Bonds Modding
  • Players
    • Installing Mods
  • Modders
    • Introduction
    • The example mod
    • Creating your mod 1): The mod descriptor
    • Creating your mod 2): Enabling debug mode
    • Creating your mod: The Localization editor
    • Creating your mod: The Dialogs editor
    • Creating your mod: The Interactions editor
    • Creating your mod: Assets
    • Creating your mod: Scripting
  • Patchnotes
    • Update 2.0.0
      • Patch 2.0.1
      • Patch 2.0.2
      • Patch 2.0.3
      • Patch 2.0.4
      • Patch 2.0.5
      • Patch 2.0.6
      • Patch 2.0.7
      • Patch 2.0.8
      • Patch 2.0.9
      • Patch 2.0.10
      • Patch 2.0.11
      • Patch 2.0.12
      • Patch 2.0.13
      • Patch 2.0.14
      • Patch 2.0.15
      • Patch 2.0.16
      • Patch 2.0.17
    • Update 2.1.0
      • Patch 2.1.1
      • Patch 2.1.2
      • Patch 2.1.3
      • Patch 2.1.4
      • Patch 2.1.5
      • Patch 2.1.6
      • Patch 2.1.7
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Creating your mod 2): Enabling debug mode

How to enable debug mode to facilitate development

PreviousCreating your mod 1): The mod descriptorNextCreating your mod: The Localization editor

Last updated 11 months ago

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:

  1. Right-click Bonds.exe and click Create shortcut

  2. Right-click the newly created shortcut and click Properties

  3. Go to the Shortcut tab and in the Target field, add -debug at the end

  4. 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

Using debug mode

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.

The target field with the -debug option