[VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (2024)

schM0ggi

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[VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (1)

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  • Mar 2, 2024
  • #21

Once again, thanks for your contribution. Hope you can spread the usage of your awesome plugin. I am planning to go 100% with my project in the next months and I'm thrilled to be working on it with VS and your plugin.

Idea:
To complement your new "create a bundle from only selected sections" function, any chance you could implement a general function to "deselect" and "select" marked sections? Perhaps in the context menu when doing a right click? So one could activate/deactivate the load status of several scripts with only one click instead of clicking on each one manually. Or is there already such a function? In that case, I'm blind [VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (2).

SnowSzn

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[VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (4)

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  • Mar 2, 2024
  • #22

schM0ggi said:

Once again, thanks for your contribution. Hope you can spread the usage of your awesome plugin. I am planning to go 100% with my project in the next months and I'm thrilled to be working on it with VS and your plugin.

Idea:
To complement your new "create a bundle from only selected sections" function, any chance you could implement a general function to "deselect" and "select" marked sections? Perhaps in the context menu when doing a right click? So one could activate/deactivate the load status of several scripts with only one click instead of clicking on each one manually. Or is there already such a function? In that case, I'm blind [VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (5).

Hi good luck with your project!

About your idea, unless I broke it in the last update it should allow you to check/uncheck several scripts at the same time.

Try selecting a group and right click -> Alternate Section Load Status...

You can also use a keybind to do this, I believe it is F4 by default, unless I set it to F4 for myself [VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (6)

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schM0ggi

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[VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (7)

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  • Mar 2, 2024
  • #23

SnowSzn said:

Hi, unless I broke it in the last update it should allow you to check/uncheck several scripts at the same time.

Try selecting a group and right click -> Alternate Section Load Status...

You can also use a keybind to do this, I believe it is F4 by default, unless I set it to F4 for myself [VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (8)

Ah yes, you're completely right. F4 works and the "Alternate Section Load Status" is also there and does work. Must have overlooked it or haven't realized, the wording mean toggling the selection on/off.

SnowSzn

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[VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (10)

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  • Mar 2, 2024
  • #24

schM0ggi said:

Ah yes, you're completely right. F4 works and the "Alternate Section Load Status" is also there and does work. Must have overlooked it or haven't realized, the wording mean toggling the selection on/off.

Yeah now that you said it the wording is a bit odd and not clear, I may change it to "Toggle Section/s Load Status On/Off..." or something like that and push a quick update

SnowSzn

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[VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (12)

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  • Mar 2, 2024
  • #25

New version 1.2.1 released, changelog notes below.

[1.2.1] - 02/03/2024​

Changed​

  • Renamed some commands to make them clearer
  • Improved the README file

Fixed​

  • Fixed toggle section command not toggling the tree item with right click
    • Toggling a section with the context menu (right click) did not work if a section was selected on the tree

catnip

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[VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (13)

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  • May 30, 2024
  • #26

This is so cool, thanks!

Will this allow us to use breakpoints/debug from within VS Code? I’m so desperate to be able to use breakpoints in my VXA scripts lol

SnowSzn

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[VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (15)

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  • May 31, 2024
  • #27

catnip said:

This is so cool, thanks!

Will this allow us to use breakpoints/debug from within VS Code? I’m so desperate to be able to use breakpoints in my VXA scripts lol

Hi, You're welcome!

Sadly no, I tried to add debugging support before but it is complicated to do so, mainly because debugging Ruby requires installing and using a gem, and RPG Maker does not allow requiring gems, also since the game is an executable I don't have the necessary skills to attach the debug to the process, but I'm open to other ideas/feature requests tho.

PS: The only attempt I know about adding debugging support is SES Debugger

catnip

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[VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (16)

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  • May 31, 2024
  • #28

Ah, gotcha. Thanks for getting back to me! Really cool stuff [VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (17)

SnowSzn

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[VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (19)

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  • Today at 1:17 AM
  • #29

New version 1.3.0 released, changelog notes below.

Note: OpenVSX still has version 1.2.1 because there are some troubles with the servers and I could not push the new update, I'll release the new version there once the problem is fixed.

[1.3.0] - 20/06/2024​

Added​

  • The extension now automatically re-creates the script loader every time the user opens a folder if the scripts are already extracted
    • It is recommended to leave it active, so the extension can update the script loader between updates.
    • Optionally, it can be disabled, but the user will have to update the script loader manually with the corresponding command.
  • Added run game behavior option
    • The user can choose how the extension behaves when trying to launch the game again.
    • You can choose between the following behaviors:
      • Nothing: Does nothing, this how RPG Maker behaves (default)
      • Kill and Run: Kills the current game process and runs it again
      • Allow Multiple: Allows the user to start more than one game process at the same time
  • Added files EOL (End-of-File) option
    • Scripts are now created with the appropriate EOL characters
    • You can force the extension to use a specific EOL type (LF, CRLF)
    • You can also let the extension determine the appropriate EOL automatically
      • This is based on the operating system
  • Import scripts from bundle files
    • You can import all scripts inside an RPG Maker scripts bundle file
    • Optionally, you can allow whether to overwrite existing scripts or not
  • Added a file system watcher to detect the output file the game creates when an exception kills the game
    • In previous versions, the extension processes the game exception only it the game was launched from VS Code
    • If the extension is running. you can launch the game out of VS Code, and it will process the game output file
  • Added a new command to reveal a script or folder on the operating system file explorer
    • Available in the context menu when selecting a script or a folder in the script editor view
  • Added the possibility for developers to reload scripts on runtime (EXPERIMENTAL)
    • The script loader will load scripts again if a ResetLoader exception is raised
    • You can raise this exception anywhere on your code

Fixed​

  • The extension now gets the appropriate game process PID instead of the shell process PID
    • The game processes are now properly killed when closing VS Code or switching between projects
  • Fixed game process Errno::EBADF exceptions
    • Errno::EBADF was raised sometimes on RPG Maker VX Ace projects
      • The game fails to redirect output to the console output
    • Output is redirected to the null device if this happens to avoid crashes

Changed​

  • Changed extension's auto process game error option
    • If enabled, the extension will automatically show the exception without asking the user to peek the backtrace
    • If disabled, it will ask the user before showing the exception information.

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[VSCode] Script Editor for RPG Maker XP, VX and VX Ace [v1.3.0] (2024)

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