(Google translation)
When I use "Break and trace instructions", what condition should I put in the "Start condition" field to skip the number of times I want the statement to be fired?
For example, the instruction after an event in the game is triggered 10 times. I need to skip the instruction firing 5 times and make a trace when the sixth firing occurs.
Tracer
Re: Tracer
first open a lua engine window (ctrl+alt+L anywhere in ce)
then execute this code:
now in the start event give : startin5()
(set counter back to 0 when you want to go again)
then execute this code:
Code: Select all
counter=0
function startin5()
counter=counter+1
return counter>5
end
(set counter back to 0 when you want to go again)
Re: Tracer
(Google translation)
One more question.
After tracing, stack addresses and values are preserved. It's comfortable. Can I do the same saving of values not only for stack addresses, but for any range of addresses I specify? It is possible in the same stack window instead of stack addresses. With a long trace, I need to see at what point in the trace the value of a certain address in memory changes, but this address is outside the visible range of stack addresses.
One more question.
After tracing, stack addresses and values are preserved. It's comfortable. Can I do the same saving of values not only for stack addresses, but for any range of addresses I specify? It is possible in the same stack window instead of stack addresses. With a long trace, I need to see at what point in the trace the value of a certain address in memory changes, but this address is outside the visible range of stack addresses.
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