Sorry for the delay in my reply. I have uploaded a zipped version of the COC#2 script. Sorry for any problems you have had in trying to download it.
https://www.dropbox.com/s/eo9su1ehyxyqys2/COC%232.rar?dl=0
Edit:
So, I finally got round to properly trying out the entries. Here is my feedback
FenixFyreX:
I have to say, was a little disappointed with the bugs i encountered. Most have been previously stated, so I wont re-mention them.
One thing I really did like was the implementation of the $imported thing. Nice to see someone use that. Cause I use a different global variable to check my scripts though I dont really see much point myself.
I also particularly liked this
note.scan(/<compendium_desc[:= ]+(.+)>/im).flatten[0].to_sAlso liked the way that you structured your script overall. things like putting all the window data in its own module i liked
the use of struct was nice too. thats something i have been meaning to investigate, so being able to see it actively used in ruby was very helpful for me.
Overall, the bugs really let it down as it restricted the use of quite a few features, so I have tried to only list the things I liked as I am sure you are already aware of the bugs
Venka:
I really liked the layout and design of your scene. It seemed very neat and overall, well put together.
your script had tons of information and the customization was very well documented.
also liked the subtle use of struct in your script. Really have to feel the benefits of struct for myself lol
data = [$data_enemies, $data_skills, $data_items] data.each do |type| type.each {|item| item.load_bestiary_notetags unless item.nil?} end this could have been reduced to this
($data_enemies+$data_skills+$data_items).compact.each do |item| item.load_bestiary_notetags endNothing major really, just a thing you could have done to automatically remove nil elements from the arrays
I found your code to be very neat and fully understandable.
Not real flaws really imo.
One thing that both your scripts had in common, which I seen as a major flaw when writing mine and thus, took steps to prevent it.
You both use $data_enemies to determine the information shown such as $data_enemies.params[id] for gaining the value.
This does not give an accurate representation of the enemies actual params and this is why...
If the enemy has a feature, for modifying params (you know, the param mhp*150 **** in the database feature settings) then even though the base mhp would be 100, having an mhp * 150 feature would increase the enemies actual hp to 150 when in battle. hence, the bestiary does not reflect an accurate representation of the enemy - at least not with regards tot he shown stats.
I combated this by just creating an instance of game enemy and using that to determine the information.
Anyway, my vote is in.
You guys both clearly put in a lot of effort to these scripts, so it was a difficult decision.
From a user perspective, it would be mine (thats why i wrote it the way i did lol).
in terms of understandability, has to be Venka's, and in terms of the code, I would say Fenix's.