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  1. Today
  2. Like Hime's Damage Processing Core Script, which is meant to be used before any other modifier scripts, as one large example.
  3. https://www.twitch.tv/ravenbindigo Stream will be live shortly with some game development! Feel free to drop by!

  4. In a solo project, when to refactor usually has an easy, simple and small answer - When you start feeling the significant pain for a while of not doing the refactor. Actually, it's like when to clean your room when you're the only one using it - When you start feeling quite uncomfortable on your messy room for a while. But in a team project, that will be very different, at least because: 1. Different team members have different pain threshold 2. Different team members have different pain tolerance 3. Most importantly, different team members have different pain points So in this case, some kind of a previously agreed upon protocols on refactoring in the team has to be made, even though the protocol can be very vague and ambiguous. Also, on the management level, the reasons to refactor will be very different from those of the team members, because the former usually cares about effectiveness and efficiencies on the end results as a team, and rarely cares the pains that impede productivity of the latter in the process
  5. Honestly I always thought the way people talk about refactoring was a little weird in general, but honestly I have only ever programmed on my own and it's probably a lot different the more people are involved.
  6. Yes, that's why I've written this: And personally, I use another model when it comes to considering refactoring on the architectural design level - building mansions, but this analogy is much, much more complicated and convoluted that, probably only those having several years of professional software engineering experiences will really fathom it. The number of stories is like the scale of the codebase, and clearly, different codebase scales demand different architectural designs. It's because, a single storey building might not need a foundation at all, while the foundations of a 10 storey building and that of a 100 storey building can be vastly different. Also, usually, the taller the building, the stricter the safety requirements and contingency plannings(like code quality requirements and exception handling standards in the codebase) will apply to it, because the risk(probability and severity of consequences) of collapse will increase as the building gets taller if nothing else changes. As the codebase scales, it's like increasing the number of stories of the building, eventually you'll have to stop and reinforce or even rebuild the entire foundations first before resuming, otherwise the building will eventually collapse. Also, it means that with the restrictions of the current technology, any codebase will always have an absolute maximum limit on its scale and the number of features it can provide, because having a 10B LoC scale codebase is as unimaginable as having a 10km tall building in the foreseeable future, even though they might eventually be the realities. So, even when the architectural designs are ideal on the current state of the codebase, one can't simply add more and more features without considering whether those architectural designs still work well with the increased codebase scale, and eventually some major refactoring involving architectural design changes have to be done. On the other hand, if each storey is modular enough(thanks to the ideal architectural design), as long as the pillar of strengths in that storey isn't damaged or even destroyed(maybe it's like the interface and the underlying core implicit assumptions of a module), reworking on a storey shouldn't affect too much on the adjacent, let alone other, stories, even though there are something like water pipes, electrical wires, air vents, etc, that are across multiple stories and even the whole building, which is like cross-cutting concerns in the codebase, that can get in the way of refactoring. However, I do think that my harvester analogy can serve the point by bringing at least the following across: 1. Not considering the importance of refactoring can lead to long term disasters, and fatal ones in some cases 2. Always refactoring when the codebase has less-than-ideal code qualities is usually sub-optimal on the effectiveness and efficiency of pumping out features 3. Deciding when to refactor should be calculated on a case-by-case basis, and all the relevant factors should be considered 4. Sometimes one has to sacrifice the long term for a short time to ensure the short term crisis will be solved well enough And perhaps, the most important point is that, the productivity of adding new features in the codebase will rarely be linear across the development lifecycles :)
  7. I did quick tests and it seemed to work, but yeah, check it out yourself as I tend to overlook things. You're welcome. c: If by normal attacks you mean the default attack, then yes, the default attack is actually just a skill from the database (the first one by default) and therefore it works like any other skill. If the default attack in database won't have the <penetrate> tag (you can rename the tag if you wish ofc) in notes, it will deal 1 damage to enemies with that state. And yes, the damage modification I've added is at the end of calculations, so even if the result is a critical and will have the damage multiplied, it will be set to solid 1 (or less) at the end if the conditions regarding the hardened state will be met. I'd also like to remind, to put that piece of code above any other 3rd party scripts that have anything to do with battles (putting right below materials would be okay), as I overwrote the default damage calculation method, which may result in incompatibilities with other scripts if put below them.
  8. That is exactly what I was trying to figure out, maybe was thinking way to complex for it, but I will give this a shot and will let you know if it works for me, thank you all for your opinions already, didn't expect it to be that fast :). Just one more thing, does this also count for normal attacks since they are never allowed to deal more than 1 dmg on an enemy with that state, not even with a critical?
  9. Yesterday
  10. roninator2

    Disable Scripts

    That would be dangerous and probably cause your game to crash. Turning the script off when it was used to disable other scripts, may cause the disabled scripts to start running and then you could get an error since none of the data for the script was initialized.
  11. Eric Matyas

    Free Music / SFX Resource - Over 2000 Tracks

    Hey Everyone, Here are this week’s new MP3 music tracks for your projects. 100% free to use with attribution: On my Action 4 page: ENDLESS CYBER RUNNER 2 – (Looping) https://soundimage.org/action-4/ On my Drama 3 page: HUNTING FOR CLUES – (Looping) https://soundimage.org/drama-3/ 2 tracks on my Funny 7 page: QUIRKY ISLAND – (Looping) THE FLEA CARNIVAL – (Looping) https://soundimage.org/funny-7/ And on my Sci-Fi 9 page: TROUBLE IN SKY CITY – (Looping) https://soundimage.org/sci-fi-9/ Please consider making a small donation on my site to help support my efforts if you can. Stay healthy and safe!
  12. See, this is one reason I am always going on about how people tell each other stories about world that aren't necessarily true. It's actually shockingly easy to see things like this and get tricked into believing a story that isn't necessarily true.
  13. I think it should be noted that you really are simplifying quite a bit by viewing the problem as only one of productivity via a harvester analogy. The problem is really a lot more complected because adding features is not exactly like chopping trees. It's more like... juggling more things maybe? Maybe adding a new gear to a machine? Point is, every one you add makes the whole thing more and more complicated and messy. Eventually your probably gonna have to stop and figure out a better way to juggle everything or a better way to arrange the gears, but that involves lots of complected thinking and takes time away you could be juggling/using the machine.
  14. RedRose.190

    Disable Scripts

    Thank you! also it would be nice if the script had an on/off switch...
  15. DoubleX

    DoubleX_RMMZ_TPBS_CTB

    Updates * { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 1000): * 1. You no longer have to edit the value of * DoubleX_RMMZ.TPBS_CTB.PLUGIN_NAME when changing this plugin file * name
  16. Updates * { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 1000): * 1. You no longer have to edit the value of * DoubleX_RMMZ.TPBS_Battle_Turns.PLUGIN_NAME when changing this * plugin file name
  17. Updates * { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 1000): * 1. You no longer have to edit the value of * DoubleX_RMMZ.TPBS_Actor_Hotkeys.PLUGIN_NAME when changing this * plugin file name
  18. Updates * { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0900): * 1. You no longer have to edit the value of * DoubleX_RMMZ.Targeting_Hotkeys.PLUGIN_NAME when changing this * plugin file name
  19. Updates * { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0800): * 1. You no longer have to edit the value of * DoubleX_RMMZ.Script_Call_Hotkeys.PLUGIN_NAME when changing this * plugin file name
  20. DoubleX

    DoubleX_RMMZ_Plugin_Query

    Updates * { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0700): * 1. You no longer have to edit the value of * DoubleX_RMMZ.Plugin_Query.PLUGIN_NAME when changing this plugin * file name
  21. Updates * { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0700): * 1. You no longer have to edit the value of * DoubleX_RMMZ.Custom_Script_Calls.PLUGIN_NAME when changing this * plugin file name
  22. DoubleX

    DoubleX_RMMZ_Custom_Key_Maps

    Updates * { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0600): * 1. You no longer have to edit the value of * DoubleX_RMMZ.Custom_Key_Maps.PLUGIN_NAME when changing this plugin * file name
  23. Updates * { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0400): * 1. You no longer have to edit the value of * DoubleX_RMMZ.TPBS_Configurations_Edit.PLUGIN_NAME when changing * this plugin file name
  24. Updates * { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0400): * 1. You no longer have to edit the value of * DoubleX_RMMZ.Auto_Battle_Command.PLUGIN_NAME when changing this * plugin file name
  25. So if anybody reads this, is it cool if I post my short stories if they have a lot of drug abuse, violence and strong language? I've been told at other boards that they have zero tolerance for drug stuff.

  26. DoubleX

    DoubleX RMMZ Targeting AI

    Updates * { codebase: "1.1.0", plugin: "v1.01b" }(2020 Dec 2 GMT 0400): * 1. You no longer have to edit the value of * DoubleX_RMMZ.Targeting_AI.PLUGIN_NAME when changing this plugin * file name
  27. DoubleX

    DoubleX RMMZ State Triggers

    Updates * { codebase: "1.1.0", plugin: "v1.00b" }(2020 Dec 2 GMT 0400): * 1. You no longer have to edit the value of * DoubleX_RMMZ.State_Triggers.PLUGIN_NAME when changing this plugin * file name
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