Today was a pretty big day.
-
I figured out how to generate Fluffies on the fly; basically in situations where the Human meets Fluffies to potential
abductadopt, or Fluffies meet other Fluffies, I’d need to potentially generate characters, along with qualities like mane/skin colors, races, and four stats I’ve chosen (more on this later). I’ve made a macro called<<newFluffy>>
which, when called, will roll a bunch of stats and store them in an array to reference later. -
I found out how to replace CSS names for things, so
blue
becomesdodgerblue
; I wanted this for ease of use, because some colors are just easier to read on my background. -
This also has a double benefit because all my “rolls” pools. So for instance, the possible Fluffy skin colors, for now, are
"white", "brown", "black", "tan", "grey", "pink", "cream", "gold", "chocolate", "beige"
; each one of these can also be referenced as a CSS color, which will change colors of text appropriately.
(This isn’t going to be a permanent thing; I just figured I’d do it in situations like this, where it’s a “first meeting.”) Also, in this text passage, “earthie” is also pulled from their “character sheet” dynamically. I’m likely going to have the ratio between Alicorn:others be 1:3:3:3 (Alicorn:Earthie:Pegasus:Unicorn). Maybe I can tweak to 1:5:2:2 or something. -
I’ve set up a similar macro system for gender; basically while writing, I use
<<f0they>>
,<<f0them>>
and<<f0their>>
in text (referencing “the Fluffy in slot 0” of the array) and it’ll automatically change their pronouns. For instance, if Fluffy0 is a girl, and Fluffy1 is a boy:<<f0they>> licked <<f1their>> mane clean.
will automatically get changed toShe licked his mane clean
. This means that situations can be automatically interchangeable with a lot less if/then coding. Also, if I still want to do gender-specific scenarios, I can do something like<<if $fluffies[0].gender is "female">> Snippet for girl fluffies. <<else>> Snippet for boy fluffies. <</if>>
to hide or show text based on Fluffy0’s gender.
-
I set up a very simple choice in the Human Forest scenario: you can choose to wait to see if a Fluffy comes out, or you can spend $5 from your budget on a candy bar. If you do, three Fluffies will generate to choose from, rather than two. Again, I use my “dotted orange underline” from earlier to tooltip this.
-
I majorly organized and renamed all my files.
-
I finally figured out why my
StoryInit
passage wasn’t being passed to the rest of my story. -
I made a decision for my two “pairs” of starting stats:
Obedience
andImpulsiveness
, andCaution
andIgnorance
. Both will have a total number of points that caps at10
, which can’t be exceeded: a Fluffy can have 7Obedience
and 3Impulsiveness
, but not 7 and 4 (because that exceeds 10). I figure this is an easy way to do bonuses, because a roll or check that would get a bonus fromImpulsiveness
would get a -4 in this case (3 Impulsiveness
-7 Obedience
=-4 Result
). I’m open to more here. -
Once a player chooses a Fluffy, all the “pooled” Fluffies will be discarded to keep code bloat down, and all the variables will be formally “set” to
$playerFirstFluffy
or something. -
Coding aside, I added a bit of story text to the
Forest
section of the Human branch as a test bed for this. Now that it’s figured out, I can use the same generation methods forFluffmart
, theShelter
, and theCity
.