Difference between revisions of "Category:ITEMS(BuilderInfo)"
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=Items in CoffeeMUD= | =Items in CoffeeMUD= | ||
ITEMS are things which players manipulate in the world. Some items are visual only, some are able to be picked up, some worn, or eaten. | ITEMS are things which players manipulate in the world. Some items are visual only, some are able to be picked up, some worn, or eaten. | ||
+ | |||
+ | ==Item Types== | ||
+ | Items come in a variety of flavors. From a code-base side, there are "Standard" items and "Generic" items, with the standard items offering more pre-built definition, and the generic item being more flexible for builders to use. From a builder perspective, there are "ARMOR", "WEAPONS", "CLANITEMS", "TECH", "ITEMS" and "MAGIC ITEMS" which can be displayed with the respective [[LIST(Builder)|LIST]] command parameters. | ||
+ | |||
+ | ==Archon-Only Items== | ||
+ | Certain items contain so much power that only an Archon may wield them. This is sometimes due to game balance, and at others due to potential misuse of processor time in using the item (could create lag if lots of players were using them at the same time). Archons are allowed greater latitude in CPU usage than a typical player. | ||
+ | <div style="column-count:4;-moz-column-count:4;-webkit-column-count:4"> | ||
+ | *ArchonJournal | ||
+ | *ArchonStaff | ||
+ | *BagOfEndlessness | ||
+ | *GenBagOfEndlessness | ||
+ | *GoodyBag | ||
+ | *Ingredients | ||
+ | *ManualAdvancement | ||
+ | *ManualArchon | ||
+ | *ManualClasses | ||
+ | *Wand_Advancement | ||
+ | *WandArchon | ||
+ | </div> | ||
==MODIFYING ITEMS== | ==MODIFYING ITEMS== | ||
− | . | + | Items will have a variety of fields depending on the item type. Not all items will have all of the fields listed below: |
+ | ===Name=== | ||
+ | The name field is the short name of the item. It should fit inside the sentence "You pick up (item name)." | ||
+ | *Color codes in item names often cause problems: | ||
+ | **If you give the name a color code, be sure to properly close off that color code so it doesn't bleed into other text. | ||
+ | **Color-coded items should not be valid for learning in crafting. Give them the [[Prop_NoCraftability]] effect to prevent crafting difficulties. Consider making a non-colored version of the item for artisans to learn how to craft. | ||
+ | **[[GMODIFY(Builder)|GMODIFY]] items with color in their name requires you to target the color string as well (or use substring searches). | ||
+ | *The name of an item should be either a proper name ("Bob") or an article and a noun, such as "a pair of pants" or "some pants". | ||
+ | **This will allow things that modify the item to properly apply descriptions, such as when the item is ruined. | ||
+ | |||
+ | Other considerations for item Naming can be found in the [[WorldBuildingGuide#Item_Names|World Building Guide]] | ||
+ | |||
+ | ===Display=== | ||
+ | The display should be a sentence describing how the item appears unattended in a room. It should be a very short sentence with the item noun (some description of the item, not necessarily the name) a passive verb in present tense (sits/lays) and a location (on the ground/here/nearby) and end in punctuation. | ||
+ | ===Description=== | ||
+ | This is a longer description of the item. Feel free to be very descriptive (or not very descriptive if the item is uninteresting). | ||
+ | ===Level=== | ||
+ | This is the item's level. In general, a player may only use an item their level or lower, and can only pick up an item up to 5 (need to confirm) levels above their level. | ||
+ | ===Material Type=== | ||
+ | This is the base GenEnvResource that the item is made of, which will have a variety of impacts to how the item is treated for certain purposes. | ||
+ | ===Wear Location=== | ||
+ | For items that can be worn, a determination for what sort of body parts the item covers. There are parameters for wearing on all of the locations listed, or any single location listed. | ||
+ | *Example, a bracelet is worn on ANY ONE of the locations LEFT WRIST||RIGHT WRIST, while handcuffs are worn on ALL locations LEFT WRIST&&RIGHT WRIST. | ||
+ | ===Layer=== | ||
+ | For armor, this determines if it covers clothing underneath it. Items must be 2 layer sizes higher than the lower layer to wear over it. Layers at the underclothes level are generally negative. | ||
+ | ===Rejuv/Pct=== | ||
+ | This field has lots of meaning. A rejuv of 0 means that the item will only spawn in a saved room on server boot. A numerical value for an item not in a mob's possession will indicate the number of ticks (~ 4 seconds) before this item will respawn if it is removed from its start room. A numerical value for an item in a mob's possession determines the percent chance that it will not spawn when the mob spawns. The RESETWHOLE behavior can also provide some other ways of controlling how items and mobs rejuv. | ||
− | + | =Notes= | |
*Avoid using the term RUIN for item descriptions, since players may often DROP ALL RUIN to get rid of trash. (Note, items with Nordic runes are called RUNIC.) | *Avoid using the term RUIN for item descriptions, since players may often DROP ALL RUIN to get rid of trash. (Note, items with Nordic runes are called RUNIC.) | ||
+ | *The bonuses an item provides affects the item's derived Power Level. For a guide on how to scale item's power levels, visit the [[CoffeeMUDifiedAreas(CoffeeMUD)#Guides#Loki's_Guide_on_Item_Power_Level|Loki's Guide on Item Power Level]] section. |
Latest revision as of 15:51, 27 June 2024
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Builder Information= | |||
---|---|---|---|
Basics | Praetor Player Support Commands Zapper Masks | Advanced | Races Classes Abilities Socials Scripting |
Building | Behaviors Properties Areas Rooms Exits Items Mobs | Systems | Achievements Crafting Help Info Ships Planes of Existence Quests Triumphs |
=Items= |
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Armor Weapons Containers Mountables Readables Wands Staffs Instruments Consumables Resources Other Items |
Contents
Items in CoffeeMUD
ITEMS are things which players manipulate in the world. Some items are visual only, some are able to be picked up, some worn, or eaten.
Item Types
Items come in a variety of flavors. From a code-base side, there are "Standard" items and "Generic" items, with the standard items offering more pre-built definition, and the generic item being more flexible for builders to use. From a builder perspective, there are "ARMOR", "WEAPONS", "CLANITEMS", "TECH", "ITEMS" and "MAGIC ITEMS" which can be displayed with the respective LIST command parameters.
Archon-Only Items
Certain items contain so much power that only an Archon may wield them. This is sometimes due to game balance, and at others due to potential misuse of processor time in using the item (could create lag if lots of players were using them at the same time). Archons are allowed greater latitude in CPU usage than a typical player.
- ArchonJournal
- ArchonStaff
- BagOfEndlessness
- GenBagOfEndlessness
- GoodyBag
- Ingredients
- ManualAdvancement
- ManualArchon
- ManualClasses
- Wand_Advancement
- WandArchon
MODIFYING ITEMS
Items will have a variety of fields depending on the item type. Not all items will have all of the fields listed below:
Name
The name field is the short name of the item. It should fit inside the sentence "You pick up (item name)."
- Color codes in item names often cause problems:
- If you give the name a color code, be sure to properly close off that color code so it doesn't bleed into other text.
- Color-coded items should not be valid for learning in crafting. Give them the Prop_NoCraftability effect to prevent crafting difficulties. Consider making a non-colored version of the item for artisans to learn how to craft.
- GMODIFY items with color in their name requires you to target the color string as well (or use substring searches).
- The name of an item should be either a proper name ("Bob") or an article and a noun, such as "a pair of pants" or "some pants".
- This will allow things that modify the item to properly apply descriptions, such as when the item is ruined.
Other considerations for item Naming can be found in the World Building Guide
Display
The display should be a sentence describing how the item appears unattended in a room. It should be a very short sentence with the item noun (some description of the item, not necessarily the name) a passive verb in present tense (sits/lays) and a location (on the ground/here/nearby) and end in punctuation.
Description
This is a longer description of the item. Feel free to be very descriptive (or not very descriptive if the item is uninteresting).
Level
This is the item's level. In general, a player may only use an item their level or lower, and can only pick up an item up to 5 (need to confirm) levels above their level.
Material Type
This is the base GenEnvResource that the item is made of, which will have a variety of impacts to how the item is treated for certain purposes.
Wear Location
For items that can be worn, a determination for what sort of body parts the item covers. There are parameters for wearing on all of the locations listed, or any single location listed.
- Example, a bracelet is worn on ANY ONE of the locations LEFT WRIST||RIGHT WRIST, while handcuffs are worn on ALL locations LEFT WRIST&&RIGHT WRIST.
Layer
For armor, this determines if it covers clothing underneath it. Items must be 2 layer sizes higher than the lower layer to wear over it. Layers at the underclothes level are generally negative.
Rejuv/Pct
This field has lots of meaning. A rejuv of 0 means that the item will only spawn in a saved room on server boot. A numerical value for an item not in a mob's possession will indicate the number of ticks (~ 4 seconds) before this item will respawn if it is removed from its start room. A numerical value for an item in a mob's possession determines the percent chance that it will not spawn when the mob spawns. The RESETWHOLE behavior can also provide some other ways of controlling how items and mobs rejuv.
Notes
- Avoid using the term RUIN for item descriptions, since players may often DROP ALL RUIN to get rid of trash. (Note, items with Nordic runes are called RUNIC.)
- The bonuses an item provides affects the item's derived Power Level. For a guide on how to scale item's power levels, visit the Loki's Guide on Item Power Level section.
Pages in category "ITEMS(BuilderInfo)"
The following 99 pages are in this category, out of 99 total.
M
P
- Prop AbilityImmunity
- Prop AbsorbDamage
- Prop AddDamage
- Prop Artifact
- Prop ClanEquipment
- Prop CloseCommand
- Prop ClosedDayNight
- Prop ClosedSeason
- Prop CommonTwister
- Prop Doppleganger
- Prop FightSpellCast
- Prop Fumble
- Prop HaveAdjuster
- Prop HaveEnabler
- Prop HaveResister
- Prop HaveSpellCast
- Prop HaveZapper
- Prop Hidden
- Prop IceBox
- Prop ImproveGather
- Prop InstantDeath
- Prop ItemBinder
- Prop ItemNoRuin
- Prop ItemSlot
- Prop ItemSlotFiller
- Prop ItemTransporter
- Prop ItemTransReceiver
- Prop LangTranslator
- Prop LanguageSpeaker
- Prop LimitedContents
- Prop LimitedEquip
- Prop LimitedItems
- Prop LocationBound
- Prop MOBEmoter
- Prop ModExperience
- Prop ModFaction
- Prop MoveRestrictor
- Prop MultiEffects
- Prop NoCraftability
- Prop NoDamage
- Prop NoPurge
- Prop NoRecall
- Prop OpenCommand
- Prop OpenPassword
- Prop OutfitContainer
- Prop PrivateProperty
- Prop PropSetter
- Prop QuestGiver
- Prop ReqEntry
- Prop ReqStat
- Prop RestrictSkills
- Prop RideAdjuster
- Prop RideEnabler
- Prop RideResister
- Prop RideSpellCast
- Prop RideZapper
- Prop RoomView
- Prop ScrapExplode
- Prop Smell
- Prop Socials
- Prop Sounder
- Prop SpellAdder
- Prop SpellReflecting
- Prop StayAboard
- Prop TattooAdder
- Prop TicketTaker
- Prop Transporter
- Prop Trashcan
- Prop Uncampable
- Prop Unsellable
- Prop UseEmoter
- Prop UseEmoter2
- Prop UseSpellCast
- Prop UseSpellCast2
- Prop WeaponImmunity
- Prop WearAdjuster
- Prop WearEnabler
- Prop WearOverride
- Prop WearResister
- Prop WearSpellCast
- Prop WearZapper