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Feature Request - Debug Console #2853

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@jetrotal

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@jetrotal

Ok, hear me out :p

image
we already have those commands in the testplay menu, right?
What if we have a text input box to execute them?

E.g.:

A User press F10 and an input text box appears.
It locks the gameplay commands, only hitting enter or esc gives the commands back to the player

Then the User can type actions like: /setSwitch(1, true) and hit enter

After that the game does the entire rotine needed to execute this command as it would through the debug menu.

image

Seems kinda silly right?
but imagine having a Javascript Layer that controls those debug commands.
Something like:

EasyCMD.setSwitch(1, true)

Now, that would open a crazy amout of dynamic game manipulation
through math calculations and some extra JS functions that could be:

EasyCMD.getDataByName("switch", "Chest is Open");  //returns 1 
EasyCMD.onDataChange("switch", 1, generic_JS_function(value) );

The next step, would populate the Player App with different Common Events, one for each Event Command that exists:
image.

After that, we could attach those common events to debug actions and call some functions to execute them:

EasyCMD.ShowText("WOOOOOOOOOOW THIS IS NEW");

EasyCMD.getDataByName("actor", "Alex");  //returns 1 
EasyCMD.ChangeActorName( 1, "Britney");

Finally, They Player could add some dummy Events hidden in every map.
image
And those would be responsible for being the physical events that you would interact:

EasyCMD.Dummy(1).placeInMap( 15, 18 );  //x and y
EasyCMD.Dummy(1).charset("Actor1.png",1);
EasyCMD.Dummy(1).onTouch(  generic_JS_function( )  );

There are a lot of possibilities that could be implemented taking this approach. But the first steps should be having text support to the Debug menu.

After that, I'm pretty sure, Maniacs Patch would become obsolete :p

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