cerynia :: Cerynia :: Eldergrove Forest
this thread title is somewhat longer
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ic messages : 25
Age : 34
Character sheet
Icon:
Nickname: testtest!!!!
Age: 00
Occupation: Jobless Whore
Sexuality: Straight ofcourse
The concept of 'negative influences' seemed lost on the girl, prompting Wúyǐng to release a soft sigh, his hand absentmindedly rubbing the side of his neck as his gaze settled on the Umbreon beside her. Memories of his own initial struggles with his Rotom flooded back. The challenge had only escalated with his Porygon, particularly after its evolution led to unexpected bugs.
“It only takes one asshole who gives it a kick because it wandered too close, and the memory will change her forever, ” he gently explained. “If you don't maintain control, you're exposing her to unnecessary dangers. That responsibility falls on you, ” he continued, his tone devoid of aggression yet firm in its message. It was up to her to make sure she’d gain control before that’d happen.
“
ic messages : 25
Age : 34
Character sheet
Icon:
Nickname: testtest!!!!
Age: 00
Occupation: Jobless Whore
Sexuality: Straight ofcourse
Hello and welcome to the new Journey-sheet. This one is rather simple to use. The main sheet is as follows. If you have no special adjustments, then all you need to edit is the state of the journey at the end, and the text for the journey itself.
Now, how to add one of the special notices? It's simple. Let's start with an encounter code, as shown below. You can simply fill this in by editting the Pokémon species, the note and the sprite. Is it an item? Then change the last part from "pokesprite pikachu" to, for example, "itemsprite item-traitstone". For sprites not in our database, or for trainersprites, you add an image inside the div. See the second code for examples.
Please keep the description short!
Pikachu
trait/shiny/note
Trait Stone
This gem can be given to a Pokémon to turn it into a random trait.
Hulagirl Helena
She challenges you to a battle!
When a player rolls a dice, you can choose not to mention the roll, mention it in text, or mention it through code. The code for this is down below. Again, this is a very easy code with no explanation needed.
Next are the pictures. Sometimes, you might want to add a visual to a journey. If you have a description and want to see if AI is able to generate it, you can DM me. Otherwise, you might be able to create something or find it on the internet. This code is the simplest of all and does not need any further explanation. It will automatically resize with a max-height of 250px.
Next are the danger warnings. These are important. If a character stands to lose something, make sure the warning is clear. Again, the code for this is very simple. You only need to fill in the text.
Handing out an affinity is done with the confirmation message below. Again, this is very simple. Add about two or three lines of text, and change the affinity in the last part of the div class. In the example, this is grass. It will automatically adjust the colours and insert the icon.
Sometimes, you may want to give someone multiple choices. To do this, please add the choices between the ll in the code below. You can keep the title or remove it. The list counts the options automatically, so you only need to fill them in.
Alternatively, a similar list to this can be used to describe a scene:
A long explanation can go here, but it can also be very short. Whatever you prefer.
Explanation two
Explanation three
Finally, sometimes it's easier to give a little insight into what will happen if a character makes a certain choice. To make sure this is clear, the code below can be used. Use a seperate code for each given option.
- Code:
<div class="modsheet"><div class="mosh_header"></div><svg viewBox="0 0 1440 400"><path class="ajbwave"></path></svg>
<div class="mosh_text">Your journey text will go here.
</div><div class="mosh_sub">your journey continues...</div>
</div>
Now, how to add one of the special notices? It's simple. Let's start with an encounter code, as shown below. You can simply fill this in by editting the Pokémon species, the note and the sprite. Is it an item? Then change the last part from "pokesprite pikachu" to, for example, "itemsprite item-traitstone". For sprites not in our database, or for trainersprites, you add an image inside the div. See the second code for examples.
Please keep the description short!
- Code:
<div class="mosh_popup encounter">
<species>Pikachu</species>
<note>trait/shiny/note</note>
<div class="pokesprite pikachu"></div>
</div>
- Code:
<div class="trainersprite"><img src="https://play.pokemonshowdown.com/sprites/trainers/dancer-gen7.png"></div>
<div class="pokesprite"><img src="https://i.imgur.com/Gydk0KA.png"></div>
<div class="itemsprite"><img src="https://www.serebii.net/itemdex/sprites/sv/firestone.png"></div>
When a player rolls a dice, you can choose not to mention the roll, mention it in text, or mention it through code. The code for this is down below. Again, this is a very easy code with no explanation needed.
- Code:
<div class="mosh_popup dice">you've rolled a <b>10</b> on a <b>d20</b> for perception.</div>
you've rolled a 10 on a d20 for perception.
Next are the pictures. Sometimes, you might want to add a visual to a journey. If you have a description and want to see if AI is able to generate it, you can DM me. Otherwise, you might be able to create something or find it on the internet. This code is the simplest of all and does not need any further explanation. It will automatically resize with a max-height of 250px.
- Code:
<div class="mosh_popup picture"><img src="https://i.pinimg.com/564x/a3/ae/d2/a3aed2cdaab84d3b59de3acadd7801c6.jpg"></div>
Next are the danger warnings. These are important. If a character stands to lose something, make sure the warning is clear. Again, the code for this is very simple. You only need to fill in the text.
- Code:
<div class="mosh_popup danger">Venturing further on this course holds the potential for grave danger. The decision to proceed is yours alone, bearing inherent risks. However, there may be a high reward if you succeed.</div>
Venturing further on this course holds the potential for grave danger. The decision to proceed is yours alone, bearing inherent risks. However, there may be a high reward if you succeed.
Handing out an affinity is done with the confirmation message below. Again, this is very simple. Add about two or three lines of text, and change the affinity in the last part of the div class. In the example, this is grass. It will automatically adjust the colours and insert the icon.
- Code:
<div class="mosh_popup affinity grass">you touch a plant and become a grass-affinity guy. well done, kid.</div>
you touch a plant and become a grass-affinity guy. well done, kid.
Sometimes, you may want to give someone multiple choices. To do this, please add the choices between the ll in the code below. You can keep the title or remove it. The list counts the options automatically, so you only need to fill them in.
- Code:
<div class="mosh_popup options"><b>A title if necessary</b>
<ll>Option number one</ll>
<ll>Option number two</ll>
<ll>Option number three</ll>
</div>
A title if necessary
Option number one
Option number two
Option number three
Alternatively, a similar list to this can be used to describe a scene:
- Code:
<div class="mosh_popup scene"><ll>Option number one</ll>
<ll>Explanation two</ll>
<ll>Explanation three</ll>
</div>
Finally, sometimes it's easier to give a little insight into what will happen if a character makes a certain choice. To make sure this is clear, the code below can be used. Use a seperate code for each given option.
- Code:
<div class="mosh_popup choices"><b>IF YOU DECIDE TO OFFER YOUR HELP...</b>
An explanation can go here. If the time changes or another important thing happens, use <b>bold text</b> for this.</div>
IF YOU DECIDE TO OFFER YOUR HELP...
An explanation can go here. If the time changes or another important thing happens, use bold text for this.
An explanation can go here. If the time changes or another important thing happens, use bold text for this.
IF YOU DECIDE NOT TO HELP OUT...
An explanation can go here. If the time changes or another important thing happens, use bold text for this.
An explanation can go here. If the time changes or another important thing happens, use bold text for this.
your journey continues...
ic messages : 25
Age : 34
Character sheet
Icon:
Nickname: testtest!!!!
Age: 00
Occupation: Jobless Whore
Sexuality: Straight ofcourse
this text should vanish if logged off
ic messages : 25
Age : 34
Character sheet
Icon:
Nickname: testtest!!!!
Age: 00
Occupation: Jobless Whore
Sexuality: Straight ofcourse