04-06-2016, 07:06 PM
Here is the line number count of the XAIL redo project
546 lines - FONTZ (the optional plugin that allows you to use shadow, outline and underline styles) ... almost half is instructions
235 lines - The config (The more menu options you add, the more lines). A lot of instruction comments
21 lines - RPG::Cache.state (a new folder for status effect icons so they can be encrypted with your project)
94 lines - Game code (Game Temp, Game System, Game Party and Game Map). Needed for a few things like map names, battle count, etc)
97 lines - Window_Base (adding in background and windowskin effects, faces, etc)
125 lines - Window_XailCommand (your menu command with icons, scalable, resizable and scrollable)
148 lines - Window_MenuStatus (Well... what do you think?)
83 lines - Window_GameStatus(Not as big as ya thought, eh?)
53 lines - Window_Desc (It's a double-lined help window with icon support)
532 lines - Scene_Menu(like totally redone so you can always add new items to the menu in a config, allows common events, music, popcorn, soda)
19 lines - Scene_Battle (I can't count battles without it)
--- 1953 lines ---
That's not including the Cogwheel hp/sp/exp bars. I wanna do away with that and make a really neat custom bar system as an option with its own config.
Sil? Yeah, I think yours is using a lot. But hey, it could be that I'm using reusable/recyclable code. Like... the method I use to draw the name is also the same I use to draw levels, class... so I just run one statement three times with three values. The routine itself is like 10 lines... so 13 lines (the three calls and the 10 line code) beats 24 lines (not using a def...end, 10 lines - 2 == 8 ... X 3 = 24). I shrink things.
Oh, and rotating states is now integrated. That is certainly going to be a space saver if one actor is afflicted with venom, mute, sleep, confuse, paralyze, weaken and feeble'. Now it just shows one... then another... then another in sequence. And again, I made it allow you to use icons in place. I'd prolly use the top-right of the character's head for icons.
Aaaand, I just made it so you can fill a setting in the Party config section to remove an option. Here's an example:
The character's name is at 0/-10 (a little higher than normal, and using a font size 20.
His level is also at font size 20 and is at coordinates 0, 4.
But the character's class is set to 'nil' and will not show!!!
... oh, the state, hp, sp and exp are size 14. And the HP/SP/EXP bars are set to a 90px width. I kinda like how it is thinner than the others. TOTALLY CUSTOMIZABLE!!!
EDIT: And here I thought making a party-order feature would be time consuming. 15 minutes and 29 lines including comments.
Had to come back to get my 'hit list' of features. Not many left. This is Xail Redux Deluxe
546 lines - FONTZ (the optional plugin that allows you to use shadow, outline and underline styles) ... almost half is instructions
235 lines - The config (The more menu options you add, the more lines). A lot of instruction comments
21 lines - RPG::Cache.state (a new folder for status effect icons so they can be encrypted with your project)
94 lines - Game code (Game Temp, Game System, Game Party and Game Map). Needed for a few things like map names, battle count, etc)
97 lines - Window_Base (adding in background and windowskin effects, faces, etc)
125 lines - Window_XailCommand (your menu command with icons, scalable, resizable and scrollable)
148 lines - Window_MenuStatus (Well... what do you think?)
83 lines - Window_GameStatus(Not as big as ya thought, eh?)
53 lines - Window_Desc (It's a double-lined help window with icon support)
532 lines - Scene_Menu(like totally redone so you can always add new items to the menu in a config, allows common events, music, popcorn, soda)
19 lines - Scene_Battle (I can't count battles without it)
--- 1953 lines ---
That's not including the Cogwheel hp/sp/exp bars. I wanna do away with that and make a really neat custom bar system as an option with its own config.
Sil? Yeah, I think yours is using a lot. But hey, it could be that I'm using reusable/recyclable code. Like... the method I use to draw the name is also the same I use to draw levels, class... so I just run one statement three times with three values. The routine itself is like 10 lines... so 13 lines (the three calls and the 10 line code) beats 24 lines (not using a def...end, 10 lines - 2 == 8 ... X 3 = 24). I shrink things.
Oh, and rotating states is now integrated. That is certainly going to be a space saver if one actor is afflicted with venom, mute, sleep, confuse, paralyze, weaken and feeble'. Now it just shows one... then another... then another in sequence. And again, I made it allow you to use icons in place. I'd prolly use the top-right of the character's head for icons.
Aaaand, I just made it so you can fill a setting in the Party config section to remove an option. Here's an example:
Code:
NAME = [20, 0, -10]
LEVEL = [20, 0, 4]
CLASS = nil
STATE = [14, 0, 18]
HP = [14, 5, 84, 90]
SP = [14, 5, 94, 90]
EXP = [14, 5, 104, 90]
His level is also at font size 20 and is at coordinates 0, 4.
But the character's class is set to 'nil' and will not show!!!
... oh, the state, hp, sp and exp are size 14. And the HP/SP/EXP bars are set to a 90px width. I kinda like how it is thinner than the others. TOTALLY CUSTOMIZABLE!!!
EDIT: And here I thought making a party-order feature would be time consuming. 15 minutes and 29 lines including comments.
Had to come back to get my 'hit list' of features. Not many left. This is Xail Redux Deluxe