Select what to do depending on the options available.In OpenGL, a texture is bound, some drawing is done, another texture is bound, more drawing is done, etc.I will worry about the looks of the scenes at a later date. I decided to focus on customization and compatibility. Personally I like idea 3 the most but what do you guys think? Maybe you have a better idea? Select what to do depending on the options available.Select Equipment (move the item to the equipment and select it).Select what you want to use the item for.It is part of the regent item instead of the equipment.If you need an item to do it you will go into a "Choose Item Mode" where it will highlight the items you can use in your inventory.Select what you want to do with the equipment.That however, does not translate that well into this plugin. Select which item to use for the Repair, Upgrade, etc.For a lot of the extensions it goes like this: So that should already be possible.Īre there any of the extensions to YEP_ItemCore that you use?Īnyway currently I am wondering how to make the plugin compatible with the extensions to YEP_ItemCore. I already implemented custom inventories which could be used to make e.g. In the current implementation Key Items are treated exactly like any other loot/items. Since I already have implemented custom images as icons using a spritesheet instead of loading the icons individually. Yanfly Picture Icons is the one extension I do not plan on making it compatible with since I do not see the use for it. It should already be compatible with Yanfly Item Core but not with any of the extensions including Yanfly Picture Icons. Shuld they be in another inventory or be undroppable items?Īlso should there be a character status window which shows current equipment and so on? How would that work with multiple characters? On another note I am also thinking about how key items should work. Currently I am thinking of a price around $15-20. As such I plan on releasing it commercially or at least commercially for commercial use. This is one of the larger plugins I am going to write. This means that other scenes will still use the normal icon. The custom icon will only be used in the inventory provided by this plugin. The data file uses a hash datastructure and can easily be created alongside the spritesheet with TexturePacker. Since they might vary in size there should be a data file (.json) which indicates the position and size of each icon in the spritesheet. Larger/Custom icon images to be shown in the inventory (Done)Ĭustom Icons uses a seperate spritesheet.Tooltip Window when you select/hover an item (Done for now.Stackable items (including max stack size) (Done).The current progress can be seen in the video below. More customization options, more compatibility, and better scenes? You can see a weapon which uses multiple extensions under "ItemCore Extensions Compatibility" in the Progress section Most of the work with making the plugin compatible with the planned YEP_ItemCore extensionsi is done! Now I am going to focus more on customization! Especially on what you want to show in the tool tip This makes it possible to use plugins such as YEP_EquipCore to change the equipment different classes use and still be able to see and change the equipment through these windows! Furthermore, the layout can be different for each class. Making it possible to customize the location and size of each equip slot. Now I am working on customization of the Equip Windows. The plugin is still in active development and only people who really cannot wait should get it now. I decided to make this thread to share my progress on the plugin as well as getting information about what people would like to have included in a plugin like this. I did notice some grid inventory systems which however did not allow for items which takes up multiple grid slots. After looking around I was not able to find any inventory systems like that. I remember seeing people have asked for an inventory system that works like the ones from Path of Exile or Diablo.
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