☀️ Kittenbell 🐾
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amouraangel.bsky.social
☀️ Kittenbell 🐾
@amouraangel.bsky.social
210 followers 350 following 19K posts
Bell | Technically 24 | She/Her | 🐾Kittengirl🐾 | My posts are sometimes sexual or disturbing
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ⓘ This Bluesky user is a kitten.
Dreamworld will love me so much.
There's really something wrong with me... something wrong with my brain...
Being scared excessively easily makes me feel like I'm not meant for this world...
Rhythm games are so fun 🥰🥰🥰🥰💛💛💛♥️
Accidentally drowned twice in whatever I'm playing... why does being in water drain your health? Like... it doesn't even come back after you get out of the water??? But you clearly know how to swim.
I'm sorry, player character...
I get scared by very abnormal things... what the heck is wrong with me? That's so messed up. Life isn't supposed to be like that.
I just want to be a cute happy kittengirl
Woah... I could play Sky CotL on Steam Deck...
It makes me feel physically scared enough that it's like if there was a fly in my room... I'm very scared of bug things touching me. Though, that's not as bad as if it were a spider... Aaaaaaaaaaaaaaaa 😵‍💫
My body feels cold anyway.
I feel fear from things that shouldn't cause fear 😭
I'm trying to buy a game & at first I think I shouldn't use credit my friends got me because what if I don't like the game enough but then maybe I think it'll be okay & it's okay to just have fun with that money but then I start to worry again…
If this happens after whatever is checking the event for dialogue, oh yeah, it is I think, then I should be able to overwrite GRADUAL being at 0 before the next frame, the continuation, would display.
If that's not how it is, I'm sure it won't be hard to fix.
If I had to guess, it starts with GRADUAL at 0 which for a single frame means printing nothing. If it's not like that, I should be able to change it to be.
I think that textboxes aren't technically cleared with a specific command but the screen is completely refreshing every frame by nature and the range of the string being printed is being increased every frame, making the text fluidly print over time.
I don't know if the textboxes are cleared and then new text is written or if -- wait, actually, I think I know.
Truth be told, even while writing that earlier, I don't know if it would work out correctly though because I'm not sure if if there are any frames where there is nothing written between textboxes.
That would repeatedly set the text to the previous length every frame of the textbox, preventing the text from displaying. I'd need to do something like IF MULTIPLE==# AND GRADUAL==0 THEN... so if would only apply at the start.
I think I could do that by repeating the text in the previous textbox but having a line that says IF MULTIPLE==# THEN GRADUAL=strlength(TEXT..MULTIPLE-1) END where # is the number of the textbox that's adding something on.
The next time I feel like doing something in it, I should add demonstrations for the thoughts I've had today so I don't forget them.
Yay! I've made good insights about my programming system today!
Then, if a new flag is to be applied, maybe I have whatever added the new flag turn off a toggle for if add-ons are loaded. Oh, it might be more clean to just tell it the map is not loaded anymore so it repeats the data collection. Either way, it all would happen before the next frame is drawn.
I could have add-on flags for the map checked and applied after the initial raw data load but before the loading and storage is completed so the data loaded in its final form would have the changes.
I haven't tried it but I really do think doing something like changing the map is as easy as removing the indexes that relate to the event tiles and probably NPC collision if involved.
Such a removal could be scripted in an add-on flag and stored and triggered on reload.
Though… I doubt most maps would even ever need to come close to having 10 anyway.
These are just things I could do. I don't actually feel like changing the system to do this! I don't need to. Though, the table idea probably is actually really good even if it would only be planned to go up to 10.
I could have every map store add-on flags to a table for the map & have them retrieved on load. I could have the add-on handler check how many flags are stored in a map's table & then repeat the trigger for each possible add-on up as many times as there are flags, instead of the current 10 system.