Author Archives: Nyssa

Bits & Pieces

After another few month break, back into the swing of things again. Smaller stuff, setting up help files so they can be once more updated via the website.

Going through crafting and harvesting, disabling many of them – keep it simple for now, downsize what is active now and get them working perfectly and open and expand the rest as we go along.

There’s WAY too many crafts. Cooking has been cut down, but could be reduced more. Sewing needs a LOT of work still.

Also went through the shops in Seahaven, made sure they all had the basics needed for harvest, basic crafts and basic clothing.

Ranged Combat and Co-ords

Well the first stage of it is finally done. Sure, there’s some refining to do, and some error logs to clean up and I’ve got to put in a way to reload a gun, but yay. You can now SHOOT people.

If you type AREA, you’ll be given an ascii map of the room you’re in, in a 10 by 10 grid (eventually we’ll allow for different sizes but for now keeping it simple). People will be drawn on the map and you can navigate your way around it with the MOVE command:


Syntax:
move (direction) (amount)
move (direction)
move (person)

How far you can move at once is determined by your AGILITY and in theory, you can’t move to an already occupied square. Your general location in the room is appended to your listing when others type look:


Nyssa, a tall, blonde haired woman with a lean frame is standing here, fairly bloody. (W)

When items are dropped, their location in the room is recorded, and when someone goes to pick them up, they are moved to near the object in question. Same goes for whisper and give, the person is automatically moved near the target.

Shoot works much like hit, but has a bunch of extra checks in it to see if you are holding a gun, that it is loaded, and you’re in range. Normal hitting now requires you to be one square away. I still have to fiddle some with the values of shooting but yay!


Syntax:
shoot (victim) (location)

MOTD & IMOTD

Renabled the editing and display of these two files on login! Fun stuff. Also updated the staff one with all the latest changes.

Area and Coords

Okay I set it up so there was the basic x, y, z variable a few days back. Now I’ve got it saving to file (so it’ll persist through a crash/copyover) and began the next stage of the code:

1. An area command, while the map command draws the rooms around you, this draws a pretty little ascii map of the people (and eventually objects) in the room with you.

2. A move command, to allow you to move within the room. It won’t let you move to the same location as someone else, or move past the edge of the map.

Syntax: move (north|south|east|west)

3. Some basic auto movement with commands, so far only works with give/whisper, were if you whisper to someone, or give someone something, you automatically move next to them.

At the moment, they’re all in their most basic implementation so may be buggy, need refining and expanded to more commands. This is a pre-cursor to ranged combat.

To come with this: object placement, combat co-ords, z-axis movement, object blocking, ranged combat, places, and more commands moving you. And of course, help files. Maybe also moving ne/nw/se/sw within a room? And up/down if you’re flying? Some of these will be in the near future, some might not be for a while yet ūüėČ

Were’s and body parts

Wolfkin finally have their were forms. They can desc them (desc were), and set their short/long for them while in wolven form. The code isn’t quite complete yet, but not far off it.

Removing items now reveals the appropriate body part. And a couple more added (face and smell).

New City Map and Layout Change

Have reworked the layout of Haven for the opening, closed off some sections to pull people in one area for initial RP, force them all close together and all that. Returned the main Tavern name to “Whispering Wraith”, a few of you might recognise the name from way back. Can you guess the game it originated from? Reduced the NPC store numbers down to just a small handful and located them all on the central market street with the bank. This leaves the others open for player accommodation and shops. And also just makes it a tad easier to get around.

seahaven-map

Describing Body Parts

You can now describe your bits and pieces:

desc (hand | hair | eyes | torso | back | groin | buttocks | arms | legs | feet)

This will then display on your character, though it doesn’t yet look quite how I want it to and isn’t yet tied in with layers.

Restring, combat, stars, help files

Added to the restring command the ability to change the look description on an object and for now, made this available to everyone (though eventually intend to limit it to crafters and creation).

Ripped out half the combat skills to make room for more appropriate theme setting ones. So, all swords, daggers, rapiers, axes have been condensed into ‘edged weapons’, and staffs, maces, etc have been condensed into ‘blunt weapons’. There will be magical combat forms as well as victorian themed ranged combat coming soon.

Adding back in the RP Stars to the who list as an indicator on how much TRPP has been earned.

Improved the copy-over echoes.

Also finally hooked up the website help file editing system. Yay! This means new help files can finally be added and old ones improved.

So far I’ve added: RPP, SPEND

Glossary

Ere :-
Just over two hundred years ago the skies grew dark and filled with a thick substance known as Ere, choking out the sun. High up in the mass of Ere clouds, enormous electrical potentials flow in a perpetual storm of lightning.

The First Daughter :-
A young woman thought to be First Daughter of Belial’s children among the Vek’pem Ahyre. She has been given many titles and names over the years but more recently goes by the name ‘Rose’.

Kha :-
Simply put, kha is the power of the spirit. It is the spiritual essence of the universe, of all living things and natural forces. It exists within a person, giving life, and it exists without; its movements both cause and follow such events as storms. Kha moves through the universe like a river, or a wind, and its presence can be amplified and reflected by the influence of the eight heavenly bodies. Mages say that this creates eight distinct ‘flavors’, ‘elements,’ or ‘spectra’ of kha, seven mutable by mortal life, one touchable only by the Vek’pem Ahrye.

Important to note is that the eight spectra of kha do not include the animating spark of the soul. Channelers claim to be able to see the reflected light of the soul as an ‘aura,’ but they cannot manipulate it.

Lamp keepers :-
People whose job it is to ensure that the walls and streets are kept lit by the kha-fueled lanterns, replacing the kha crystals when needed. They tend to be well versed in the city and know every sewer, nook and cranny. They are typically tinkerers with skills in repair.

Nyx :-
When rain cuts through the Ere, it is known to sometimes solidify at ground level to form hardened black rock called Nyx.

A vast quantity of research into the nature of the physical manifestation of the thick clouds have indicated that it defies chemical analysis but exhibits a myriad of physical properties: It is flammable, even in low concentrations, corrosive to stone and metals and can cause rapid failure of materials and structures when such are immersed. One of the Nyx’s only identifiable constant lies in its ability to alter what ever it contacts. Plants, animals, materials of every kind; even the environment itself has been altered by its presence even in small quantities. Nyx is an initiator of transmogrification, not chemical reaction.

Nyx Madness :-
When people are exposed to various concentrations of Nyx, one of the following may occur:
Mutation or dis-figuration, or something like a chemical burn on the skin which comes into contact with the substance. An unfortunate few become inflicted with ‘Nyx Madness’, a violent psychosis that arrives within minutes causing them to become savagely violent, causing them to attack anything and anyone around them, including friends, and loved ones. The Nyx Mad are both feared and pitied.

The Noble Enclave prefers to maintain a policy to simply kill any of those effected by Nyx Madness as they consider them to be too dangerous to attempt to manage and cure.

The Military, sometimes do deploy specific rescue units to subdue and recover the Nyx Mad. Those that are rescued, are typically kept under heavy sedation and restraint in a sanitarium and observed to watch to see if they will come out of the madness. Most are not seen again.

The Fire –
The largest Kha crystal known to Aagos, placed in a large mechanical device and floated above Seahaven by unknown means. It provides the diffused light by which the people in Seahaven live by. It is not as bright as the twin Sun’s that were once seen in the sky, but additional lighting at ground level augments this during the day. It is what keeps back the majority of the Demons.

Kha Energy

Kha is an energy that exists outside the person, and is drawn from the¬†surroundings through the use of a skill, or multiple skills. It moves¬†through the universe like a river, or a wind, and is amplified or reflected¬†by the eight heavenly bodies (including Aagos), creating eight ‚Äėbrands‚Äô of¬†energy. Seven of these are available to mortals, and one to the Vek‚Äôpem Ahrye.

Belial’s Kha is considered to be cursed. Based on the positions of the celestial bodies, some kha is said to be enthroned and others opposed. Each having a different effect on the runes and the results of casting.

When a planet, moon or sun is in the sky it will have a positive affect on its own Kha, and will also affect other Kha present, possibly reducing it. Though no Kha will ever be entirely not present regardless how many negative affects there are.

Astrological months will cause a blanket increase in the Kha associated with it, but depending on what planets are in the sky at the time, this might not mean that this Kha is high, it might be very heavily reduced in fact.

Enthronements will be decided by comparing all the power levels of the different Kha at that time, and selecting the highest. If multiple Kha are all equally as powerful, then they will be a part of an Opposed Enthronement. When a Kha is Enthroned (or a part of an Opposed Enthronement) then they will exude affects on other Kha.

Kha Elements

Fyros¬†‚Äď Cymur, God of Guardianship, Reincarnation, Fertility, Fire,¬†Agriculture and Tradition.

Aeros¬†‚Äď Balor, God of War, Death, Inspiration, Conquest, Martial Arts, Sky¬†and Fate.

Dwaeos¬†‚Äď Ylessa, Goddess of Fertility, Reincarnation, Feminine Creativity,¬†Healing, Love, Sexuality and the Sea.

Nhacros¬†‚Äď Morhiag, Goddess of Vengeance, Night, Mysticism, Dark Prophecy,¬†Death and the Underworld.

Enagreos¬†‚Äď Melchior, God of Song, Bards, Poetry, Druidism, Mysticism,¬†Writing, Wisdom and Knowledge.

Khaeos¬†‚Äď Elbahn, God of Wealth, Trade, Opulence, Sex, Good Fortune and¬†Change.

Ethreos¬†‚Äď Sykala, God of the Hunt, Woodlands, Nature, Animals, Weather,¬†Earth, and the Seasons.

Bhelos¬†‚Äď Belial, God of Secrets, Stealth, Betrayal, Forbidden Knowledge and¬†Misfortune