Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

The Built-in Features and How Do They Work Sticky Locked

A topic by AlexBW145 created 90 days ago Views: 133 Replies: 3
This topic was locked by AlexBW145 90 days ago

Yes

Viewing posts 1 to 4
Developer

This isn't a guide but it explains on what they do throughout PineDebug.

Thread below has informations.

Developer

Themes

This feature was probably requested twice but I was actually thinking about implementing them. Themes got added in v0.2.0 of PineDebug and they're community-creatable, they are for the flavor of style or if you do not like Carnell Blue all day.

JSON Variables

  • `themename` - Name of the theme
  • `themecreator` Author of the theme (That's gonna be you alright?)
  • `overridesounds` - If true, `Button1.wav`, `Button2.wav`, and `deathofall.wav` will replace the sound effects used in PineDebug, they all must exist if this option is enabled.
  • Hexademical Color Assignable (#RRGGBBAA)
    • `maincanvascolor` - The background color of the PineDebug menu, it's blue after all...
    • `covercolor` - The background color for the button container, it's grey after all...
    • `gridcolor` - The color for the menu "heads" that are scrolling up and down, you pretty much know that by now. If setting, the image must be white n' black shade in order for the colors to be overridable as expected.
    • `cursorcolor` - The cursor color of the PineDebug menu, doubt that it is blue after all...
Developer (1 edit)

Modding

PineDebug, since it's release, can have brand new buttons from other mods, starting with B. Carnell's Plus Pack! As long as PineDebug is a soft BepInDependency for the mod that has PineDebug support.

With it's following example code:


It does simply work, all it does is that it inserts a new button to the Stupid Casualties page and also adds in a new delegate for the /kill e button in order to properly destroy Mr. Portal Man's spawned output portals.

There is no need of patching the PineDebug manager itself (unless that said feature is unavailable) so add in PineDebug support if you need to.

Developer

Icon Assigning (for NPCs and Random Events)

Currently, a custom icon for the NPC or random event can only be done by inserting that said enum to PineDebug's asset folder. There is no mod support yet for inserting custom NPC/random event icons but this can be done with alternative ways.