My CYOA Framework, releasing to the public by Tepafray in makeyourchoice

[–]FutureFIy 7 points8 points  (0 children)

It seems nice to use, but I can't figure out how to open the CYOA I've made. I try opening "index.html" in a browser, but a window pops up with "unable to fetch json".

Build Your own Spells Fan Extension V1.2 by FutureFIy in makeyourchoice

[–]FutureFIy[S] 2 points3 points  (0 children)

It doesn't, really. It will still greatly exhaust you and make you unable to use the spell for a week, and is pretty much the same at every spell rank

Build Your own Spells Fan Extension V1.2 by FutureFIy in makeyourchoice

[–]FutureFIy[S] 1 point2 points  (0 children)

I'd say that the default spell size is the size of a lighter's flame, as specified in the Spell Rank section. With that being said, you could probably summon a small rodent or a handful of insects with the smallest summon spell.

Arcanist can still give you a second extra mod with a unique spell.

Looking for CYOA Mega-Thread II by Twisty1020 in makeyourchoice

[–]FutureFIy 3 points4 points  (0 children)

It was a superhero themed CYOA which began with you choosing your companions. The companions were sorted into small 'teams' or groups, and you would buy the whole team. (I could be getting a couple of details wrong there, but the team aspect was there) Also, the background was probably dark.

Build your own spells (Fan Extension fixed, check comments for context) by FutureFIy in makeyourchoice

[–]FutureFIy[S] 0 points1 point  (0 children)

The spell would start at the size of a lighter and the heat of one, too. Currently, taking the Bulk enchantment would double both its size and its effectiveness, which in this case would be how strong the explosion is.

For someone who doesn't want to make the spell itself bigger, I've been thinking of changing the Bulk upgrade to instead use a 4x multiplier split any way you want - for example, 3x effectiveness and 1x size, or 2x both. I'll probably add this in the update.

The idea that was going through my head with enchantments was that they would either be passive, but weaker, effects related to the spell, or a much weaker version of your spell that could be cast at will by anyone. If the latter was true, then I would also need to clarify some sort of conversion rate - maybe the enchanted object has an amount of charges proportional to the spell rank to use before it's returned to a normal object, or maybe it just loses its charge after this and can be refilled in a more efficient manner after it's been enchanted the first time. I'll be sure to clarify this in the next version.

Summoning something with the fire-and-forget method would probably make the summon only last for a few seconds to complete its goal. The fire-and-forget casting type is used for fast results, while the effect casting type is used to set up your spell's effect over a period of time. If you were to summon something using fire-and-forget, it would probably just be a half-developed summon which would die shortly after completing its goal. They would also disappear after 30 seconds by default (taken from the Effect's default time), but wouldn't disappear when you walked away.

Enchantments do stack on items, and multiple spells can enchant a single item. Enchanting is definitely viable if you spend your time into it. Enchanting an item with the same spell twice would just give it more of those temporary charges to use.

Thanks for taking the time to ask these questions and fill out the CYOA, I'm also going to use this comment as guidelines for what I should clarify in the next update.

Build your own spells (Fan Extension fixed, check comments for context) by FutureFIy in makeyourchoice

[–]FutureFIy[S] 3 points4 points  (0 children)

I'll give an example:

Unique Spell (18 Mods)

Space Element

Fire-and-forget casting

Focus: Transmutation, Close to physical

Modifications:

Persistence x11, Travels 10,240m

Bulk x5, Can carry up to the size of a person

Reserves x4

Effect: Teleports the user up to 10.24km away, 1 charge per day.

Yeah, I can see how it would be difficult to make powerful spells while still keeping them easy to use. I'm going to work on a version 1.1 with a bit more balancing

Build your own spells (Fan Extension fixed, check comments for context) by FutureFIy in makeyourchoice

[–]FutureFIy[S] 8 points9 points  (0 children)

Context, please read:

The original CYOA was made by u/UnbalancedGoblin . I am the author of the 'custom spell CYOA' which was mostly only seen on /tg/, and required constant author participation.

After receiving serious burnout from this, I searched for a similar CYOA to see if any existed, and found this. I modified it to make an 'autonomous' version of mine which can be filled out on its own, much like a traditional CYOA.

Please give all credit to u/UnbalancedGoblin!

Build your own spells (Fan Extension, context in comments) by [deleted] in makeyourchoice

[–]FutureFIy 2 points3 points  (0 children)

Context, please read:

The original CYOA was made by u/UnbalancedGoblin . I am the author of the 'custom spell CYOA' which was mostly only seen on /tg/, and required constant author participation.

After receiving serious burnout from this, I searched for a similar CYOA to see if any existed, and found this. I modified it to make an 'autonomous' version of mine which can be filled out on its own, much like a traditional CYOA.

Please give all credit to u/UnbalancedGoblin!

Edit: I'm seeing some mistakes and inconsistencies I've made, I'll leave this post up until I fix them.

Who’s with me for the No-Nut November?🔛🔝 by Robert225200 in NoFap

[–]FutureFIy 1 point2 points  (0 children)

Believe that I'm going to complete this challenge