Appendix B: Items and Your Object's Folder

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Appendix B: Items and Your Object's Folder

Post by shadowgate » 30 Jun 2019, 15:45

Items are at once incredibly easy to make and extremely hard to make. As Avatars we have an editor program the Wizards have set up that is basically a Q&A session which results in producing an Item that we can then use or hand out as we see fit. Once you get used to using the editor it's very simple and fairly straight forward, though it requires a bit of intuition to follow along at times.

The point of this Addendum is to provide a very step by step process for each of the four items you can make. Explaining each possibility and outcome for the items so that you have as much information going into your creations as possible.

I will also be gathering together information from other threads that are useful for making each of the four different types of items. Standards that have been established, such as weapon types and armor sizes so that they are easily accessible when you need them.

I recommend keeping a hard copy of your files as bugs and errors can happen, this is especially true if you want to go back sometime later and figure out exactly what you made that item do without needing the help of a wizard.
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Re: Appendix B: Items and Your Object's Folder

Post by shadowgate » 30 Jun 2019, 15:46

Chapter One: Using your <objects> folder and the <objects> commands

Before we get into creating your first item lets go over a few things about how they are saved.

Type objects. Notice the plural of objectS instead of object. This will display to you a list of every item you make during your time as an Avatar. As you can imagine, in time this folder will get stuffed with items. Since they all end up in one big file, you can't organize them except by using the file name (discussed later), so it's a good idea to either come up with a plan of action for organizing them now, or to create an out of game list that will help you manage them. I use an excel list with a column for the item's file name, item's type, player who has it and what the item does. In this way I can quickly find items without having to surf through the 100+ items in my objects folder.

Some things to note about the Objects folder: The mud sorts with capitalization to the top. Therefore, your objects folder will look like this if you use capitalization and lowercase.

Tinysword
Zap_armor
birdleather
crowngems
silveraxe
vest-of-snow

You'll notice that you can use dashes and underscores if you like, but should keep your names to 16 characters or less.

To create an item out of your folder, you simply need to type <objects (file name)>. So if I wanted to make some crowngems out of the folder above, I would simply type <objects crowngems>. This would spawn a "crowngems" item into my inventory. Note that not every item will generate with positive adjustments. Some times your requested item will appear cursed. It is always a good idea to privately cast an identify on the item before you hand it out to someone so you don't give a player a cursed item. If you forget and they end up with a cursed item, you can use a temple to have them get the curse removed and pay for it. Or ask a friendly Wizard to <eval> it off of the player. But it is far easier in the long run to just get in the habit of checking your items first.

Should you ever decide you need to get rid of an item from your folder you need to use the delete command: <objects delete (file name)>. So if I wanted to remove the silveraxe file from the above list I would type <objects delete silveraxe>. Doing this will remove the file from your folder and keep it from loading for anyone else that might have one.

It's important that if you give an item out to a player, immortal or mob and then later decide to delete it from your folder, that you check and make sure that the person who you gave one too no longer has it. Otherwise, when they enter the mud the next time it will give them a nasty error message.

Chapter list of useful commands
Objects – shows a list of all item files you have made
Objects (file name) – creates an item out of your objects folder
Objects delete (file name) – permanently removed the designated file from your objects folder.
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Re: Appendix B: Items and Your Object's Folder

Post by shadowgate » 30 Jun 2019, 15:47

Chapter Two: Deciding what type of item you will make:

There are four types of items:

OBJECT – These are items that you can hold and carry around with you, but which cannot be worn or used. Use object to make items like statues, toys, stages, flowers, etc.

WEAPON – This category is for things that you might wish to wield. This will almost always be an actual weapon. Swords, axes, clubs, maces, staves, daggers, etc.

ARMOR – This category is a bit deceptive as "armor" means anything that you can wear. Therefore it encompasses not only armor such as chainmail and leather, but also bracers, rings, shirts, pants, boots, helmets, cloaks and so forth. If you want them to put it on their character's body, this is the category to consider.

POCKETARMOR – Almost exactly like armor, pocketarmor has an extra feature. As evidenced by its name, this category adds in a pocket to things you can wear. Examples would be pouches and mage robes but can be anything else you think should be able to hold something. Anything you can make with armor, you can make as armor+pocket using this type of item instead of the standard armor. Caution: Be sure to go over the restrictions for making pockets to keep balance in check. This is addressed further on in the pocketarmor chapter.

Now that you know what type of item you want to make, we need to enter the editor. To do this we use the ITEM command:

item -f (file name) -n (identifier) -t (type)

Let's break this down:

Item – This tells the mud that you want to enter the avatar-item-editor.

-f – This tells the mud that the next entry will be what the file name should be.

(file name) – This is what you want to call your item by. It should be one word and as unique as possible. This is what will show up in your <objects> folder.

-n – This tells the mud that the next entry will be the item's name.

(identifier) – This is what the mud will use as the generic item's name. When someone looks at the item, it will tell the room "bob looks at -n" so it's important to use a real word here. Usually a very generic word is good. "Sword" or "longsword" for instance, rather then "silver longsword of doom".

-t – This tells the mud that the next entry will be the item's type.

(type) – As listed above, there are four types of items. OBJECT, WEAPON, ARMOR and POCKETARMOR. The mud will only except one of those four words in this place.

Once you've entered this line, hit return and you will be placed in the editor.

The next several entries will go over, step by step, what to do with each question the editor will ask you. It is best to create your first items using the templates below. Once you have created your first items and seen how they work, you can erase them <objects delete (file name)>.
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Re: Appendix B: Items and Your Object's Folder

Post by shadowgate » 30 Jun 2019, 15:47

Chapter Three: Making an Object

For the following lesson, black are instructions from the writer, red are commands or entries you should make and blue is what the mud will ask you. As you follow along with this chapter, type the red commands as you go.

item -f testobject –n bobble -t object

Please enter the identities of the object.
Comma deliminate multiple id's <sword,longsword,long sword,death sword>


bobble,green bobble

Notice how after the comma that there is no space. This is very important as you are giving your item identifiers that it can be manipulated by. If you were to put a space before "green" you would then need to type an extra space before the words "green bobble" any time you wanted to <look> or <get> the "green bobble". You may write as many identifiers as you like but should always try for one general (bobble) and one unique (green bobble).

The ids for this object as you have entered them are ({ "bobble", "green bobble" }). Is this correct, yes or no?

yes

This is the time to decide if you messed up. Once you go past this point you cannot change what the item will be known as, therefore you will have to erase the item and start over if you decide you want it to be a "blue bobble" instead.

Please input the Short describe for this Object.

%^RED%^Green Bobble of Testing%^RESET%^

The short is the name that the item will have when it is identified. This is usually the more formal name of the item whereas the next section will have the typical inventory name.

Notice that I added color comments here and put a reset at the end. It is important to put a reset at the end or you can have bleed through later on where you don't want them to be.

The identified short of this object is Green Bobble of Testing is this correct, yes or no?

yes

If you decide you want to add other colors to your title, then you can say "no" and fix it. If you type no, it will cycle back to the last question and let you reenter your short title. Once you say yes, it will continue:

Please input the obvious short for this item. This is the short that one would generally classify as.
For Example: the short might be "Queens medallion", the obvious short would be "small medallion"
NOTE: blank line is permitted


a small %^GREEN%^round %^RESET%^bobble

As explained by the mud, you can skip this entry by hitting return. If you do this, it will use the short listed above whether the item is identified or not. In this case we're giving it a common name and an identified name.

The obvious short for this object is a small round object is this correct, yes or no?

yes

As before, you can say "no" and change the obvious short if you want to add colors or alter it around.

Please input the Long describe >Note use ** to end the long describe don't quit in this field.

This is a small round bobble about the size of a walnut. It is %^GREEN%^bright green %^RESET%^and sort of %^ORANGE%^lumpy%^RESET%^. It doesn't seem to have much of a purpose but is being used to show how to make an item that is an 'object'.
**


Notice how after I was done adding in all my text, I went to a blank line and used the very familiar ** symbol to finish.

This is a small round bobble about the size of a walnut. It is bright green and sort of lumpy. It doesn't seem to have much of a purpose but is being used to show how to make an item that is an 'object'.

Is this the correct long description? yes or no?


yes

If you don't like the description or your colors are off, you can say no and it will prompt you to reenter.

Please input the (if any) result to the read <item> command. Note this can be blank, use ** to end the read text

Here you have two options, enter a written message on the item, or leave it blank. If you want to leave it blank just type **. In this case, because we're testing everything out, we'll go ahead and add some writing that anyone can see by typing <read bobble>.

Look I made %^GREEN%^this%^RESET%^ object!
**


Don’t forget to put the ** at the end once you've written your master piece.

Look I made this object!

The above is the writing on the object, is it correct, yes or no?


yes

If you say no, it will prompt you to reenter. You can write something different or type ** and skip writing things on this item. It's up to you.

Please input language the read of this object is in.

common

Any actual language will work, including: common, elven, gnomish, dwarven, undercommon, orcish.. etc. Use true language names. To find out all the languages that can be used, cast "tongues" on yourself and look at the list that turns up.

The language the writing on this object is common is this correct, yes or no?

yes

Want to have it in elven instead? Type no and reenter.

Please input the weight of this object

2

You can make the weight of an item anything you want. For weapons and armor there are some standards, but generally you can edit it as you will. I typically find a similar item already in game, pick it up, check my <score> to see how much I'm carrying, then drop it and do the same. That can show you how much an average item weighs. Or, you can make it up.

The weight of this object is now 5 is this correct, yes or no?

yes

Please input the value, note there is an assumption that the value is in gold. If no value use 0.

100

Cost is subjective, but remember that anything that has value can be sold (or stolen and sold). Gold is abundant in the game so most items have very low costs to prevent adding to the problem. But you do want to make things valuable. On average I use the following chart:

+0 = 0-500 gp
+1 = 500-1500 gp
+2 = 1500-2500 gp
+3 = 2500-3500 gp
+4 = 3500-4500 gp
+5 = 4500-5500 gp
+6 = 5500-6000 gp
+7 = 6000-6500 gp ..etc

Keep in mind that every "special" or "stat enhancement" is also considered a +1 adjustment similar to the way 3E D&D works, so an item that is +1 but also makes a stun special when it is hit, would be considered a +2 item. You can also adjust for appearance. A +5 dirt clod is not going to be looked on as favorably by the merchant as a +1 jeweled sword.

The value of this object is now 100 is this correct, yes or no?

yes

Would you like to include lore or a legend on this item? yes or no

Lore is the <study> feature that psions and bards both start with and that most others eventually pick up because it gives the history behind the item. Besides the long description, this is the other place that being very creative can be useful. Not every item needs to have lore, but if you feel like adding it, then:

yes

Please input the lore or legend for this item. Use ** to finish.

This item is said to be very rare and only made when an Avatar first starts to create items. Usually only seen for a few minutes after it is created, the %^GREEN%^green bobble%^RESET%^ is a magical device for training.
**


Something to note, for lore and for the long description both, there is a limit of how many characters you can input. Color code counts for characters, so if you use a lot of color code then you will find yourself limited on how many words you can use.

This item is said to be very rare and only made when an Avatar first starts to create items. Usually only seen for a few minutes after it is created, the green bobble is a magical device for training.

The above is the lore on the object now, is it correct, yes or no?


yes

Please input the difficulty of discovering the lore on this item. Remember that this is an NWP and bards gain it for free. Lore difficulty can be any number, and the character's studying NWP plus a random roll must be greater than the lore difficulty for the character to see the lore. Use 0 if there is no difficulty.

10

Once again this is up to you. A psion or bard can end up with near 40 levels by the end of their leveling, so it's important to take this into account. The formula adds their level of NWP to a random roll so they can get even higher then the 40 mentioned above. Typically I consider easy 10-15, moderate 20-25, hard 30-35 and rare 40-45. The following may help for figuring out how high to set the lore, this is basically the formula I use:

+5 = starting point
+5 = For each +1 or special
+3 = For a different surface culture (elven, gnomish, etc)
+5 = For a different underdark culture (drow, druegar, etc)
+1 = For every 100 years in the past the item was made.
+5 = For each category of difficulty (easy +0, moderate +5, hard +10, rare +15)


The lore difficulty for this item is now 10 is this correct, yes or no?

yes

Please input any stat bonuses or negatives on this item. This should be given in the form of conbonus, chabonus etc. Use 0 if there are no stat bonuses on this item.

Nienne recently adjusted how the mud functions when it has multiple items of the same enhancer. Basically, a +2 ring of CHA and a +1 pants of CHA doesn't equal +3 adjustment. It takes the highest adjustment in your inventory only.

Stat adjustment are: strbonus dexbonus conbonus intbonus wisbonus chabonus

If you don't want to add a stat adjustment, type 0 at this point and you will be done with creating your first object. If you do, go through the following process:

chabonus

You have specified chabonus. Please input the bonus or negative to this
stat. This shound be given as a standard number, eg/ 1, -2. Use 0 to cancel
this bonus.


1

File: chabonus of 1 added to your item. Please input any further stat bonuses or negatives on this item. This should be given in the form of conbonus, chabonus etc. Use 0 if there are no more stat bonuses on this item.

wisbonus

You have specified wisbonus. Please input the bonus or negative to this
stat. This shound be given as a standard number, eg/ 1, -2. Use 0 to cancel
this bonus.


-1

As you can see, you can add multiple enhancements both positive and negative to balance things out. You can also make it so that the item only gives a positive or a negative adjustment. The choice is up to you. Keep in mind though that you should never give out more then a +2 or -2 adjustment total.

File: wisbonus of -1 added to your item. Please input any further stat bonuses or negatives on this item. This should be given in the form of conbonus, chabonus etc. Use 0 if there are no more stat bonuses on this item.

0

Object finished, code saved, object cloned.

And that's it. If you followed through all of this you will have made your first OBJECT item. Congratulations!

Next up is weapons…
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Re: Appendix B: Items and Your Object's Folder

Post by shadowgate » 30 Jun 2019, 15:47

Chapter Four: Understanding How Weapons Work

Before we start with making weapons we need to know a bit about the way that the mud looks at weapons when it's dealing with them in regards to players and the effects they can produce. Nienne has been very considerate and made a list of the majority of weapons found in the game with their category listing and other pertinent information such as size and damage. Pay special attention to the notes at the bottom.

(Note that edits were made to the quoted text to reflect recent changes or to create uniformity - 2/1/08)

When making weapons, you should nearly always use these base damage ratings for your weapons, unless there's a particularly good reason to avoid them (maybe an especially light weapon with a lower weight, or a poorly made dagger with a lower discern). Profs are listed in brackets where they're not blatantly obvious, and the usual type is listed right at the end.
Format is: Weapon (proficiency): s/m discern, lg discern, weight, type, size

Axe, large (axe): 3d4, 3d4, 10lbs, slashing, size 3
Axe, medium (axe): 1d8, 1d8, 7lbs, slashing, size 2
Axe, small (axe)l: 1d6, 1d4, 5lbs, thiefslashing, size 1

Claw/knuckles (knuckles): 1d6, 1d6, 10lbs, thiefslashing, size 1

Club, large (club): 1d8, 2d5, 10lbs, bludgeon, size 3
Club, medium (club): 1d7, 1d6, magebludgeon, size 2
Club, small (club): 1d6, 1d6, 3lbs, magebludgeon, size 1

Dagger (small blades): 1d4, 1d3, 2lbs, magepiercing, size 1
Knife (small blades): 1d3, 1d2, 2lbs, magepiercing, size 1

Fan (fan): 1d6, 1d4, 3lbs, magepiercing, size 2

Flail (flail): 1d6, 2d4, 15lbs, bludgeon, size 2

Hammer, large (hammer): 2d5, 2d6, 15lbs, bludgeon, size 3
Hammer, medium (hammer): 1d6, 1d6, 10lbs, bludgeon, size 2
Hammer, small (hammer): 1d4, 1d4, 4lbs, bludgeon, size 1

Lance, medium (lance): 1d6, 1d12, 10lbs, piercing, size 2
Lance, heavy (lance): 1d12, 1d21, 15lbs, piercing, size 3

Mace (mace): 1d6, 1d6, 10lbs, bludgeon, size 2
Morning star (mace): 2d4, 1d6, 12lbs, bludgeon, size 2

Pick (short blades): 1d6, 2d4, 6lbs, piercing, size 2

Polearm, bardiche (polearm): 2d4, 2d6, 12lbs, slashing, size 3
Polearm, halberd (polearm): 1d10, 3d6, 10lbs, slashing, size 3

Rapier (rapier): 2d3, 2d4, 4lbs, thiefslashing, size 1

Scythe 1h (polearm): 2d4, 2d5, 10lbs, slashing, size 2
Scythe 2h (polearm): 2d7, 2d8, 15lbs, slashing, size 3

Sickle (small blades): 1d6, 2d4, 3lbs, thiefslashing, size 1

Spear, large (spear): 2d6, 3d4, 6lbs, *piercing, size 3
Spear, medium (spear): 1d6, 1d8, 4lbs, *piercing, size 2
Spear, small (spear): 1d4, 1d6, 3lbs, *piercing, size 1

Staff, medium (staff): 1d6, 1d6, 3lbs, magebludgeon, size 2
Staff, quarter (staff): 2d4, 2d5, 4lbs, magebludgeon, size 3
Staff, short (staff): 1d4, 1d4, 2lbs, magebludgeon, size 1

Sword, bastard 1h (*short blades): 2d4, 2d5, 4lbs, thiefslashing, size 2
Sword, short (short blades): 2d3, 2d4, 4lbs, thiefslashing, size 1

Sword, bastard 2h (medium blades): 2d4, 2d8, 10lbs, slashing, size 3
Sword, khopesh (medium blades): 2d4, 2d5, 7lbs, slashing, size 2
Sword, long (medium blades): 1d8, 1d10, 7lbs, thiefslashing, size 2
Sword, scimitar (medium blades): 1d8, 1d8, 4lbs, thiefslashing, size 2

Sword, two handed (large blades): 3d4, 3d6, 15lbs, slashing, size 3

Tool, pick: 1d6, 2d4, 6lbs, piercing, size 2
Tool, sickle: 1d6, 2d4, 3lbs, thiefslashing, size 1

Whip (whip): 1d6, 1d6, 2lbs, *lash, size 1
Whip, scourge (whip): 2d3, 2d3, 2lbs, *lash, size 2

---------------------------------------------------

Note: where weapons are listed as large, medium and small, this corresponds to the weapon sizes 3, 2 and 1 respectively in settings. For a few other types that might be confusing: by default, short blades are size 1, whips are size 2, rapiers are size 1. Most have separate proficiency types (see: help profs) such as "large blades", "medium blades", etc, except a few special ones (such as spears - which fall under the proficiency "spear" regardless of size).

Note: small bladed weapons are now divided into "short blades" (short swords and similar) and "small blades" (daggers, dirks and similar). Short blades tend toward a higher discern and a heavier weight, but cannot be used in thief wrist sheathes.
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Re: Appendix B: Items and Your Object's Folder

Post by shadowgate » 30 Jun 2019, 15:48

Chapter Five: Making A Weapon

Now that you know a bit about how the weapons work let's try making one. Once again, you need to enter the editor. This time though you will place "weapon" in the type instead of "object".

item -f testclub -n club -t weapon

Since weapons are very much like objects for the first half of the creation process. It is not until after the stat-bonus information that that the questions change. Therefore, in order to make a weapon, you should follow through Chapter Three, substituting "object" for "weapon" and "bobble" with "club".

With objects, when you finish adding your stat-bonuses, the editor completes the object and puts a copy in your inventory while publishing the "file name" to your <objects> folder. With weapons, the editor continues with a few more questions. Here they are, in order and with the same commentary and color scheme of blue for mud questions, red for answers to give, and black for general notes.

Please input the number type of weapon > ** will quit
1> slashing ------ fighter only sword/axe types
2> thiefslashing - Thief type of sword
3> piercing ------ rapier, poking types
4> thiefpiercing - thief pointy things
5> bludgeon ------ clubs hammers etc etc
6> magepiercing -- most daggers etc
7> magebludgeon -- small clubs magely stuff
8> lash ---------- whips and lashing stuff


This is where the chart in Chapter 4 comes into play as it lists every type of standard weapon along with its general assets including the Category. All weapons fit into one of the above eight categories. Each category allows a different set of functions and classes who can wield them. Until such time as we move fully to 3E weapons and weapon proficiencies, it's very important to pick the right category above or you risk either your intended PC/NPC not being able to use it, or that people you didn't want to use the weapon will have access to it.

It's also important to note that category #2 thiefslashing, category #4 thiefpiercing and category #6 are the three that allow stab damage. Also, that category #6 mage piercing and category #7 magebludgeon are the only ones that a mage or psion single class can use. As we are making a club and we don't want our thieves stabbing with clubs, we check the chart and see that clubs fall under category 7, magebludgeon.

7

Please input the proficiency type, Please note that blades, clublike, spear, axe, and hammer are sized.

club

This question is asking for the weapon proficiency that a player will need to learn in order to use the weapon. In most cases if you're making just a generic magical weapon that's fancy you'll use the standard proficiency type off the Chapter 4 chart. However, you can use any name you want here and unique weapons should have their own proficiency. No doubt you've seen a few of these weapons during your time as a player, but if you're curious try wielding a Malstorm's Edge. Once you have, type <profs> and you will see that the weapon, while a sword, requires you have the proficiency of "malstorm's edge". You may input any name you want, however keep in mind that some classes have a very limited number of proficiency slots and it may be a while before they can use your nifty new Avatar-Award if they've used all their weapon profs up.

For next three questions we'll use the chart in Chapter 4 to find our answers.

Please input size for this weapon.

2

The size refers to how many hands you will need depending on your character's size.

For a small character (halfing, goblin, etc) 1=one handed * 2=two handed * 3=can't wield
For medium characters (human, elf, orc) 1=one handed * 2=one handed * 3=two handed
For large characters (firbolgs, ogre-magi) 1=one handed * 2=one handed * 3=one handed

It's also important to note that unless the character is a ranger, they cannot wield two size 2 weapons.

Please input weapon class of this object. Please use the form #d#. So if a two handed sword does 3 - 18 damage then it's 3d6,

1d7

Please input large weapon class of this object. Please use the form #d#. So if a two handed sword does 3 - 18 damage then it's 3d6,

1d6

The above two questions are looking for the discern information. This is the base damage that a weapon does before you add modifiers or extra damage. This should almost always be based on the Chapter 4 stats. If you have an odd weapon that isn't on the list, for instance a flute that can be used like a club, you should try to find the closest category that it fits and use those stats.

Please input the enchantment for this weapon.

2

This is the plus the weapon will have. When a player casts identify on the weapon this is the number that will show at the end of the identifier. If the weapon is cursed, you should use a negative number. (i.e. -2 instead of 2)

If this weapon offers an AC bonus enter it now. That has balance implications so negative numbers are welcome.

0

Most of the time the answer to this question will be zero. Any other answer will give an AC bonus to the character when the item is wielded. This would be appropriate if you were making a club of deflection perhaps or a slicing shield where it makes sense that the player should get an AC bonus.

Okay, so that's all the basic stat modifications. Now we move on to the creative part of the weapon, the wield/unwield specials and the actual specials that weapons give off when you hit things. This is the flashy part of the weapon and what players really enjoy seeing, so be creative and have fun with it.

Every where else, you've typed "yes" or "no" but for this question and the ones to follow, you need to type "y" if you want to include something. Otherwise, it will default to "no" automatically and you'll have to start over if you wanted to include a wield, unwieldy or special.

Will this weapon have a wield special? [y/n] [n]
Remember if you add a bonus to the player you will need to remove it in the unwield.


Pretty straight forward, this is what you want people to see when a player wields the weapon. The default for this is "Bob wields (short)". However, if you want to have "Bob wields the green club" you want to be sure to say "y" to this question.

y

The caution (remember) that it's talking about is that if you decide that when the green club is wielded it should grant a +1 to dex, you will need to remove it is unwielded. Which brings us to..

Will this weapon have an unwield special? [y/n] [n]
Remember if you added a bonus(or penalty) to the player you will need to remove it here (negative numbers to remove a bonus).


Which is the next question. If you say "y" to the wield question it's good to say "y" to this question. The default for the unwieldy message is "Bob unwields (name)". Name being what you defined the item as in –n when you first entered the editor.

y

Will this weapon have an hit special? [y/n] [n]

Ahhhh, the true glory of a Avitem, the specials. It's here that you define if the weapon will have a chance of having a special. Being Avatars and having this editor, we're limited to just one special per weapon. If you want more or special effects, you need to hit up your friendly neighborhood Wizard to alter the nature of your item. It can take them some time, depending on what's on their plate, so it's good to not only ask earlier, but also to have an idea of where you've seen the ability before so that you can say "hey can you add that neat (ability) I saw on the (weapon/armor/etc) in (location)." Then they'll know where to steal the code. They may not need it, but it's good to supply information when you can.

In this case, we're going to add a special to our green club so..

y

Now that we've told our editor which things to toggle on or off, it will ask us about what splashy messages we want our weapons to show off when they're wielded, unwielded or hit with a special First up it'll ask about wielding.

Please enter the message sent to the wielder of this weapon when it's wielded.
Please note $O will be replaced with the short of this weapon.


It's very important to get used to using $O, $N and $T and to read the prompts you are given as their nature change a little depending on what the question is asking. In this case we're going to type a message for when Bob wields his green club, replacing "green club" with $O. This will be the message we send to Bob only.

%^YELLOW%^Wielding the $O %^RESET%^%^YELLOW%^you feel invincible!%^RESET%^

Notice that I put %^RESET%^%^YELLOW%^ after the $O. This is because you want to make sure your color codes flow properly. If you have a %^RESET%^ at the end of your "short" (something I highly recommend you get the habit of to prevent bleeding) you wont need the %^RESET%^ here, but you will need the %^YELLOW%^, otherwise the portion of your message "you feel invincible" will come out in boring white text.

Please enter the message sent to the room of this weapon when it's wielded.
Please note $O will be replaced with the short of this weapon. $N will be replaced with the wielder's name/adjective.


So now we're going to define what the room around Bob sees when Bob wield's his green club. To do that we need to use both $O and $N. $N will be the name of the person wielding the club, in this case Bob. $O is still the green club as before.

%^YELLOW%^$N takes a firm grip on their $O!%^RESET%^

Notice that I didn't say anything about Bob being invincible. You can make this message anything you want. You can even just hit your enter key and leave it blank. It will default to the standard "Bob wields green club" message. Some weapons whisper or have effects you only want the wielder to know about and this is why you can have different message to the wielder and to the room around him.

Also notice that I've used "their" instead of "he" or "she". The reason for this is because you don't know who will be wielding it over time. You may give the neat +2 green club to a male character but in a month he may sell it to his female apprentice and it'll look funny if "Sally takes a firm grip on his green club!"

Now we move on to any special abilities that the weapon confers when it is wielded. Maybe it gives a over all +1 to attack, or it does an overall 1 point more damage for any weapon you're using. Or maybe it's a snarky weapon and it likes to bite when it's made to work. Or maybe it does none of the above.

Please enter effect on wielder while wielding.
1> attack bonus
2> damage bonus
3> damage wielder
Enter in the form type/amount,type/amount
So a sword that adds 1 to both attack and damage bonus would appear as: 2/1,3/1
Note: No entry means no effect.


As noted, you need to write things a little strangely, defining which of the above commands you want the weapon to do. You can always hit your enter key and give no answer. Most weapons will not have a special effect when wielded, but some may.

Lets say we want to use all of the abilities. This would look like:

1/1,2/1,3/5

This would mean that Bob, while wielding the green club, has a +1 additionally to hit, a +1 additionally to damage to any weapon Bob's using while the club's wielded. The club itself will do 5 points of damage to the wielder each time it hits something.

Ouch! With a club like that, Bob probably doesn't want to keep it as his regular weapon. So when he unwields his weapon we'll need to take all of those commands off. But first! We have to define what happens when he stops wielding his club. This is done almost exactly the same way as the commands for wielding.

Please enter the message sent to the wielder of this weapon when it's unwielded.
Please note $O will be replaced with the short of this weapon.


%^YELLOW%^You put your $O %^RESET%^%^YELLOW%^aside and feel less cool!%^RESET%^

Please enter the message sent to the room of this weapon when it's unwielded.
Please note $O will be replaced with the short of this weapon. $N will be replaced with the wielder's name/adjective.


%^YELLOW%^$N looks a little sad as they put their $O %^RESET%^%^YELLOW%^aside%^RESET%^

Please enter effect on wielder when unwielding.
If you added bonus/penalties such as attack/damage/stat bonuses, you need to remove them here. If you added a damage bonus of 1, here you need to do a damage bonus of -1.
1> attack bonus
2> damage bonus
3> damage wielder
Enter in the form type/amount,type/amount
So a sword that added 1 to both attack and damage bonus when wielded would need to be: 2/-1,3/-1
Note: no entry means no effect.


1/-1,2/-1,3/-5

So, as you can see, we've removed each of the abilities that we added when we wielded the weapon in the first place. Again, it's very important that if you added something during wield that you remove it on unwield. Otherwise a play could wield, unwield, wield, unwield over and over again until he has like a +20 to hit and damage! So be sure if you add to remove.

Now, lets define the special itself. First we define the message that Bob sees when the special hits.

Please enter the message sent to the wielder of this weapon when it hits something.
Please note $O will be replaced with the short of this weapon. Please note $T will be replaced with the target.


As with wield and unwield, the specials use different identifiers to pick out what to place in line you input. Before we saw $O, this remains the same, but now we add $T for target.

%^YELLOW%^Your $O %^RESET%^%^YELLOW%^ flashes before $T's face distracting them as it lands a second attack!%^RESET%^

Alternately, you can skip the $O and $T and just write a message out like:

Your club suddenly darts to the side and lands a second attack!

Depending on your style you can use for this and the next two questions which ever method appeals to you most.

Now we define what the room sees when Bob's club performs a special. As you'll see we add in $N to replace the wielder's name.

Please enter the message sent to the room of this weapon when it hits.
Please note $O will be replaced with the short of this weapon. $N will be replaced with the wielder's name/adjective. $T will be the target.


%^YELLOW%^$N's $O%^YELLOW%^ flashes before $T's face distracting them from as it lands a second attack on $T!%^RESET%^

Yes, you can use $N or $O or $T multiple times, though usually more then twice will get too busy.

Finally we need to decide what the person who is effected sees.

Please enter the message sent to the target of this weapon when it hits.
Please note $O will be replaced with the short of this weapon. $N will be replaced with the wielder's name/adjective.


%^YELLOW%^$N's $O%^YELLOW%^ flashes before you and before you know it you're hit again!%^RESET%^

As you can see, this message is being sent to Bob's opponent Grumpy the Kobold. And because the message is meant for Grumpy we need to use $N instead of $T. If we used $T the mud wouldn't know what to do with it and would just leave the $T where you put it.

Alright, almost done. Now we have to tell the weapon how often there should be a chance that the special will go off. Every hit, the mud "rolls" a 1d1000 and checks against the weapons percentage chance to hit to find out if it should send the special. Typically 125(1/8), 200 (1/5), 250 (1/4) or 300 (1/3) are good choices. The rarer you want the special to be (usually the more powerful the less you want it to happen) the smaller a number you put. A weapon that has a super special should be down around 150-200. Where as something that just adds a little extra damage or makes a pretty effect but doesn't really help out could be up closer to 250-300.

Please enter the odds (out of 1000) that this special will go off when the weapon hits the target.
Caution: Keep in mind that higher levels may get several hits in per round, so a 300 (approximately 1/3) may special pretty much every round for a level 15 or 20 fighter/ranger/knight that is hitting regularly.


300

And finally we have to define what the effect of the special will be. Keeping in mind that just because you give them a flashy effect, doesn't mean they have to actually do something. Maybe the green club just flashes when it gets struck but that flash does nothing except make a brief light. If that were the case you would just hit type "0" and be done. More often though, you'll want to make a special actually DO something. Therefore we have the final question..

Please enter the type of effect this will have.
0> none
1> extra damage
2> paralyze
Note only one type of effect is allowed.
Enter in form #/#d#mod eg 1/3d4-1
All amounts will be randomized. Paralyze is for how long the paralyze will last.


So as mentioned before, a Avmade weapon only does one special, therefore you have to pick from the above which type you want it to do. Maybe one day we'll get more choices, like the ability to add the casting of a spell (hint hint) but for now, here's how each entry looks:

For #1) 1/2d4+1
From all my testing you have to add a + or – to this entry. It can be +0 or -0 but it needs that modifier defined. This would be the amount in addition to the weapons normal damage, plus it's enhancement bonus (say it's a +2 weapon), plus any on-wield additions you may have made. This extra damage only happens during a special. It then automatically goes away.

For #2) 2/10
Paralyze, sadly, only lasts a very short time. Therefore, you need to use about 10-20 to make it last long enough to be effective at this time. That may change when they update the ability but right now anything less then 10 will vanish within one round.

Object finished, code saved, object cloned.

And that's that. Next up, armor!
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Re: Appendix B: Items and Your Object's Folder

Post by shadowgate » 30 Jun 2019, 15:48

Chapter Six: Armor Information

The following is copied from Nienne's post under Guidelines. As in Chapter Four, you should use this to help guide you so that the standards are kept the same. Where appropriate I have edited to include additional information.

Here's a basic guideline to what types of armor have what base AC, weight and type setting, to help you figure out what you should set on your items (as you can tell - higher AC items are generally heavier than lower AC items, to balance out the bonus). Obviously, clothing types allow mage casting and can be worn by anyone; all leather types can be worn by rogues, etc, and stack with bracers; chain types are wearable by bards while casting, and still give the light armor bonus; armour disallows all of the above, including the light armor bonus to priests/warriors. Here's the list:

Robe: 1 AC, 10lbs (clothing) - traditionally, chest cloth items have had 1AC innately. However, due to the recent push for transparency in item bonuses, a good many have been moved away from this and items are usually better given an enchantment instead. Eg/ standard magerobes with +1 enchant and 1AC have been altered to +2 enchant instead.

Bracers: 1 AC, 10lbs (bracer) - note, some hardier bracers (heavy metallic, etc) have 2 AC but are often heavier than standard because of this, or lower enchantments to compensate. Bracers should be always worn on the torso. This is to make sure that they do not stack on top of one another.

Cloaks: 0 AC, 5lbs (clothing) - Cloaks do not have natural armor, but are almost always given enchantments. In rare cases, such as dragonscales or other such very strong materials, a natural AC might be accorded, but in this case, such items should be reduced in enchantment to keep them within balance.

Padded: 1 AC, 10lbs (leather)
Leather: 2 AC, 15lbs (leather)
Studded leather: 3 AC, 25lbs (leather)
Hide: 4 AC, 30lbs (leather)
Chain: 5 AC, 30lbs (chain)

Scale mail: 4 AC, 25lbs (armour)
Breastplate: 5 AC, 25lbs (armour)
Banded/brigandine/splint mail: 6 AC, 35lbs (armour)
Bronze/standard plate: 7 AC, 40lbs (armour)
Field plate: 8 AC, 45lbs (armour)
Full plate: 9 AC, 50lbs (armour)


Please note that we are currently under review toward other types of armor within the game: leggings, armguards, shoulderplates, greaves, etc. All of these items are being considered for balance points and it is likely best to request advice from one of the Wizards if you want to have any of these items be more then +1
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Re: Appendix B: Items and Your Object's Folder

Post by shadowgate » 30 Jun 2019, 15:49

Chapter Seve: Making Amor & Pocketarmor

Just like Objects and Weapons, so too does Armor follow similar guidelines. Presented here is a discussion of the later half of the build where creation strays from the basic building principles behind item creation. As before what is in blue is the text which the mud will ask you, red is an example of the answer to provide, and black is my text/instruction.

The first change for armor comes directly after the request for stat bonuses. (and non-function heartbeat function). This is actually where Pocket Armor varies from regular Armor. With regular armor, you will not be asked how much weight is needed for a pocket, however, as this is the only difference between armor and pocket armor I am listing it all together.

Please enter the maximum weight allowable by the pocket.
Note: these numbers should be kept small, with specific items in mind. Bags, especially those that can be worn, are especially balance effecting.


Pocket armor is a very sought after item. Anything that casts a spell and doesn’t wear a holy symbol wants one of these to keep the precious spell books, components, crystals, and satchels in. Most other classes want them as well because it's free/extra storage space. However, mage robes and the like are usually built so other classes cannot use them.

Because they are a powerful tool you should always keep the following values in mind when you're making pocket armor that goes into active use. (I keep a several hundred pound pile of rubble that I can drop in a room filled with goodies or bones/remains when needed.)

Average large pouch = 8 points (20lbs)
Average mage robe = 20 points (20lbs)
Average regular sack = 30 points (30lbs)
Bag of Holding = 60 points (60lbs)
Average non-mage-robe item = 10 points (10lbs)

There are other items in the game that hold things. Chests, boxes, crates, etc. Things that players will find in rooms and such. However, unless you're making mage robes for a player, you should stick to under the 20 point limit for your pocket devices. 8-10 is probably a good number unless you have a very good reason for something larger then that.

10

So now you've indicated what size pocket you want if you're creating pocket armor. If you aren't making pocket armor, but just normal armor, then you'll automatically advance to the question about what type of armor you would like to make.

Please input the number type of armor > ** will quit
1> clothing ------ Anyone can wear (robe/cloak/belt)
2> leather ------- Thief armor(leather/hide)
3> chain --------- Bards fighter clerics (chainmail stuff)
4> armor --------- straight armor (platemail/helms/banded/etc)
5> ring ---------- ring/bracelets (please don't use these for true rings balance issue here)
6> bracer -------- bracers mage/thief specific (only bards, mages, thieves and psions can use)
7> shield -------- shields (note always use right hand)


A few things to note.

#1) Clothing stacks on anything, so should be used for anything that you want to stack. Clothing should not have AC on it. A +1 is likely the largest enchantment you will put on it. This is to keep balance and not end up with 50 rings/shirts/pants/hair ribbons/etc in game that cause a PC to have an obscene AC of like -50.

#5) These are for items that will take up the slot you want to use. This is for items like your ROP (although ROP has a special setting) and your Armguards and masks. They do not stack.

The rest of the numbers are self explanatory but if you have questions, ask your trainer and they will guide you further. For this example, I'm going to make a suit of banded armor, thus I'm going to indicate that this is true armor.

4

Now it would like to know which limbs to apply the item to. It asks for limbs, but for this case, limbs includes everything on the body as seen by <racelimbs (race name)>. Racelimbs, as it indicates tells you all the various places that you can place your item on. Please note that this program currently queries what kind of race your avatar is. Thus if you're a lupine, you will not have hands, and cannot set anything to 'left hand' or 'right hand'. You will however have 'left paw' and 'right paw', so could make an item for such if you wanted. Before you make armor you should use <changeself (avatar-name)> and make yourself a race that has normal limbs.

Please input the limbs for this armor.
Up to two limbs maximum for each armor.
Comma separate different limbs (right arm,right hand)


As the editor indicates you need to assign the limb or limbs you would like for the item to be on. In this case, I want it to be worn on the torso, so this is what I would type.

torso

For something like gloves, however, I might use:

left hand,right hand

Please note how the comma does not have a space after it. In these editors, for the most part, you will not put a space after a comma when inputting variables. For text, such as the long/short, you can put spaces after commas.

From here on, things are fairly straight forward and on part with how the weapons work.

Please enter the size of this armor using numeric values.
1 for small, 2 for normal, 3 for large


The armor can be larger then size 3, but in that case will end up being unwearable by your players. This may be okay though, if you have a size-4 giant mob that you want to give some uber 'sell only' kind of armor.

2

I typically make everything at size-2 as it is the most common type of PC that we have. The equipment generation room (northeast of the av-lounge) can change sizes for you if you ever need to rescale something to small or large. By keeping it size 2, you'll be able to hand it out as-is to 80-90% of the mud on any given night.

Of course, if the item is meant for only small or large people, you should build it specifically for them. For general items though, a good rule of thumb is to make them for size-2.

Next it will ask for enchantment type. This is the magical adjustment that the weapon has on top of the AC it has. Keep in mind when you assign a bonus to your item that every special you put on it will also be an effective +1. Thus if you make a suit of plate mail that is +5 and has a on-wear special and a combat special you're actually handing out a +7 item.

Please input the enchantment for this weapon.

1

Next it asks for proper AC. This is the armor class the base item has. Review chapter six in order to figure out what the proper level of AC for any given item is. Its important to keep these at the same level as standard gear in game.

Please enter an AC for this armor.
This has balance implications, negative numbers are welcome.


As noted, you can use this to apply negative numbers for balance reasons. However, the mud has strongly moved away from hidden AC adjustments in favor of using only enchantments to show adjustments above and beyond the base stats.

The only true caveat to this is for intentionally cursed items. Things that you want to remain on a PC that do not come off. A tattoo is a good example. In this case, you would set the enchantment to -1, while your ac would be set to +1 in order to balance the adjustments into neutral standing. These items are fairly rare, but occasionally you will have a reason to hand them out and in those cases, this would be how you adjust.

Since I'm just making a suit of banded mail, I would set my ac to 6 and then continue on.

1

Next we come to the point of deciding if we would like to have wear and on-hit specials.

Wear specials are things that effect the PC upon putting the item on. These specials should always be removed when they take the item off. However, you do not have to give an item an actual bonus when you give them a wear special. Most wear specials are just for flash and spectacle. They give no additional benefit. And in this case, you wouldn't have to worry about removing something.

On-hit specials, on the other hand are what happens when a person is struck and the dice roll under the set value (set later in the editor). When an On-Hit special happens, the armor will do something either to the PC wearing it or to the PC attacking it.

First though you have to tell it what you want to set, and what you do not want to set.

Will this armor have a wear special? [y/n] [n]

y

Will this armor have an remove special? [y/n] [n]
Remember if you added a bonus to the player on wear you will need to remove it with the opposite number (normally negative) here.


y

Will this armor have an struck special? [y/n] [n]

y

In the above three questions you only need to type the letter 'y' and not 'yes'. Typing the word 'yes' will give the mud a negative response. (No, I don't know why it shows [y/n][n], something left over from earlier versions I would imagine.)

Once you have decided that you would like a wear-special, it will then prompt you for two versions of what is seen. The first version is to the wearer when they put it on.

Please enter the message sent to the wearer of this armor when it's worn. Use $O where the short of this armor should be filled in.

This can be a static message like: You grin like a fool as you slide your armor on.
Or, it can be one that uses the short/id-short within it, by setting $O.

You grin like a fool as you slide your $O over your head.

Keep in mind that you do not have to actually put anything in here. Maybe the player shouldn't know they look like a fool. You could simply hit ENTER on your keyboard and skip on to what the rest of the room sees:

Please enter the message sent to the room of this armor when it's worn.
Please note $O will be replaced with the short of this armor. $N will be replaced with the name of the player wearing it.


As shown, you need to indicate which person is using the item. If you don't use $N in place of the wearer, it can look very funny.

$N gets a foolish look on their face as they put their $O on.

Please note how I used 'their/they' instead of a gender specific (he/she). This is important to remember whenever you put in specials. Nothing looks stranger then a female character dressing in something that says "he puts it on", except maybe a male character dressing in something that says "she puts it on".

Like with your direct message to the wearer, you do not have to add a public broadcast message. If you do not replace what is seen by the room when the player wears their equipment, then it will simply say "(player) wears (item-name)"

Now you must decide what, if anything they will gain from wearing the item. As, with weapons, you do not have to add anything. If you would like to add something you can.

Please enter effect on player when wearing.
1> attack bonus
2> damage bonus
3> damage wearer
use a number to be max and it will be random of that, i.e. 10 for a random of 10 damage
4> magic resistance
use a number for % resistance, i.e. 10 for 10%

Enter in the form type/amount,type/amount
So a sword that adds 1 to both attack and damage bonus would appear as: 2/1,3/1
Be sure to reverse any bonus/penalty (damage is not a penalty) that you add here in the remove.
Note: No entry means no effect.


Keep in mind that this is a very clunky system. I have, as yet, been unable to make multi-wear bonuses. So you may wish to have only one on-wear adjustment. To do this, set the number of the adjustment you would like to add, and then the value after a forward slash.

If you use magic resistance, remember that a Platinum Band is 45% and that you are giving them an item with stackable MR and something they'll have with them constantly. Most MR offering items never have more then a 10% adjustment. Most have less then 5%, including the special items that aasimar, tieflings and genasi have.

Once your on-wear is set, you will enter any on-remove information that is needed. Like the on-wear, you do not have to set either variable, but you can.

Please enter the message sent to the wearer of this armor when it's removed.
Please note $O will be replaced with the short of this armor.


You remove the $O with a sigh.

Please enter the message sent to the room of this armor when it's removed.
Please note $O will be replace with the short of this armor. $N will be replaced with the name of the wearer when it's removed.


$N sighs as they remove their $O

And, as with weapons, you must remove anything you set on-wear.

Please enter effect on player when removing.
1> attack bonus
2> damage bonus
3> damage wear
4> magic resistance
Enter in the form type/amount,type/amount
So a sword that adds 1 to both attack and damage bonus would need to be reversed here as: 2/-1,3/-1
Note; empty string means no effect.


If you did not set anything on-wear, then you should not remove anything on-remove, as this will still effect the PC and cripple them every time they remove their item, eventually making it impossible for them to play. So be very careful with this.

The final part is the on-hit function. This is where if the item in question is struck by another player's attack, it has a chance to cause an effect to happen. Just like with weapons, there are three questions to fill out before you indicate what the effect is. I prefer to have my effect's result be referenced in the way the emote comes across, but this isn't necessary.

Please enter the message sent to the wearer of this armor when it is hit by something.
Please note $O will be replaced with the short of this armor.
Please note $N will be replaced with the name of the opponent hitting the armor


Note that unlike every other time you've used $N, when you are in the message-to-wearer part of the on-hit function $N is not the wearer but rather the attacker. This is an important distinction to be aware of, otherwise your echo may look strange when it goes off.

$N's weapon strikes your $O causing sparks to fly into $N's face!

Please enter the message sent to the room when this armor is hit by something.
Please note $O will be replaced with the short of this armor. $N will be replaced with the wearer's name. $T will be the hitter.


And here $N returns to the old pattern, referencing the wearer once more.

Sparks explode from $N's $O, spraying $T with burning hot embers!

Please enter the message sent to the person hitting this armor.
Please note $O will be replaced with the short of this armor. $N will be replaced with the wearer's name.


As your weapon strikes $N, a shower of red hot sparks fly up and burn you!

With your echoes set for when your item is hit, now you need to define how often this will happen. Keep in mind that the torso gets hit a lot more then the other limbs. Therefore, with outside limbs a ratio of 250-350 is reasonable. While the torso should be more along the lines of 150-250, depending on the amount of times you want the effect to happen, and how powerful the effect is.

For smaller, less damaging effects, you can have higher ratios. But for large effects, with this and weapons, you should always be cautious. You can always ask a wizard to adjust the item for you if you feel its not being effective enough or having its special go off often. So lean toward caution.

Please enter the odds (out of 1000) that this special will go off.

200

Finally we are to what type of effect this will cause. Is it just splashy and fun looking? Will it reduce the damage that the wearer takes? Will it freeze the wearer in their tracks as they adjust to the effect? Or maybe the one who hit them? Perhaps even damaging the hitter. These choices allow you to make your special effect the world. It can be difficult to get it right, so always try out your armor before you hand it out and make sure that it is working properly.

Please enter the type of effect this special will have.
0> none
1> adjust damage <1/%>
2> paralyze wearer <2/#d#>
3> paralyze hitter <3/#d#>
4> damage hitter <4/#d#>
Note only one type of effect is allowed.
All amounts will be randomized.
Note: For #1 the new damage will be (damage*%)/100


0 - If you type in 0 all that will happen is a pretty splash of text, but no effect will occur. This can be useful if the item has other things it does (like spells of use, or on-wear/on-remove features) that you don't want to stack with an extra special. Or, alternately, you said "yes" to on-hit special and then decided not to add one, use 0.

1 - Adjusting damage with 1 (note that this was updated in the last few month) is handled with negative numbers. Therefore, if you want your damage to be X% you would type 1/-X as your response. For a 50% damage reduction: 1/-50. Just ignore the note at the bottom as it is out of date.

2 & 3 - Both of these stun. Stun will have its own discussion further on. For these it is a XdX equation. Use a large number of small dice over a small number of large dice in order to have a better effect. (10d2 instead of 2d10). Sun works off seconds, so something between 15 and 20 will give you a couple rounds of stun.

4 - Damaging the one who struck you is straight math. For anything over 100/1000 accuracy you should keep the damage small. For low level stuff 1d4+2, 2d4=0 is good. For mid range 3d4+1, 2d6+2 would be reasonable. For high end stuff, 3d6+0, 2d10+0 etc. If you will have an incredibly rare attack (like 50/1000 or less) then you can have the damage higher since it will rarely go off.

4/2d4

And that's it. Your item is done.

Object finished, code saved, object cloned.
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Re: Appendix B: Items and Your Object's Folder

Post by shadowgate » 30 Jun 2019, 15:49

Chapter Eight: Things to Consider


IC vs OOC Items

Now that you know how to make items and are ready to jump into creating a whole hoard of stuff to give out, lets take a minute review a few basics about the two classifications of items: IC and OOC.

IC Items: These are items, armor/weapon/object, which fit into the game work and are within the game setting. These are your sword of doom, your armor of light and your ring of the magi, etc. These items are given as rewards for plots and interactions, are coveted by the PCs and generally fit within the game setting.

OOC Items: These are the tongue-in-cheek items that you make as a joke or with some outside-game humor attached to them. An example is a button for someone that goes through the now defunct assassin quest and which says "I did that murderous quest and all I got was this lousy button". While the description is IC there is still an OOC connotation to the item itself. Your +50 Avatar Weapon is also considered an OOC item, even if it's described up as an IC one since no one in the game but you and people higher then you can use it.

While there are going to be times when an OOC item is called for, you should try to restrict yourself from making too many of them. Just like line use, too much OOC can break the game's illusion and cause players to step out of character. When they step out of character, the RP level goes down and the interactions can suffer.

So, when you're thinking about making the "orange stretch pants of itching" really consider if they are appropriate to the game. Even if they'll make everyone laugh, is the quick joke worth the potential break in the game's RP flow? Sometimes the answer will be yes, other times it will be no. You'll have to judge, but try to consider the actual effect of each item you add to the game.


Balancing Your Items

This goes pretty much without saying. When you make a weapon, a set of armor, or anything to hand out to the playerbase, you need to first consider whether or not the item you're making is in balance with the game.

While Avatar Items are usually a step above your average every-day in game items, they should never be so good that they cause players to stop adventuring. A good rule of thumb is to take an item that the players already have and are using and create a unique version of this. You can use <alterobj> and just edit their current piece, or you can create an original piece that has similar mechanics behind it. Either way works well, making your own allows for unique wield/wear and unwield/unwear as well as specials and these are usually what thrills players most. But if you don't have the time to make new, an alterobj'd suit of plain leather or any armor will still make a player's day. They love rewards.

Just keep the game's balance in mind when awarding and have fun. It doesn't have to be the mona Lisa in terms of description, coloring and lore, but a one of a kind item is still a one of a kind item and players will be thrilled to have them.


But they don't use my weapon/armor/objects anymore..

These days, according to those who have been around longer then I have, Avatars are more active and involved with the mud. This also means they're handing out more toys to the player base. Gone are the days when you were lucky to get one Wiz-Made item during your entire character life. Now most players end up with two or three each. This is a direct result of a high amount of plot work going on and an attempt to have some form of reward for the players for completing the game.

Players may get an Av-Sword at level 10. As a +1 weapon it may be wonderful, but by the time they reach level 14 there are a slue of other items out there that will give them better advantages. Therefore, don't be upset that they've set your hard work aside to move on to other stronger items. Its bound to happen. Just as them loosing their av-items to deaths and pks.

The good news is, that if you keep in mind who has which of your items, when you notice they aren't using them any more, or they've vanished from the game, you can recycle them! That means a month or two from now, you can hand that +1 ivory sword back out to someone else who will get just as much pleasure out of the reward as the first. And, best yet, you get to cut back on your work load!
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Re: Appendix B: Items and Your Object's Folder

Post by shadowgate » 30 Jun 2019, 15:50

Chapter Nine: A Bit More on Lore

I've already touched on lore above and given some details about it, but lets take a moment and look at just what Lore can do for you.

Lore can be used to convey what the item does: .. It is said that when held aloft by one who is pure of heart and in service to the War Hawk, the light of goodness will be called to smite one's enemies ...

Lore can be used to convey what the item's history is: .. And so the armor was passed down through the generations. Each embellishing the suit with their own marks and standards until the armor became so fully embellished that none could see the original metal ..

Lore can be used to convey hints about plots: .. No one is quite sure where the statue came from, but in recent times it has held a place of honor within the war museum of Shadow ..

Lore can be used to convey pat on the back for a specific player/character: .. For his efforts in stopping the goblin hoards, the halflings awarded Bob the Warrior of Lathander this fine cloak ...

Lore can be used to convey world history: .. In 640 SG, around the time when Daggerdale fell to the combined forces of the General Kiervalan and the Drow of the Underdark, the thief guild having been warned placed their entire guild into a pocket dimension so that it would be safe until they found a new home. In order to continue accessing these facilities, guild members were given these rings …

And so forth. Lore is one of your best friends and most helpful partners as an Avatar.

Lore is learned by use of the <STUDY> NWP. Bards and Psions at this point both have it as an automatic NWPs. Many other classes of players also learn it from the librarians scattered around the realm. Regardless, there are a lot of players out there with 8-15 levels of Study.

Study gets used for two reasons. As a "poor man's identify" and for the historical/story references. As such, you should always take a few minutes to consider your lore when you're putting it on your items. And you should always try to add lore to your items. While it's not mandatory, a Av-Made item without lore is like having jogging shoes without laces. You can still use the shoes and they'll still function, but they wont stay on as well and they wont be as secure. So try to add lore to everything you make and keep in mind that Avatar-Alterobj has been modified to allow you to add lore to anything. Thus you don't have to make things from scratch in your Objects Inventory to add a layer of richness to the game.


But aren't there times when I shouldn't add/change lore?

Yes, there are two main times that you don't need to add lore. The first is when you're using an already established unique item with an already developed lore that is specific to the item. An example of this is Callista's bodice. This has specific lore that is established for the item and is 'in-game'. Perhaps you're going to dye the armor from the current purple/black motif and turn it into a red/green motif to work better for the PC you're giving it to. This is fine, but the lore should be left untouched. Callista probably had more then one outfit, after all.

That said, there are a lot of items with generic lore out there, and those you can change. Examples of these are the ROP's and Bracers that you find everywhere. These generic items have mundane stories behind them, and as such, if you would like to add something more specific, you should go ahead and do so. This is a great chance to add in a pat-on-the-back type of lore. (Awarded to Bob..etc)

The other time when you probably wont want to add lore is for plot-props. These are items you make for a player to go pick up and haul back to some NPC. The vial of fairy tears, the heart of a craw wrym, the glowing stone of the underdark.. etc. These are things where the players go, get the items and then return with them in hand to whoever sent them to get them. While you -can- add lore to these items, you don't have to add lore to them. You can leave them a mystery, or use lore to give clues, its up to you.

In any case, lore is a major part of your arsonal, so use it when you can and don't be afraid of making it work for you.
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Re: Appendix B: Items and Your Object's Folder

Post by shadowgate » 30 Jun 2019, 15:50

Chapter Ten: Other Avenues of Acquiring Equipment

Now that you know everything there is to know about making items on your own, lets look at the other two options that you have for creating items: rstock and avclone


rstock

Back when the mud was new and Avatars were just starting up, there were not a lot of items in the game and those few that were, were easily managed on a single list. This list could be accessed by the following commands:

lstock armor
lstock weapon
lstock other
lstock mundane

Once you had found the item you wanted from the hundred or so items provided on those lists, you could use <rstock> in order to clone them:

rstock rop +4

Doing this would net you a ring of protection +4. The program wasn't full proof though, if there was some randomness to the item itself it might not spawn exactly what you asked, but for the most part, using rstock once or twice would net you what you were after.

Rstock is the same list that you can access in the Equipment Generator room NorthEast from the lounge.


avclone

However, with years of immortal input and creation, the list of possible items grew and grew. Avatars and Wizards made items for plot rewards. Coders created new areas, updated items and spawned more and more items. From the beginning couple hundred, there are now thousands of items out there, ranging anywhere from simple mundane pieces to one of a kind special orders for players.

Because of this, and Saide's coding skills, <avclone> was born. Prior to avclone, Avatars had to track down where an item came from, use the clunky system of capturing the mob's inventory (killing it, cloning it with orb guards or army-copying it) or bug a wizard to make what they needed. But no more.

Avclone allows you to access almost all the directories of in-game areas as well as your fellow Avatar (and in some cases wizards) objects' folders. This means that using avclone, you can find about 90% of what your average player has lost due to a bug and replace it without spending hours and hours searching everywhere for the items. It also means that if you want to look at specific items to get an understanding of balance, you have quick access to those items.

Avclone is an easy and complex program, however. It requires care when using it and an understanding of the two vital means of use. It also brings up the trust issue once more. With Avclone you have full access to your fellow avatar/wizard folders, their creative devices that are both IC and OOC. To quote Loki:

Avclone represents access to every in game item and before using an item from it you should be aware that there are several items there that have been discontinued, are unbalanced, broken, or represent epic items that should not be distributed freely. If an item in that list is not freely available check with a wizard to ensure that it is an item that can be created and distributed. If an item is from an avatar's directory, check with that avatar, as many of the items there may be test items, or created specifically for a plot or player.

So how do you use this program, it's fairly easy and straight forward. While it's all one command, I've broken it down into two parts: AVCLONE which searches the mud directories, and AVSEARCH which searches the avatar directories.

The first thing you need to do is type: avclone - this will show you a list of all the directories that avclone currently searches. You will see attaya, argentrock, darkwood, etc. As new areas are added and the program is updated, this list will grow. For now, it at least provides you with an idea of where you can draw items from.

If you know where an item comes from then you can use: avclone (area name) - by doing this, you will receive a list of every item listed in that area name's directory. This can be a daunting list, but is necessary if all you know is the location and not the item's name.

On the other hand, if you do know what the item's proper name is, but you don't know where it comes from, you can use: avclone search (item name) - this will return a list of every item which fits the queried name. Thus, if you know it's a 'golden shirt' but you're not sure of it's exact name, you can type avclone search golden and see what comes up as golden out of all the directories (except for the avatar folders).

When you're searching keep in mind that the computer is only looking for the string anywhere in the proper name. Thus if you type "love" you will also see things like 'gloves' coming up as they contain the word "love" within their name. This usually isn't a big deal, but if you use a really generic term like 'armor' you may be sifting for a while.

Once you have found the item you're looking for, making a copy is really easy. Type: avclone (clone name) - wait, clone name? Yes, this is listed under the entry that you found through your avclone search (name) or avclone (area name). As an example lets go through the process:

->avclone search crystal

1.) Short: Crystalline Shield
Clone Words: crystal_shield, crystalline shield
Object Type: armor
Area: graez

->avclone graez crystal_shield

Notice the red highlighted section, this is a list of the clone names you can use to clone this item. Now type: avclone graez crystalline shield. Look in your inventory and you should see the item in question. Any of the clone names will work, but they must be typed exactly as shown. In this case you could have used: crystal_shield or crystalline shield.

Go ahead and play around with this command some. Make items from various locations. Use the search feature to get a feel with how the mud searches.

Once you're comfortable with that, we'll move on to the other half of avclone, which is: avclone avsearch. This works almost exactly like avclone above, except that it searches only the avatar directories. Avclone Avsearch does not provide a way to search a specific avatar's folder, it only allows you to use a string to find the file. The reason for this is because, as Saide explained it, there are just too many avatar/wizards folders to make it work the same way that the mud areas work. Therefore, learning how to use the strings in the above half of the lesson is important, especially if you have a player who has bugged and would like their pretty av-made weapon back.

To use avclone avsearch you simply treat it as though you were doing a general query for the whole mud: avclone avsearch (proper name) - to show you how simple avclone avsearch is let's try it:

->avclone avsearch toy

4.) Short: a stuffed toy in the shape of a dragon
Clone Words: lurue/toy_pinkdragon, a stuffed toy in the shape of a dragon
Object Type: other
Area: avatars

->avclone avatars lurue/toy_pinkdragon

Go ahead and try it. You'll notice there are several toys that come up, but for now, type: avclone avatars lurue/toy_pinkdragon. Check your inventory and you'll see a little stuffed toy. (Don't forget to squeeze its belly!)

Now that you've been rar'd at, lets look at those clone words. Notice the difference in the way they work. You have the avatar's directory followed by the file's true name. And, you have the proper (id'd) name for the item to choose from. This is both how you can clone it and how you figure out who to ask permission from to use it. In the case of the little dragon, it was designed for Seneca's toy shop and is a prototype. You're welcome to play with it, but please do not hand it out to players.

The second thing to draw your attention to in Avclone Avsearch is that in the cloning string we type 'avatars' (avclone avatars lurue/toy_pinkdragon). The reason for this is because the program still needs to know which directory of the mud to go looking in. This would be just like typing avclone graez crystal_shield, we're simply telling the program to look around in the avatar folders instead.

Once again, play around with it and see what you can do. Remember to ask permission if you want to use any of the other avatar's items for a serious in-game purpose (most of us don't mind if you just are practicing and clone from our folder).

Also keep in mind that avclone (regardless of which one you use) takes up mud resources. It searches hundreds of folders and can take a few seconds or several minutes depending on what else is going on in the mud world. Because of this, be careful not to over spam the mud with its use. If you want to play around with it and experiment, times when there are less players on is a better choice then during peak times. Although, if you're replacing gear for a bug or so forth, then the time can't be helped.

Anyway, you'll get a sense of how it works as you practice and experiment. It's a great program and a major step up from what we once had. Thanks Saide!
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Re: Appendix B: Items and Your Object's Folder

Post by shadowgate » 30 Jun 2019, 15:50

Please take note:
Regarding.. Heartbeats in <item> command

A recent addition to the item building function was added by Saide. The ability to add heartbeats (like the storm robe gives off random emotes every so often). However, at this time, the heartbeat function does not work. Rather then fix it, Saide is working on a brand new editor which is cleaner and more user friendly for building items. Providing more functions and abilities to us to cut back on the work for the wizards in editing our items.

As such, when you are making items and run into the following dialog:

Do you wish for this item to have a heartbeat? (This will allow the item to have emotes that happen over time - similar to the way the storm robes work).
Yes or No?


Please always type no

This question comes up directly after the item maker questions about adding stat bonuses to your items.
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Re: Appendix B: Items and Your Object's Folder

Post by shadowgate » 30 Jun 2019, 15:50

Making Stun Work (6/16/08)

Talking to Nienne tonight, she explained how stun works in real time and why stun typically sucks.

If you set your stun to 1d6 this doesn't equal 1-6 rounds, but rather 1-6 seconds. Not even a full round. This is because Stun works with DEX and is modified to be less effective on high DEX characters. Since most people have above average DEX to keep from being killed, stun wears off very fast.

According to Nienne plan for your stuns to be somewhere around 15-20 which is usually a round or two. Doubling that if you would like it long. Just remember as PCs get higher and higher, they get more attacks and more chances for the stun to go off.

Further, try to use lots of small dice over one large die. I.e. 2d10 is worse then 10d2 as 2d10 may last between 2 and 20 seconds, while 10d2 will last between 10 and 20 seconds.
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