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Special Race Skills

18 Sep

Tonight it is Vek’s turn.

Feed skill is now in. You can, of course, feed just fine without it. Feeding with some level of skill is recommended as it does nifty stuff. Really nifty stuff. I’m tired so rather than type anything more here… read help feed. It is all there. Any questions, send them my way in game. Any praise? Add comments here.
 
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Posted in Dark Isles

 

Special Race Skills

15 Sep

Today I put in something that I have been wanting to for a long time… racial based skills.

Previously it was not possible to set it so that a particular skill was only learn-able by a certain race. Now it is, for the moment, only for the special races, but feasibly it shouldn’t be too hard to add other races into the mix as well.
Whilst some skills will appear on the relevant people’s skill lists, so far the only ones actually implemented with effects in game are bite (higher skill = more damage) and shapeshift (higher skill = greater bonuses and less time between needed changes).
The other skills will start to appear over the coming few weeks.
 
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Posted in Dark Isles

 

Biting

14 Sep

I know, it has been a week or more. Too long really. Stuff got busy with school starting again and other random things going on. And as always assignments and study comes first. And even with down time from assignments and study, sometimes after doing several hours code for an assignment the last thing in the world I want to do is code here. Sometimes. And lately it has been like that.

Starting to get back into things and put in a few fixes today and yesterday. Also set a certain highly sort after plant fruit growing in the West Forest. But the big code bit I put in was the bite command for Wolfkin. Firstly, it is a specialised Wolfkin attack and it now echoes appropriately. It has a few extra checks but basically works much like hit does. bite <target> <location> <cap>. But it also does something else. If certain conditions are met, it has the chance of turning the victim into another Wolfkin. Pretty neat huh? Generally, only Alphas know how to do this and making a Wolfkin without Alpha approval is very frowned upon (and usually punishable by death or banishment).
 
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Vek’pem Ahyre and Aartiran’s

06 Sep

Things, personally, have been a little rough the last few days. So unfortunately my updates are a little sparse:

1. Vek’pem Ahyre – a few alterations and fixes. Score now shows your thirst for blood. You should finally see those elusive thirst messages now. A few more fixes to feed as well allowing you to feed more easily from restrained, and people knocked out.
2. Website – A little more information put up about the Vek. Aartiran page added and Aartiran religion page added.
3. Vek’pem Ahyre – have been emailed with a more detailed block of information about the Vek and their past. If you didn’t get the email and you have a Vek character, let me know.
I feel like I should of gotten more done these holidays than I have. But University cheated me and gave me 4 assignments to do during my 2 weeks off. Artnews threw me a website update to do. And my left hand became more numb, making typing difficult. Excuses, but legit ones. Ahh well, 8 more weeks then this semester ends and I have 3-4 months ‘off’. As off as you can get with a 12 month old baby and an invalid mother to look after anyways ;)
 
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Combat and Learn

02 Sep

Two updates since my last post, one small with big effects, one big with small effects.

A new way to learn has been added, allowing players to learn from NPCs. This is through the prac command and involves a significantly lower RPP cost (than when using the rppxchange command) but does have a coin cost instead.

Syntax:
prac <NPC keyword> – lists the skills available and their cost
prac <NPC keyword> ‘<skill name>’ – learn the specified skill from the NPC

The other change involved combat. Previously, if there was only five points difference between attack and defence skill of two characters, there would be no variation. The attack would either always hit, or always miss depending on which was higher. This is unrealistic and not a lot of fun. Fights are more than a little boring and predictable, and they should be neither.

Now, a trained fighter has some shot of hitting a master fighter. Abeit small, but still has a chance. If a trained and well-trained fighter goes toe-to-toe, the trained is likely to get a few hits in and has a chance of winning. If a inept fighter went into combat with a grand master, then their chances of hitting a grand-master will still be zero.

 
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Fyros Kha

31 Aug

I spent a good few hours testing and tidying up the basic Fyros Kha system. No crashing which is good. Channelers will now see a new section on their skill list and under that, the Fyros manipulation skill. Learn it if you wish, you’ll need it to merge and manipulate orbs and wands. Keep in mind that it likely you’ll only be about to focus on one or two kha systems.

Fyros orbs can be found now too. How they are found are linked to the type of kha they are, I don’t want to give out specifics, it’d take away the fun of their discovery but fyros is linked with agriculture, so someone wanting to find a fyros orb might want to spend some time doing that.

Have fun with it.

 
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Wolfkin

29 Aug

Last post for the night, promise. Felt these deserved separate entries though.

There are some wolfkin out there that (almost) never play their wolves. They change out of roleplay, wait in some out of way place then change back. This goes against the very nature and purpose of this race. Choosing to become one is choosing to roleplay both sides. Even if the wolf side is less often than the human side it still -should- be played.

It seems like some people might of selected the wolfkin race purely for the bonuses it gave their character, without any real desire to truly play one. If this is the case, that would be more than a little disappointing.

I’m hoping this warning will be enough to spur people into action and play their wolves… just a little.. and especially if they see other wolves out and about in the forest. If not, I may look at putting in a code addition which requires an element of emoting before a change back is made. Or similarly add in wolf skills, such as bite, special howl features, etc that can only be purchased with wolf roleplaying points. The latter sounds like a better idea as it rewards rather than punishes. Those that are not playing their wolves might get a tell from myself or another member of staff in the near future to discuss.

 
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Out of Practice?

29 Aug

So, a couple of days ago I attempted some roleplay with some of the newer roleplayers. Comparatively speaking, new to me and to Dark Isles at least. Not that they are ill-experienced with roleplay.

But I find that I must be out of practice. The others emoted slow, spent a good 15-20 minutes sometimes between emotes and towards the end, the emotes were barely there. One would come to the conclusion they are busy, multi tasking, or multi-roleplaying, which you would think would come with some sort of courtesy osay to explain, but no. Maybe I am old fashioned with such things. So assuming them to be busy, I end the scene for the night… and go about working on some code only to find the person entering another scene immediately after and suddenly there is no problem with emoting, either timing or length.

And me, being more than a little sensitive after so long not playing and previous bad experiences with roleplaying, can only assume it is me. Am I that out of practice? Are my emotes not interesting enough? Or does it take removing articles of clothing to gain the attention of (at least the male) roleplayer?

Lesson? If you are busy, or get called away then come back a courtesy osay is really a
good thing. If I had of been a newbie, I’d not of been too impressed.

 
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Posted in Dark Isles, Roleplaying

 

Wolfkin and Dryth

29 Aug

Something that I have been meaning to do for a while for Wolfkin was make it so that players aren’t forced into an uncomfortable IC situation and into a change after not logging on for a week.

To this end, the amount of time till your next change is no longer calculated by on and offline time, but by online time alone. This means if you log off and you were not due for your next change for 5 days, when you log back in again you’ll still not be due for another change for 5 days. In the same respect, if you log off and you are due for a change in the next 5 minutes, you’ll still be due for one in the next 5 minutes when you log back in again. Also- changing is not likely to happen indoors.

A new command for Wolfkin: howl. Try it out, I plan to add to this in the future, but want to see how it goes first.

Another small change for Wolfkin, sniff can now tell you something about the weather.

Now, Dryth. It has been said that Dryth don’t get really much in the way of benefits as a ‘special’ race. That they really don’t have much to take on the Vek with whom they are supposedly at war with. They have now been given a couple more enhancements. Try out the send command, have a play, feed back is always welcome. Also, what you hear is now more consistant. Everything is psyche based. If your psyche is higher than the target, then you will always hear them, not just some of the time.

Feel free to put your thoughts into comments of those post. Try to keep it to topic though please.

 
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Posted in Dark Isles

 
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