Closed SheepYhangCN closed 2 years ago
For all intents and purposes, UMT still does not have a functioning 2.3 compiler. In the meantime, you'll have to edit assembly or use a dummy GameMaker project.
Also, there should be a Ch2 Debug script under Community scripts. That'll save the hassle of either for this specific case.
how can I do any of these?: "edit assembly or use a dummy GameMaker project."
To edit assembly, select the "Disassembly" tab in the tool. It's lower-level than decompiled code and less prone to breaking.
This document explains what different commands do: https://docs.google.com/document/d/132mmSdLm2iQJIFBPQXcQsc0d7lBJZinkA_gZIVVLaqo/edit?usp=drivesdk
For example, the lines that disable global.debug are:
pushi.e 0
pop.v.i global.debug
And one would want to change the 0 to a 1.
oh thanks, but thats only for active the debug mode or I can modify Global Scripts too? becouse I'm making a mod and I really need to modify Global scripts and compile them
Yes, this method also works on scripts. Just don't mess with the first or last couple of lines.
Thanks
sorry one more question: then can I add a new key item at gml_GlobalScript_scr_keyiteminfo?
In the wise words of the Underminers FAQ channel:
Q: Can I do *insert something here* to Undertale or Deltarune? A: Yes, you can do anything, so long as you are determined enough.
well thanks, again.
With functional script compilation in addition to the workarounds above, this issue should be closed.
when i tried to enable debug(in code gml_GlobalScript_scr_gamestart line243), it can't compile UTMT version:0.4.0.1 Deltarune version:1.07(Steam version and Chinese translate version are same)
screenshot:![image](https://user-images.githubusercontent.com/44539204/136379120-89d0bcb0-1a1a-4c38-81f0-b00e7e1a4b2d.png)