- Joined
- Apr 14, 2019
- Messages
- 218
- Reaction score
- 195
- First Language
- German
- Primarily Uses
- RMMV
Description of the Feature:
Basically add plugin parameter typings like @element, @stype, @etype, @wtype, @atype for elements, skill types, equipment types, weapon types, armor types. We can access almost everything from the database except these.
Mockups:
Old:
* @param Element
* @type number
*/

Suggestion:
* @param Element
* @type element
*/

Sorry if it does look wierd. I am just not good at picture editing.
Why is this feature good?
This is good feature, because it makes not only plugin development based on these types, but also plugin usage of such develop plugins easier:
Currently it is extremely tedious for plugin developers to write extended functionality based on the database's "types" tab and these plugins are also quite difficult to use for the plugin users aswell.
I see three options we currently have now:
1. Create just a number plugin parameter: Users may have to go back to there database or any reminder they've written to look up which one was "Darkness" or "Sword" or "Healing Skills" again. May not be an issue at games with a low amount of types.
2. Add complex notetags to the names directly in database tab, e.g. Ice<Effects:{AddState:{Name:Frozen,Chance:0.1}}>
That we need to parse and remove from the name before it is displayed anywhere, which makes the plugin code and usage very complex.
3. Create a parameter of type string, where the user has to enter the name: At least typing errors may happen here.
With option 1 and 3 we also have to check whether a type with this id or name really exists, unless we want errors like 'cannot access ... of undefined' to happen.
With the new feature the parameters will be bound to the amount of types the user has created in the database, which prevents such errors to begin with.
Possible issues with this feature?
Issues that might arise from this feature:
Basically add plugin parameter typings like @element, @stype, @etype, @wtype, @atype for elements, skill types, equipment types, weapon types, armor types. We can access almost everything from the database except these.
Mockups:
Old:
* @param Element
* @type number
*/

Suggestion:
* @param Element
* @type element
*/

Sorry if it does look wierd. I am just not good at picture editing.
Why is this feature good?
This is good feature, because it makes not only plugin development based on these types, but also plugin usage of such develop plugins easier:
Currently it is extremely tedious for plugin developers to write extended functionality based on the database's "types" tab and these plugins are also quite difficult to use for the plugin users aswell.
I see three options we currently have now:
1. Create just a number plugin parameter: Users may have to go back to there database or any reminder they've written to look up which one was "Darkness" or "Sword" or "Healing Skills" again. May not be an issue at games with a low amount of types.
2. Add complex notetags to the names directly in database tab, e.g. Ice<Effects:{AddState:{Name:Frozen,Chance:0.1}}>
That we need to parse and remove from the name before it is displayed anywhere, which makes the plugin code and usage very complex.
3. Create a parameter of type string, where the user has to enter the name: At least typing errors may happen here.
With option 1 and 3 we also have to check whether a type with this id or name really exists, unless we want errors like 'cannot access ... of undefined' to happen.
With the new feature the parameters will be bound to the amount of types the user has created in the database, which prevents such errors to begin with.
Possible issues with this feature?
Issues that might arise from this feature:
- Developer friendliness
- User friendliness
- No unnecessary errors, because of typing mistakes etc.