05-15-2016, 04:33 PM
Gotta link to the original Moonpearl systems you're using?
Tackling the systems to make them uniform for general use would be the first step. One thing no scripter should ever do is to alter or distort the default scripts in the manner I saw in your project. The typical line-up of the default scripts in your library should always begin with
whereas this cannot be said in your provided demo. The scripts were re-arranged and could have been directly altered.
Direct tampering of the default scripts is a general no-no. True enough, the first actual 89 scripts in the collection are name-matched to the 89 default scripts (not including MAIN), but rearranged and I would need to go through all of those to ensure no additional edits.
I see that Moonpearl decided to craft a sort of compact exerpt of the RPGMaker XP SDK system by Trickster, Rataime, SephirothSpawn... etc, called the Moonpearl Scene_Base. In a project for our own gaming system of which I'm a part, we have our own variant. But it will part of the standard code. As this is a form of rewrite of the default code, I will need to examine this (but it shouldn't interfere too much).
But yeah... I would like to examine 'each' of the Moonpearl systems individually seeing how some features are missing instructions. As an example, the setup script in MP Daily Life had no comments towards the Variable Binders, or how to manipulate them.
Oh... I had to do some additional edits as the normally defined party starts with Aluxes, and the main menu script screamed at me as there was no proper aluxes portrait in your package. I might need your Actors, Animations, ... um, everything else in Data except the map, mapinfos, commonevents and tilesets. Anything that might need to have been altered for your demo like the weapons/armors for multislots or skills.
Hehehe... I use Syn's customization system too. Seriously! I mean, sure get points for fighting and everything, but just increase your skills automatically??? I use Syn's system to show I am actively training to get better!!! Makes sense to me.
Tackling the systems to make them uniform for general use would be the first step. One thing no scripter should ever do is to alter or distort the default scripts in the manner I saw in your project. The typical line-up of the default scripts in your library should always begin with
Code:
Game_Temp
Game_System
Game_Switches
Game_Variables
...etc
Direct tampering of the default scripts is a general no-no. True enough, the first actual 89 scripts in the collection are name-matched to the 89 default scripts (not including MAIN), but rearranged and I would need to go through all of those to ensure no additional edits.
I see that Moonpearl decided to craft a sort of compact exerpt of the RPGMaker XP SDK system by Trickster, Rataime, SephirothSpawn... etc, called the Moonpearl Scene_Base. In a project for our own gaming system of which I'm a part, we have our own variant. But it will part of the standard code. As this is a form of rewrite of the default code, I will need to examine this (but it shouldn't interfere too much).
But yeah... I would like to examine 'each' of the Moonpearl systems individually seeing how some features are missing instructions. As an example, the setup script in MP Daily Life had no comments towards the Variable Binders, or how to manipulate them.
Oh... I had to do some additional edits as the normally defined party starts with Aluxes, and the main menu script screamed at me as there was no proper aluxes portrait in your package. I might need your Actors, Animations, ... um, everything else in Data except the map, mapinfos, commonevents and tilesets. Anything that might need to have been altered for your demo like the weapons/armors for multislots or skills.
Hehehe... I use Syn's customization system too. Seriously! I mean, sure get points for fighting and everything, but just increase your skills automatically??? I use Syn's system to show I am actively training to get better!!! Makes sense to me.