When you do something by yourself, yeah. But when I look at Xela's most advanced code, I feel like I try to read Japanese text -_-
The code is very well structured. I have not gotten to the battle engine of PytFall yet. But in general, for tough code, if you split code up in sensible steps, where every function does one particular thing, then even tough code can be made readable. There can also be abstract steps, understandable only if you know why they are needed; parts of an algorithm to do a something efficiently. Then you need to read a bit about the algorithm being used, to understand the code.
If I'll have to choose between maintaining his BE on my own and writing a simpler one (like that one in Old Huntsman's games), it will be the second option.
It's used to simulate jobs workflow at very least, and possibly for exploration module too - since it's not ready yet, I cannot tell for sure.
I'm not sure what is part of the battle engine, but I guess it's the Arena. It's a bit like mugen, the queen of fighters, mortal combat or tekken. Sorry to say, but not exactly my game preference. I rather like rpg or adventure. Nonetheless I do like the magic/battle effects, but I find the characters during fight currently too static. It would be nice if characters were moving a bit when in rest, like in mugen. Maybe mugen packs could be a resource for this?
Ohhkey, define auto equip then
Because we usually mean auto equipment algorithm.
Free characters decide on their own what to equip, and player cannot tell them what to equip. In order to do so they have to use autoequip algorithm of some kind, there is no way around
Well I meant the auto equip button in the inventory screen. It uses the auto-equip algorithm. My question is: should it work for free characters? because it seems like a way to circumvent the normal 'hey I decide my own clothing style' response of the free characters.