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me as i consider starting kh2 instead of finishing one of the several other rpgs i'm currently halfway thru:

ok i thought i'd found an existing function that calculated the height of a font but then i checked the code and uh, well,

the simple throw system plugin is almost complete! users can now specify custom behaviour in the item's notes, which will be applied to the corresponding skill after it's generated

throw command progress update: you can now throw weapons and armours as well

due to the conversion process they dont actually do anything yet, but im gonna work on allowing users to set custom behaviour through tags next, which will be the way to make these do something

so my throw command script is already working pretty nicely, altho it's still very basic

it works by generating a skill from each item tagged as being throwable, then gives the skills to all classes. the skills only appear when the corresponding item is in the party's inventory, and throwing an item uses it up. effects, animations, etc are identical whether the item is used or thrown

bug fix: replaced "attack" command when confronted by pupcorn, replaced with something more appropriate

doing some more work on my minesweeper type game - tiles can now only be broken if the player is in range and has line of sight to them

now i just need to figure out how to make range circular instead of square

finally starting to get my head around how rpg maker's plugins work, i'm honestly impressed at how flexible the engine is

its a shame there's no official documentation for plugin development

anyway here's a "scan" type skill i slapped together using yanfly's skill core and some example code from their site,

having trouble adding the battle abilities i want but progress continues regardless

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