Editing scripts without leaving the game

Discussion in 'RGSS3 Scripts (RMVX Ace)' started by Resque, Aug 15, 2019.

  1. Resque

    Resque Warper Member

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    First Language:
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    [RPG Maker VX] Editing scripts without leaving the game

    Hello guys! All right with you?

    Today I'm bringing a script called Scene_ResqueReload that I created for use in my projects that are in RPG Maker VX Ace .

    The Reason

    Unlike many scripts that add new functionality to the game, this script is used as a tool that facilitates the real-time testing of code editing in RPG Maker VX Ace.

    Often you need to have a quick response if the changed code is working. It gets more and more stressful when an error occurs in the script and you need several clicks on the tool to open the editor, edit the code, save changes and restart the game.

    I have always found limiting the use of the integrated text editor that RPG Maker makes available for code change as there are a wide variety of text editors that provide various tools to help us at that time.

    I really enjoy using Sublime Text to program, it has several shortcuts, search engines and numerous text editing tools.

    Other text editors can easily be found on the web, whether they are paid, free and even open source. Using this script, you will be able to use the text editor of your choice, be it Sublime, VIM, Atom, Notepad ++, Visual Studio Code, etc ...

    Theory

    Basically, when the game is started, the script reads a directory within your RPG Maker project and loads the external
    files Ruby (.rb) into the game.

    By default, the script is set to read the "Scripts" folder of your project's root directory, this folder does not exists by default, so you need to manually create and place your .rb files inside it.

    Since we are reading an external file, it is possible to reload the code without closing the game by simply pressing the "F5" key on your keyboard when you are playing the game.

    This allows you to change the code in your editor and see the change in your game without closing the game!

    The Practice

    To use the script, just create the "Scripts" folder within the root directory of your Maker project and create your custom script (.rb) files.


    [​IMG]
    ---
    [​IMG]

    After performing the above step, you need to open open the Standard RPG Maker Text Editor and add the script Resque_Reload to the last line.

    [​IMG]

    Ready! The next time that you open the game, all .rb files in the "Scripts" directory will be read automatically.

    The Benefits

    Besides using any editor, the script allows you to use version control tools like (Git, CVS, Subversion, Mercurial, etc ...), in case your computer explodes or your game gets corrupted, you will have all your code in a safe place.

    Also, whenever you receive a code error, your game no will no longer be closed after this message appears:

    [​IMG]

    Now the error message will appear on the Debug screen, with much more information about the error, and your game will automatically go to the home screen (you can see it in the video below)

    [​IMG]

    The Code

    The script allows some settings to be changed on its first lines:

    - Reading Folder Name:
    The default name is "Scripts" but can be changed to any other name (as long as the folder has the same name.)

    - Reload key:
    By default the F5 button reloads the game in real time, but this key can be changed to one of your own.

    Below is the source code of the script and its latest version on Github, plus a video demonstrating how the script works, where I make several changes to a script, changing the displayed name, positioning and causing errors:

    If in doubt, I'll always be here, thanks!!

    https://github.com/rogesson/RGSSScr...11645bdce2b419dc1d5e5565a2/Scene_ResqueReload



    Terms

    Script Name: Resque Reload
    Autor: Resque
    Email: rogessonb@gmail.com
    Engine: RPG Maker VX
    Created At: 13/08/2019
    Official Source Code Repository: https://github.com/rogesson/RGSSScr...11645bdce2b419dc1d5e5565a2/Scene_ResqueReload

    This script is allowed for commercial and non-commercial games.
    Feel free to use it, don't need to credit me in your game.

    If you want to share, you must link this post to ensure there are no out of date versions floating around the internet.

    Code:
    # Name: Resque Reload
    # Autor: Resque
    # Email: rogessonb@gmail.com
    # Engine: RPG Maker VX
    # Created At: 13/08/2019
    # Official Source Code Repository: https://github.com/rogesson/RGSSScripts/tree/ba0b7ef4fdfa8611645bdce2b419dc1d5e5565a2/Scene_ResqueReload
    
    # Script is allowed for commercial and non-commercial games.
    # Do not remove this script's credits or header.
    
    class Scene_Base
      RELOAD_BUTTON = :F5
      SCRIPT_PATH = "Scripts"
      FULL_PATH = "#{File.expand_path(Dir.pwd)}/#{SCRIPT_PATH}/*.rb"
    
      DEBUG_MODE = true
    
      def main
        start
        post_start
        update until scene_changing?
        pre_terminate
        terminate
    
      rescue Exception => e
        reload_with_error(e)
      end
      def update
        update_basic
     
        reload if Input.trigger?(RELOAD_BUTTON)
      end
    
      def reload
        puts "Reload Button [#{RELOAD_BUTTON}] was pressed"
        puts "Reloading the Code..."
        Scene_Base.load_files
     
        call_current_scene
     
        nil
      end
    
      def self.load_files
        puts "Loading Files..."
        dirs = Dir[Scene_Base::FULL_PATH]
        failed = []
    
        dirs.each do |dir|
          Dir[dir].each do |file|
            begin
              class_name = file.split("/").last[0..-4]
    
              autoload class_name, file
              load(file)
              puts "#{class_name} Loaded" if Scene_Base::DEBUG_MODE
            rescue NameError => e
              failed << { class_name: class_name, file: file }
              next
            end
          end
        end
    
        self.retry_failed_files(failed)
        puts "Load completed"
      end
    
      def reload_with_error(e)
        error_message(e)
        SceneManager.call(Scene_Title)
      end
    
      private
    
        def self.retry_failed_files(failed_files)
          failed_files.each do |f|
            autoload f[:class_name], f[:file]
            load(f[:file])
            puts "#{f[:class_name]} Loaded" if Scene_Base::DEBUG_MODE
          end
        end
    
        def error_message(e)
          puts "-----------------------\nERROR: #{e} \n-> #{e.backtrace}\n-----------------------"
        end
    
        def call_current_scene
          puts "#{self.class} Reloaded"
          SceneManager.call(self.class)
        end
    end
    
    Scene_Base.load_files
    
     
    Last edited: Aug 16, 2019
    #1
    BCj, Faherya and Ebanyle like this.
  2. Wyrelade

    Wyrelade Wyrelade - The one and only. Veteran

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    Location:
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    First Language:
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    Primarily Uses:
    RMVXA
    This is amazing. Using it right now and it makes debugging and realtime coding of your scripts so much easier.

    GREAT TOOL!
     
    #2
    Resque likes this.

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