Question about turn_on_debug_mode()
Author | Topic: Question about turn_on_debug_mode() |
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Mongolian Barbeque
Member # 1528
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written Tuesday, May 18 2004 09:25
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I don't quite understand how to use the turn_on_debug_mode() call. In which script do you put it? The scenario script, or what? And where in the script do you put it? EDIT: Oops! Put this topic in the wrong forum! Could the moderator please move this over to the BoA Scenario Editor forum? Thanks! [ Tuesday, May 18, 2004 09:26: Message edited by: Icshi ] Posts: 907 | Registered: Monday, July 15 2002 07:00 |
Off With Their Heads
Member # 4045
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written Tuesday, May 18 2004 09:46
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Never having used it, this is my understanding: it depends on when you want to turn debug mode on. If you want to play through the whole thing in debug mode, put it in the START_SCEN_STATE. If you only want to play one part of one town in debug mode, put it in a state in that town and put a special encounter rectangle that calls that state. At least, that's how it should work, but if anyone knows anything to the contrary, please correct me. -------------------- Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens. Smoo: Get ready to face the walls! Ephesos: In conclusion, yarr. Kelandon's Pink and Pretty Page!!: the authorized location for all things by me The Archive of all released BoE scenarios ever Posts: 7968 | Registered: Saturday, February 28 2004 08:00 |