLH*0, sw, WLH, text1, 1)
  271.     @info_window.contents.draw_text(0, WLH*1+8, sw, WLH, text2, 1)
  272.     @info_window.contents.draw_text(0, WLH*2+8, sw, WLH, text3, 1)
  273.     @info_window.contents.draw_text(0, WLH*3+8, sw, WLH, text4, 1)
  274.   end
  275.   #--------------------------------------------------------------------------
  276.   # * Refresh
  277.   #--------------------------------------------------------------------------
  278.   def refresh(page)
  279.     @data = []; @page = page
  280.     update_info_window
  281.     for i in (@page*10+1)..(@page*10+10); @data.push(i); end
  282.     @item_max = @data.size
  283.     create_contents
  284.     for i in 0..(@item_max-1)
  285.       draw_item(i)
  286.     end
  287.   end
  288.   #--------------------------------------------------------------------------
  289.   # * Draw Item
  290.   #--------------------------------------------------------------------------
  291.   def draw_item(index)
  292.     rect = item_rect(index)
  293.     self.contents.clear_rect(rect)
  294.     self.contents.font.color = normal_color
  295.     variable_id = @data[index]
  296.     rect.x += 4
  297.     rect.width -= 8
  298.     if variable_id > $data_system.variables.size-1
  299.       self.contents.font.color.alpha = 128
  300.       self.contents.draw_text(rect.x, rect.y, rect.width, WLH, "N/A")
  301.       return
  302.     end
  303.     name = $data_system.variables[variable_id]
  304.     self.contents.font.color.alpha = name == "" ? 128 : 255
  305.     if $game_variables[variable_id] != 0
  306.       if name == ""
  307.         self.contents.font.color = knockout_color
  308.         name = "ATTENTION"
  309.       else
  310.         self.contents.font.color = crisis_color
  311.       end
  312.     end
  313.     name = "Undefined" if name == ""
  314.     text = sprintf("V%04d:%s", variable_id, name)
  315.     value = $game_variables[variable_id]
  316.     self.contents.draw_text(rect.x, rect.y, rect.width, WLH, text, 0)
  317.     self.contents.draw_text(rect.x, rect.y, rect.width, WLH, value, 2)
  318.   end
  319. end
  320.  
  321. #==============================================================================
  322. # ** Window_DebugInput
  323. #------------------------------------------------------------------------------
  324. #  This window is used to display input in the debug screen.
  325. #==============================================================================
  326.  
  327. class Window_DebugInput < Window_Selectable
  328.   #--------------------------------------------------------------------------
  329.   # Public Instance Variables
  330.   #--------------------------------------------------------------------------
  331.   attr_accessor :value
  332.   attr_accessor :host_window
  333.   #--------------------------------------------------------------------------
  334.   # * Object Initialization
  335.   #--------------------------------------------------------------------------
  336.   def initialize(host_window)
  337.     dw = Graphics.width*3/4
  338.     dx = (Graphics.width-dw)/2
  339.     dh = WLH*2+32
  340.     dy = (Graphics.height-dh)/2
  341.     super(dx, dy, dw, dh)
  342.     self.back_opacity = 255
  343.     @spacing = 0
  344.     @host_window = host_window
  345.     if @host_window.is_a?(Window_DebugVariables)
  346.       @column_max = @item_max = 9
  347.       @text = $data_system.variables[@host_window.variable]
  348.       @text = "Undefined" if @text == ""
  349.       @text = sprintf("V%04d:%s", @host_window.variable, @text)
  350.       @value = $game_variables[@host_window.variable]
  351.       @max_value =  99999999
  352.       @min_value = -99999999
  353.       self.index = 8
  354.     else; return
  355.     end
  356.     self.contents.clear
  357.     draw_input_title
  358.     refresh
  359.   end
  360.   #--------------------------------------------------------------------------
  361.   # * Refresh
  362.   #--------------------------------------------------------------------------
  363.   def refresh
  364.     if @host_window.is_a?(Window_DebugVariables)
  365.       for i in 0..(@item_max-1); draw_variable(i); end
  366.     end
  367.   end
  368.   #--------------------------------------------------------------------------
  369.   # * Value
  370.   #--------------------------------------------------------------------------
  371.   def value=(value)
  372.     @value = value
  373.     @value = [[@value, @max_value].min, @min_value].max
  374.   end
  375.  
  376.   #--------------------------------------------------------------------------
  377.   # * Draw Input Title
  378.   #--------------------------------------------------------------------------
  379.   def draw_input_title
  380.     self.contents.draw_text(0, 0, self.width-32, WLH, @text, 1)
  381.   end
  382.   #--------------------------------------------------------------------------
  383.   # * Draw Variable
  384.   #--------------------------------------------------------------------------
  385.   def draw_variable(index)
  386.     rect = item_rect(index)
  387.     self.contents.clear_rect(rect)
  388.     if index == 0
  389.       text = @value >= 0 ? "+" : "-"
  390.     else
  391.       text = @value.abs % 10**(@column_max-index)/(10**(@column_max-1-index))
  392.     end
  393.     self.contents.draw_text(rect.x, rect.y, rect.width, WLH, text, 1)
  394.   end
  395.   #--------------------------------------------------------------------------
  396.   # * Item Rect
  397.   #--------------------------------------------------------------------------
  398.   def item_rect(index)
  399.     rect = Rect.new(0, 0, 24, WLH)
  400.     rect.x = (self.contents.width-32-24*@column_max)/2+index*24+12
  401.     rect.y = index / @column_max * WLH + WLH
  402.     return rect
  403.   end
  404.   #--------------------------------------------------------------------------
  405.   # * Update
  406.   #--------------------------------------------------------------------------
  407.   def update
  408.     if Input.trigger?(Input::RIGHT) and @index == @column_max -1
  409.       Sound.play_cursor
  410.       @index = 0
  411.     elsif Input.trigger?(Input::LEFT) and @index == 0
  412.       Sound.play_cursor
  413.       @index = @column_max -1
  414.     else
  415.       super
  416.     end
  417.   end
  418. end
  419.  
  420. #==============================================================================
  421. # ** Scene_Debug
  422. #------------------------------------------------------------------------------
  423. #  This class performs debug screen processing.
  424. #==============================================================================
  425.  
  426. class Scene_Debug < Scene_Base
  427.   #--------------------------------------------------------------------------
  428.   # * Start
  429.   #--------------------------------------------------------------------------
  430.   def start
  431.     super
  432.     create_menu_background
  433.     create_command_window
  434.     @dummy_window = Window_Base.new(160, 0, Graphics.width -
  435.     @command_window.width, Graphics.height)
  436.   end
  437.   #--------------------------------------------------------------------------
  438.   # * Terminate
  439.   #--------------------------------------------------------------------------
  440.   def terminate
  441.     super
  442.     dispose_menu_background
  443.     @command_window.dispose if @command_window != nil
  444.     @dummy_window.dispose if @dummy_window != nil
  445.     $game_map.refresh
  446.   end
  447.   #--------------------------------------------------------------------------
  448.   # * Create Command Window
  449.   #--------------------------------------------------------------------------
  450.   def create_command_window
  451.     commands = []; @data = []
  452.     for command in PAC::MENU::COMMANDS
  453.       @data.push(command)
  454.       commands.push(PAC::MENU::VOCAB[command])
  455.     end
  456.     @command_window = Window_Command.new(160, commands)
  457.     @command_window.height = Graphics.height
  458.     @var_page = @switch_page = 0
  459.   end
  460.   #--------------------------------------------------------------------------
  461.   # * Return Scene
  462.   #--------------------------------------------------------------------------
  463.   def return_scene
  464.     if $game_temp.in_battle
  465.       $scene = Scene_Battle.new
  466.     else
  467.       $scene = Scene_Map.new
  468.     end
  469.   end
  470.   #--------------------------------------------------------------------------
  471.   # * Update
  472.   #--------------------------------------------------------------------------
  473.   def update
  474.     super
  475.     update_menu_background
  476.     if @command_window.active
  477.       update_command_selection
  478.     elsif @switch_window != nil and @switch_window.active
  479.       update_switch_selection
  480.     elsif @variable_window != nil and @variable_window.active
  481.       update_variable_selection
  482.     elsif @input_window != nil and @input_window.active
  483.       update_input_window
  484.     end
  485.   end
  486.   #--------------------------------------------------------------------------
  487.   # * Update Command Selection
  488.   #--------------------------------------------------------------------------
  489.   def update_command_selection
  490.     @command_window.update
  491.     if Input.trigger?(Input::B) or Input.trigger?(Input::F9)
  492.       Sound.play_cancel
  493.       return_scene
  494.     elsif Input.trigger?(Input::C)
  495.       Sound.play_decision
  496.       case @data[@command_window.index]
  497.       when :switches
  498.         @command_window.active = false
  499.         @dummy_window.visible = false
  500.         @info_window = Window_Base.new(160, 272, Graphics.width-160,
  501.           Graphics.height-272)
  502.         @switch_window = Window_DebugSwitches.new(@switch_page, @info_window)
  503.       when :variables
  504.         @command_window.active = false
  505.         @dummy_window.visible = false
  506.         @info_window = Window_Base.new(160, 272, Graphics.width-160,
  507.           Graphics.height-272)
  508.         @variable_window = Window_DebugVariables.new(@var_page, @info_window)
  509.       end
  510.     end
  511.   end
  512.   #--------------------------------------------------------------------------
  513.   # * Update Switch Selection
  514.   #--------------------------------------------------------------------------
  515.   def update_switch_selection
  516.     @switch_window.update
  517.     if Input.trigger?(Input::B)
  518.       Sound.play_cancel
  519.       @command_window.active = true
  520.       @dummy_window.visible = true
  521.       @switch_window.dispose
  522.       @switch_window = nil
  523.       @info_window.dispose
  524.       @info_window = nil
  525.     elsif Input.repeat?(Input::R) or Input.repeat?(Input::RIGHT)
  526.       Sound.play_cursor
  527.       @switch_page += 1
  528.       @switch_page = 0 if @switch_page+1 > ($data_system.switches.size-1+9)/10
  529.       @switch_window.refresh(@switch_page)
  530.     elsif Input.repeat?(Input::L) or Input.repeat?(Input::LEFT)
  531.       Sound.play_cursor
  532.       @switch_page -= 1
  533.       @switch_page = ($data_system.switches.size-1+9)/10-1 if @switch_page < 0
  534.       @switch_window.refresh(@switch_page)
  535.     elsif Input.trigger?(Input::C)
  536.       switch = @switch_window.switch
  537.       if switch > $data_system.switches.size-1
  538.         Sound.play_buzzer
  539.         return
  540.       end
  541.       Sound.play_decision
  542.       $game_switches[switch] = !$game_switches[switch]
  543.       @switch_window.refresh(@switch_page)
  544.     end
  545.   end
  546.   #--------------------------------------------------------------------------
  547.   # * Update Variable Selection
  548.   #--------------------------------------------------------------------------
  549.   def update_variable_selection
  550.     @variable_window.update
  551.     if Input.trigger?(Input::B)
  552.       Sound.play_cancel
  553.       @command_window.active = true
  554.       @dummy_window.visible = true
  555.       @variable_window.dispose
  556.       @variable_window = nil
  557.       @info_window.dispose
  558.       @info_window = nil
  559.     elsif Input.repeat?(Input::R) or Input.repeat?(Input::RIGHT)
  560.       Sound.play_cursor
  561.       @var_page += 1
  562.       @var_page = 0 if @var_page+1 > ($data_system.variables.size-1+9)/10
  563.       @variable_window.refresh(@var_page)
  564.     elsif Input.repeat?(Input::L) or Input.repeat?(Input::LEFT)
  565.       Sound.play_cursor
  566.       @var_page -= 1
  567.       @var_page = ($data_system.switches.size-1+9)/10-1 if @var_page < 0
  568.       @variable_window.refresh(@var_page)
  569.     elsif Input.trigger?(Input::C)
  570.       variable = @variable_window.variable
  571.       if variable > $data_system.variables.size-1
  572.         Sound.play_buzzer
  573.         return
  574.       end
  575.       Sound.play_decision
  576.       @input_window = Window_DebugInput.new(@variable_window)
  577.       @variable_window.active = false
  578.     end
  579.   end
  580.   #--------------------------------------------------------------------------
  581.   # * Update Input Window
  582.   #--------------------------------------------------------------------------
  583.   def update_input_window
  584.     @input_window.update
  585.     if Input.trigger?(Input::B)
  586.       Sound.play_cancel
  587.       @input_window.host_window.active = true
  588.       @input_window.dispose
  589.       @input_window = nil
  590.     elsif Input.repeat?(Input::UP)
  591.       Sound.play_cursor
  592.       if @input_window.index == 0
  593.         @input_window.value *= -1
  594.       else
  595.         value = 10**(8-@input_window.index)
  596.         @input_window.value += value
  597.       end
  598.       @input_window.refresh
  599.     elsif Input.repeat?(Input::DOWN)
  600.       Sound.play_cursor
  601.       if @input_window.index == 0
  602.         @input_window.value *= -1
  603.       else
  604.         value = 10**(8-@input_window.index)
  605.         @input_window.value -= value
  606.       end
  607.       @input_window.refresh
  608.     elsif Input.trigger?(Input::C)
  609.       Sound.play_decision
  610.       if @input_window.host_window.is_a?(Window_DebugVariables)
  611.         $game_variables[@variable_window.variable] = @input_window.value
  612.         @variable_window.draw_item(@variable_window.index)
  613.       end
  614.       @input_window.host_window.active = true
  615.       @input_window.dispose
  616.       @input_window = nil
  617.     end
  618.   end
  619. end
  620.  
  621. $imported = {} if $imported == nil
  622. $imported["PAC_DebugScene"] = true
  623.  
  624. #===============================================================================
  625. #
  626. # END OF SCRIPT
  627. #
  628. #==============================================================================
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