Creating your mod 2): Enabling debug mode
How to enable debug mode to facilitate development
Last updated
How to enable debug mode to facilitate development
Last updated
Debug mode will give you access to all development tools, you do not need RPG Maker MZ to develop a mod but you most likely do need debug mode.
Enabling debug only needs to be done once, the steps are as follows:
Right-click Bonds.exe
and click Create shortcut
Right-click the newly created shortcut and click Properties
Go to the Shortcut
tab and in the Target
field, add -debug
at the end
Optionally, go back to the Properties
tab and rename the shortcut to something more meaningful like Bonds (debug mode)
You are now all set. Launching Bonds through the shortcut will now launch Bonds in debug mode, and you can still launch Bonds without debug mode by using the executable directly instead of the shortcut
When you first launch Bonds with debug mode, you might be greeted by a few unfamiliar sights. First, the example mod might have loaded (if the game version at the bottom of the title screen says "example mod", you can disable the example mod in the mod menu) and second, you'll see three new buttons on the title screen: Locale editor
, Dialog editor
and Interactions editor
These editors open the localization editor, the story scene editor and the session interactions editor respectively; More info will be given on each later.
You can also open the console with F8
and type nw.Window.get().showDevTools();
to open the browser dev tools, which are far more feature-complete than the built-in console.
F8
can be used to open the browser dev tools in the Locale editor, the Dialog editor and the Interactions editor as well. They normally are unnecessary there, however.