KANAR and AweMUD
<img src="http://www.awemud.net/people/elanthis/kanar-me.jpg" alt="Daedron at KANAR" style="margin: 1em; float: left; border: 1px solid black; margin-top: 0px;" />
Someone snapped a surprise picture of me at the last KANAR event. There are a couple others that were taken (which were not surprises), but surprisingly, the surprise photo is my favorite. That's a lot of surprise.
Yesterday I drove up to Port Huron to play even more KANAR. (Ya, I'm a geek, get over it.) Another player (who was the GM for a number of years) was running a special one-day module ("adventure") at his parents' farm, and asked me to come and NPC for him. It was fairly fun, if incredibly wet and rather cold. Something I'd definitely be willing to do again, except for maybe the two hour drive part. I'm not very fond of sitting in one place for a long time. If I can't get up and walk a few times an hour at the minimum, I go nuts. Not to mention the pain my back ends up in.
Two more weekends is yet another event. Yay. ^_^ I still wish these things could run every other weekend or so. Except for the whole bit where I rather need the time on my weekends to do other things. Ah well.
I'm finally getting back into the AweMUD work. The other KANAR web team members are working on various things (which I'm not much in agreement with, but oh well) so I'll let them deal with things until they need something new coded up, or I get sick of the bugs and poor design and step in to fix things.
I'm actually planning on getting (drumroll please) magic affects in AweMUD coded. As in, I might start writing the code as soon as I'm done posting this. Whoo!
Affects will work something like so: a group of affect detail objects will be made, and then stored as a single affect object. This affect object will then be stored in a list on the characters. There won't be any built-in logic for duplicate affects or anything like that - the magic system will deal with that if it wants to.
The affect objects will hold some meta-data to be used by the magic system, or nano-tech system, or whatever system is used to apply affects in the actual game. Things like the name of the affect, the class of affect (magic, tech, psionic, natural, poison, etc), the level of the affect (arbitrary number to be used for duplicate/stacking rules), granter of the affect (caster of a spell, whatever), and duration.