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[Suggestion] NPC Variable Tracker for Debug purpose


Zell

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Would be nice to have a feature that track and show in console a variable for when we are making complex scripts.

Sample:

.@var = 0;
trackvar(".@var");
mes "Now I will show this value " + .@var;
next;
.@var++;
mes "Now I changed the var";
next;
mes "Hmm, what value " + .@var + " had when passed here?";
close;

Console Output:
[DEBUG NPC_NAME / PLAYER ATTACHED_GID]: Tracking .@var > Value: 0
[DEBUG NPC_NAME / PLAYER_ATTACHED_GID]: .@var was required > Value: 0
[DEBUG NPC_NAME / PLAYER_ATTACHED_GID]: .@var was changed> Old Value: 0 / New Value: 1
[DEBUG NPC_NAME / PLAYER_ATTACHED_GID]: .@var was required > Value: 1
 

I think this would make it easier to develop or debug scripts, rather than every time you call it, creating visual texts (dispbottom/announce) to keep track of the variable

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use debugmes ? to display the info

 

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50 minutes ago, Emistry said:

use debugmes ? to display the info

 

I think he meant a command that will automatically do debugmes once you track it and do away with you putting debugmes everytime in every single line where the var is changed.

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9 hours ago, Ninja said:

I think he meant a command that will automatically do debugmes once you track it and do away with you putting debugmes everytime in every single line where the var is changed.

Exactly

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I don't a problem with this, but seems unnecessary as if your doing proper coding it should not be an issue to track it yourself.

And this is having had to dispbottom/annouce to debug myself. For a script that has alot of moving parts or lord forbid forloops I can see this getting very very messy in the console and not being super helpful where it's probably needed the most.

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