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Time system added.
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2025-09-03 00:01:59 +00:00
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story.ni
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@@ -30,6 +30,165 @@ An alloace spectrum is a kind of value. The alloace spectrums are allosexual, s
Displaying sheet is an action applying to nothing. Understand "sheet" as displaying sheet. Instead of displaying sheet:
say "This command has not yet been implemented."
DateDayKelkaith is a number that varies. DateDayKelkaith is usually 25.
DateMonthKelkaith is a number that varies. DateMonthKelkaith is usually 3.
DateDayTachamund is a number that varies. DateDayTachamund is usually 11.
DateMonthTachamund is a number that varies. DateMonthTachamund is usually 4.
DateSeason is a number that varies. DateSeason is usually 2.
DateSeasonDay is a number that varies. DateSeasonDay is usually 4.
DateYear is a number that varies. DateYear is usually 1227.
DateWeekday is a number that varies. DateWeekday is usually 4.
to say Current Weekday:
If DateWeekday is 1:
say "Niesday";
If DateWeekday is 2:
say "Tinsday";
If DateWeekday is 3:
say "Gwensday";
If DateWeekday is 4:
say "Varsday";
If DateWeekday is 5:
say "Ryesday";
If DateWeekday is 6:
say "Pretsday";
If DateWeekday is 7:
say "Skansday".
to say Kelkaithian Month:
If DateMonthKelkaith is 1:
say "Frigidae";
Otherwise if DateMonthKelkaith is 2:
say "Vesvor";
Otherwise if DateMonthKelkaith is 3:
say "Inesqua";
Otherwise if DateMonthKelkaith is 4:
say "Spring Celebration";
Otherwise if DateMonthKelkaith is 5:
say "Kinish";
Otherwise if DateMonthKelkaith is 6:
say "Chyran";
Otherwise if DateMonthKelkaith is 7:
say "Kelit";
Otherwise if DateMonthKelkaith is 8:
say "Emrak";
Otherwise if DateMonthKelkaith is 9:
say "Autumn Celebration";
Otherwise if DateMonthKelkaith is 10:
say "Skelundy";
to say Kelkaithian Calendar Date:
say "[Kelkaithian Month] [DateDayKelkaith], [DateYear] or [DateYear]-[DateMonthKelkaith]-[DateDayKelkaith]."
To say Tachamundi Month:
If DateMonthTachamund is 1:
say "Firstmonth";
If DateMonthTachamund is 2:
say "Secondmonth";
If DateMonthTachamund is 3:
say "Thirdmonth";
If DateMonthTachamund is 4:
say "Fourthmonth";
If DateMonthTachamund is 5:
say "Fifthmonth";
If DateMonthTachamund is 6:
say "Sixthmonth";
If DateMonthTachamund is 7:
say "Seventhmonth";
If DateMonthTachamund is 8:
say "Eighthmonth";
If DateMonthTachamund is 9:
say "Ninthmonth";
If DateMonthTachamund is 10:
say "Tenthmonth";
If DateMonthTachamund is 11:
say "Eleventhmonth";
If DateMonthTachamund is 12:
say "Twelfthmonth";
If DateMonthTachamund is 13:
say "Thirteenthmonth";
To say Tachamundi Calendar Date:
say "[Tachamundi Month] [DateDayTachamund], [DateYear] or [DateYear]-[DateMonthTachamund]-[DateDayTachamund]."
To say The Current Season:
If DateSeason is 1:
say "Winter";
If DateSeason is 2:
say "Spring";
If DateSeason is 3:
say "Summer";
If DateSeason is 4:
say "Autumn".
To say Seasonal Calendar Date:
say "It is day [DateSeasonDay] of [The Current Season]."
Displaying the calendar is an action applying to nothing. Understand "calendar" as displaying the calendar. Instead of displaying the calendar:
say "As Kelkaith and Reytas reckon it, is is [Kelkaithian Calendar Date]";
say "As Tachamund and Kanjamund reckon it, it is [Tachamundi Calendar Date]";
say "In the calendar handed down by the land gods, it is [Seasonal Calendar Date]";
say "In all three calendars, it is a [Current Weekday].";
say "If you would like to change the calender listing on the command prompt, type in 'calendar toggle' without the quotes."
Calendar Setting is a number that varies. Calendar Setting is usually 1.
Calendar toggling is an action applying to nothing. Understand "calendar toggle" or "calendartoggle" as calendar toggling. Instead of calendar toggling:
If Calendar Setting is less than 3:
Now Calendar Setting is Calendar Setting plus 1;
Otherwise:
Now Calendar Setting is 1.
TimekeepingVar is a number that varies.
instead of waiting:
follow the turnpass rule;
TurnsCount is a number that varies. TurnsCount is usually 0.
Every turn:
now TimekeepingVar is remainder after dividing TurnsCount by 4;
This is the turnpass rule:
Now TurnsCount is TurnsCount + 1;
If TimekeepingVar is 3:
Now DateDayKelkaith is DateDayKelkaith + 1;
Now DateDayTachamund is DateDayTachamund + 1;
Now DateSeasonDay is DateSeasonDay + 1;
Now DateWeekday is DateWeekday + 1;
If DateWeekday is 8:
Now DateWeekday is 1;
If DateMonthKelkaith is 4:
If DateDayKelkaith is 8:
Now DateDayKelkaith is 1;
Now DateMonthKelkaith is 5;
Otherwise if DateMonthKelkaith is 9:
If DateDayKelkaith is 8:
Now DateDayKelkaith is 1;
Now DateMonthKelkaith is 10;
Otherwise if DateMonthKelkaith is 11:
Now DateMonthKelkaith is 1;
Now DateYear is DateYear + 1;
Otherwise:
If DateDayKelkaith is 36:
Now DateDayKelkaith is 1;
Now DateMonthKelkaith is DateMonthKelkaith + 1;
If DateDayTachamund is 29:
Now DateDayTachamund is 1;
Now DateMonthTachamund is DateMonthTachamund + 1;
If DateMonthTachamund is 14:
Now DateMonthTachamund is 1;
To say Time Of Day:
If TimekeepingVar is 0:
say "Morning";
If TimekeepingVar is 1:
say "Afternoon";
If TimekeepingVar is 2:
say "Evening";
If TimekeepingVar is 3:
say "Night";
Name your Character is a room. "What is your name? Names in Theoma mostly take the form of X the Y, where X is the name and Y is a title or descriptor that applies to your character. Alternatively, some dragons are named X of Z, where X is still their name and Z is a theome or city with special significance to the individual. If your title is a profession, remember the -gon suffix!"
When play begins:
@@ -46,10 +205,18 @@ To decide whether collecting names:
if the command prompt is "What is your name? > ", yes;
no.
To say Current Time and Date:
If Calendar Setting is 1:
say "[Time of Day], [DateYear]-[DateMonthKelkaith]-[DateDayKelkaith]";
If Calendar Setting is 2:
say "[Time of Day], [DateYear]-[DateMonthTachamund]-[DateDayTachamund]";
If Calendar Setting is 3:
say "[Time of Day], [The Current Season] [DateSeasonDay], [DateYear]";
After reading a command when collecting names:
now the player's full name is the player's command;
now the player's short name is word number 1 in the player's command;
now the command prompt is ">";
now the command prompt is "[Current Time and Date]>";
say "Hi, [player's short name]![paragraph break]";
say "[banner text]";
move the player to Your Home in Ethriel;
@@ -365,7 +532,7 @@ Instead of selecting swaivshon in Room Ve, move the player to Room S.
Sex/Gender Selection is a room. "Sex and gender are not the same thing! There are three primary sexes and three primary genders in Theoma. The options are male, female, and hermaphrodite. The land gods generally try to fit each soul to its correct body, but they're not inerrant, and some transsexuals exist on Theoma. Fortunately, necromantic alterationism exists! It's expensive, scarce, and has side effects severe enough to require some planning, but it exists, and once the transformation has healed the effect is quite perfect. Gender relations are very equitable in Theoma, but being transsexual is perceived as a form of impiety by some individuals (although not the land gods themselves). Transsexuals may face minor social problems, but there's a score bonus on retirement if you used necromancy to correct your sex to match your gender.
List your sex, then your gender, with a space between them. Do not use any other words or punctuation. This selection will not offer a chance to reconsider, but will progress forward immediately after selection."
List your sex, then your gender, with a space between them. Do not use any other words or punctuation. You may use 'herm' to refer to 'hermaphrodite'."
Understand "male male" as selecting male male. Selecting male male is an action applying to nothing. Instead of selecting male male in Sex/Gender Selection:
Now the player's sex is "male";
@@ -596,12 +763,83 @@ To check for level-up in (S - a skill):
if S is hunting:
now current level is the hunting level of the player;
now current XP is the hunting XP of the player;
let required XP be a real number;
now required XP is the starting XP cost;
if S is gathering:
now current level is the gathering level of the player;
now current XP is the gathering XP of the player;
if S is smithing:
now current level is the smithing level of the player;
now current XP is the smithing XP of the player;
if S is pottery:
now current level is the pottery level of the player;
now current XP is the pottery XP of the player;
if S is kaima:
now current level is the kaima level of the player;
now current XP is the kaima XP of the player;
if S is panhandling:
now current level is the panhandling level of the player;
now current XP is the panhandling XP of the player;
if S is physical games:
now current level is the physical games level of the player;
now current XP is the physical games XP of the player;
if S is mental games:
now current level is the mental games level of the player;
now current XP is the mental games XP of the player;
if S is teaching:
now current level is the teaching level of the player;
now current XP is the teaching XP of the player;
if S is influence:
now current level is the influence level of the player;
now current XP is the influence XP of the player;
if S is song:
now current level is the song level of the player;
now current XP is the song XP of the player;
if S is instrument:
now current level is the instrument level of the player;
now current XP is the instrument XP of the player;
if S is trophy hunter:
now current level is the trophy hunter level of the player;
now current XP is the trophy hunter XP of the player;
if S is ecology:
now current level is the ecology level of the player;
now current XP is the ecology XP of the player;
if S is theology:
now current level is the theology level of the player;
now current XP is the theology XP of the player;
if S is sex appeal:
now current level is the sex appeal level of the player;
now current XP is the sex appeal XP of the player;
if S is erotic art:
now current level is the erotic art level of the player;
now current XP is the erotic art XP of the player;
if S is bookgems:
now current level is the bookgems level of the player;
now current XP is the bookgems XP of the player;
if S is skillgems:
now current level is the skillgems level of the player;
now current XP is the skillgems XP of the player;
if S is past world knowledge:
now current level is the past world level of the player;
now current XP is the past world XP of the player;
if S is carousing:
now current level is the carousing level of the player;
now current XP is the carousing XP of the player;
if S is mercantile:
now current level is the mercantile level of the player;
now current XP is the mercantile XP of the player;
if S is farming:
now current level is the farming level of the player;
now current XP is the farming XP of the player;
if S is visual arts:
now current level is the visual arts level of the player;
now current XP is the visual arts XP of the player;
if S is writing:
now current level is the writing level of the player;
now current XP is the writing XP of the player;
let the current XP multiplier be a real number;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is required XP multiplied by the current XP multiplier;
While current xp to the nearest whole number is greater than required xp to the nearest whole number:
let required XP be a real number;
now required XP is starting XP cost multiplied by the current XP multiplier;
While current xp to the nearest whole number is at least required xp to the nearest whole number:
say "You have gained enough XP to level up your [S] skill!";
if S is hunting:
increase the hunting level of the player by 1;
@@ -609,90 +847,291 @@ To check for level-up in (S - a skill):
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is required XP multiplied by the current XP multiplier;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [hunting level of the player] and you have [hunting XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is gathering:
increase the gathering level of the player by 1;
decrease the gathering XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [gathering level of the player] and you have [gathering XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is smithing:
increase the smithing level of the player by 1;
decrease the smithing XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [smithing level of the player] and you have [smithing XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is pottery:
increase the pottery level of the player by 1;
decrease the pottery XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [pottery level of the player] and you have [pottery XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is kaima:
increase the kaima level of the player by 1;
decrease the kaima XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [kaima level of the player] and you have [kaima XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is panhandling:
increase the panhandling level of the player by 1;
decrease the panhandling XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [panhandling level of the player] and you have [panhandling XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is physical games:
increase the physical games level of the player by 1;
decrease the physical games XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [physical games level of the player] and you have [physical games XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is mental games:
increase the mental games level of the player by 1;
decrease the mental games XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [mental games level of the player] and you have [mental games XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is teaching:
increase the teaching level of the player by 1;
decrease the teaching XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [teaching level of the player] and you have [teaching XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is influence:
increase the influence level of the player by 1;
decrease the influence XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [influence level of the player] and you have [influence XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is song:
increase the song level of the player by 1;
decrease the song XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [song level of the player] and you have [song XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is instrument:
increase the instrument level of the player by 1;
decrease the instrument XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [instrument level of the player] and you have [instrument XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is trophy hunter:
increase the trophy hunter level of the player by 1;
decrease the trophy hunter XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [trophy hunter level of the player] and you have [trophy hunter XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is ecology:
increase the ecology level of the player by 1;
decrease the ecology XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [ecology level of the player] and you have [ecology XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is theology:
increase the theology level of the player by 1;
decrease the theology XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [theology level of the player] and you have [theology XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is sex appeal:
increase the sex appeal level of the player by 1;
decrease the sex appeal XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [sex appeal level of the player] and you have [sex appeal XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is erotic art:
increase the erotic art level of the player by 1;
decrease the erotic art XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [erotic art level of the player] and you have [erotic art XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is bookgems:
increase the bookgems level of the player by 1;
decrease the bookgems XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [bookgems level of the player] and you have [bookgems XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is skillgems:
increase the skillgems level of the player by 1;
decrease the skillgems XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [skillgems level of the player] and you have [skillgems XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is past world knowledge:
increase the past world level of the player by 1;
decrease the past world XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [past world level of the player] and you have [past world XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is carousing:
increase the carousing level of the player by 1;
decrease the carousing XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [carousing level of the player] and you have [carousing XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is mercantile:
increase the mercantile level of the player by 1;
decrease the mercantile XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [mercantile level of the player] and you have [mercantile XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is farming:
increase the farming level of the player by 1;
decrease the farming XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [farming level of the player] and you have [farming XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is visual arts:
increase the visual arts level of the player by 1;
decrease the visual arts XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [visual arts level of the player] and you have [visual arts XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
if S is writing:
increase the writing level of the player by 1;
decrease the writing XP of the player by required XP to the nearest whole number;
decrease current XP by required XP to the nearest whole number;
increase current level by 1;
now the current XP multiplier is the cost multiplier to the power current level;
now required XP is starting XP cost multiplied by the current XP multiplier;
say "Your [S] skill is now at [writing level of the player] and you have [writing XP of the player] XP remaining.";
say "You need [required XP to the nearest whole number] XP to get to the next level.";
To give the player (N - a number) XP in (S - a skill):
if S is sex appeal or S is erotic art:
if the alloace spectrum of the player is sex-repulsed asexual:
do nothing;
otherwise:
say "You gain [N] XP in [S].";
otherwise:
say "You gain [N] XP in [S].";
if S is hunting:
increase the hunting XP of the player by N;
say "You gain [N] XP in hunting.";
Check for level-up in S;
if S is gathering:
increase the gathering XP of the player by N;
say "You gain [N] XP in gathering.";
if S is smithing:
increase the smithing XP of the player by N;
say "You gain [N] XP in smithing.";
if S is pottery:
increase the pottery XP of the player by N;
say "You gain [N] XP in pottery.";
if S is kaima:
increase the kaima XP of the player by N;
say "You gain [N] XP in Kaima.";
if S is panhandling:
increase the panhandling XP of the player by N;
say "You gain [N] XP in panhandling.";
if S is physical games:
increase the physical games XP of the player by N;
say "You gain [N] XP in physical games.";
if S is mental games:
increase the mental games XP of the player by N;
say "You gain [N] XP in mental games.";
if S is teaching:
increase the teaching XP of the player by N;
say "You gain [N] XP in teaching.";
if S is influence:
increase the influence XP of the player by N;
say "You gain [N] XP in influence.";
if S is song:
increase the song XP of the player by N;
say "You gain [N] XP in song.";
if S is instrument:
increase the instrument XP of the player by N;
say "You gain [N] XP in instruments.";
if S is trophy hunter:
increase the trophy hunter XP of the player by N;
say "You gain [N] XP in trophy hunting.";
if S is ecology:
increase the ecology XP of the player by N;
say "You gain [N] XP in ecology.";
if S is theology:
increase the theology XP of the player by N;
say "You gain [N] XP in theology.";
if S is sex appeal:
if the alloace spectrum of the player is sex-repulsed asexual:
do nothing;
Otherwise:
increase the sex appeal XP of the player by N;
say "You gain [N] XP in sex appeal.";
if S is erotic art:
if the alloace spectrum of the player is sex-repulsed asexual:
do nothing;
Otherwise:
increase the erotic art XP of the player by N;
say "You gain [N] XP in erotic art.";
if S is bookgems:
increase the bookgems XP of the player by N;
say "You gain [N] XP in bookgems.";
if S is skillgems:
increase the skillgems XP of the player by N;
say "You gain [N] XP in skillgems.";
if S is past world knowledge:
increase the past world XP of the player by N;
say "You gain [N] XP in past world knowledge.";
if S is carousing:
increase the carousing XP of the player by N;
say "You gain [N] XP in carousing.";
if S is mercantile:
increase the mercantile XP of the player by N;
say "You gain [N] XP in merchantry.";
if S is farming:
increase the farming XP of the player by N;
say "You gain [N] XP in farming.";
if S is visual arts:
increase the visual arts XP of the player by N;
say "You gain [N] XP in visual arts.";
if S is writing:
increase the writing XP of the player by N;
Check for level-up in S;
Career Selection 1 is a scene. Career Selection 1 begins when Myrghon Check ends. Career Selection 1 ends potterishly when the player's first career is "pottergon". Career Selection 1 ends haulerishly when the player's first career is "haulergon". Career Selection 1 ends lumberishly when the player's first career is "lumbergon". Career Selection 1 ends smithishly when the player's first career is "smithgon". Career Selection 1 ends huntishly when the player's first career is "huntgon". Career Selection 1 ends farmishly when the player's first career is "farmgon".
@@ -1404,7 +1843,7 @@ myrskor servicegon "Myrskor have very clean metabolisms... so much so that they
myrskor flygon "Why did the game generate a myrskor flygon? This is an error."
myrskor laborgon "Myrskor have very clean metabolisms, but this one just barely manages to smell like they're working their body hard."
myrskor huntgon "Myrskor are normally scentless, but this one smells a little like blood."
myrskor farmgon "Myrskor bodies are scentless, but nevertheless the stereotypical scent is more like soil and vegetables. They are famous for the farming economy."
myrskor farmgon "Myrskor bodies are scentless, but nevertheless the stereotypical scent is more like soil and vegetables. They are famous for the farming economy, and this, apparently, is a farming myrskor."
myrskor craftsgon "This myrskor has stone and metal smells clinging to their body."
myrskor unemployed "Myrskor have very clean metabolisms... so much so that they shed virtually no scent."
myrghon merchantgon "Myrghon are normally scentless, but this one smells like they're wearing a little perfume."
@@ -1515,6 +1954,7 @@ Off to the side, you see a [if the alloace spectrum of the player is sex-repulse
There are 2 privately-named proper-named people in Your Favorite Bathhouse in Ethriel.
test testgon with "chargen / allosexual / chargen / kalla / kalla / herm herm / chargen / 2 careers".
[Remember to come back and apply skill effects.
@@ -1625,4 +2065,8 @@ Potential spell scratch space:
Binding drain (adds a chance to abort events brought on by doing things while serenity drained)
(Skill) teaching ally (increases XP gain for the recipients of the instruction)
]
[Six hour time segments. 7:00, 13:00, 19:00, and 1:00. Morning, midday, evening, and night. This gives four locations for standard citydweller characters to cycle between. Wandering around within a city doesn't take time. Doing things consumes a time block. Fatigue hits hard in the night time block — unless someone is an izerah, in which case they can use every other night in some way. Every NPC needs a home, a workplace, and three preferred recreations. They're home during their sleep block — which will usually be 1:00-to-7:00.
]