Building Items

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All items should be priced according to 3.5 edition canon (Player's Hand Book, Dungeon Master's Guide, etc), and to the ALFA specific exceptions set forth by ALFA Standards. Do not make items worth less than 1gp yet! Our currency system for silver and copper pieces is not yet ready, and we may not know how it will work until we have the client in our hands.

Premise: An item should be identifiable from it's tag/resref.

<prefix>_it_<type>_<description>_<ID>

<prefix> is either "abr" (minus the quotes) for default ALFA items, or a three digit code of the server.

<type> is a three-letter abbreviation describing the slot occupied by the item.

<description> is the number of fields necessary to describe any additional properties on the item.

<ID> is an optional two-digit number used to distinguish items with identical properties. Leave the <ID> off of tags - it goes on resrefs only.

Item tags should NEVER be longer than 28 characters. The game allows 32, so don't use them all.

Scripting: For information on how to script items, go here.

Examples: A standard longsword would be, Tag: abr_it_wpn_longsword ResRef: abr_it_wpn_longword_01

Materials

  • Abyssal Bloodiron ay
  • Adamantine ad
  • Alchemical Silver sa
  • Arandur aa
  • Astral Driftmetal as
  • Aurorum au
  • Bluewood bw
  • Cold Iron ci
  • Copper co
  • Darksteel dk
  • Darkwood (Zalantar) za
  • Dlarun dl
  • Dragonbone db
  • Dragonfang df
  • Dragonhide dh
  • Dragonscale ds
  • Duskwood du
  • Fever Iron fr
  • Fiendbone fb
  • Frystalline fy
  • Gold go
  • Hide hi
  • Hizagkuur hz
  • Laminated Steel ls
  • Living Metal lm
  • Mithral mi
  • Obsidian ob
  • Pandemonic Silver ps
  • Platinum pt
  • Serren se
  • Silver sv
  • Solarian Truesteel tr
  • Sondarr so
  • Suzailian Chainweave ch
  • Weirwood ww
  • Ysgardian Heartwire ys

Quality

  • Arcane Spell Failure -10% asf1
  • Drowcraft dc
  • Masterwork mw
  • Plus one e1
  • Poor po
  • Armour Class +1 ac1
  • Bonus Spell, Level 0 sb0
  • Bonus Spell, Levels 0, 1, 2 sb012
  • Damage Resistance 1 dr1
  • Damage Resistance 5/magic dr5m
  • Damage Resistance Fire 5 drf5
  • Feat: Alertness fale
  • Feat: Ambidexterity famb
  • Feat: Combat Casting fcca
  • Feat: Darkvision fdar
  • Feat: Dodge fdod
  • Feat: Extra Turning fext
  • Feat: Mobility fmob
  • Feat: Spell Focus (One) fsf1
  • Feat: Spell Penetration fpen
  • Feat: Two Weapon Fighting ftwf
  • Feat: Weapon Finesse fwfi
  • Spell Immunity, Level 0 si0
  • Spell Resistance 12 sr12
  • Freedom of Movement fom
  • Immunity: Death Magic ide
  • Immunity: Disease idi
  • Immunity: Drain idr
  • Immunity: Fear ife
  • Immunity: Gas iga
  • Immunity: Magic Missle imm
  • Immunity: Paralysis ipa
  • Immunity: Poison ipo
  • Save, Acid +1 sac1
  • Save, Cold +1 sco1
  • Save, Death +1 sde1
  • Save, Disease +1 sds1
  • Save, Fear +1 sfe1
  • Save, Fire +1 sfi1
  • Save, Fort +1 sfo1
  • Save, Mind +1 smi1
  • Save, Negative +1 sne1
  • Save, Poison +1 spo1
  • Save, Reflex +1 sre1
  • Save, Sonic +1 sso1
  • Save, Universal +1 sa1
  • Save, Will +1 swi1
  • Hide +1 hi1
  • Damage, Acid +1 da1
  • Damage, Bludgeoning +1 db1
  • Damage, Cold +1 dc1
  • Damage, Divine +1 dd1
  • Damage, Fire +1 df1
  • Damage, Magic +1 dm1
  • Damage, Negative +1 dn1
  • Damage, Piercing +1 dp1
  • Damage, Slashing +1 ds1
  • Damage, Sonic +1 do1
  • Feat: Cleave fcle
  • Feat: Disarm fdis
  • Feat: Improved Critical ficr
  • Feat: Point Blank Shot fpbs
  • Feat: Rapid Shot frap
  • Feat: Weapon Specialisation fwsp
  • Keen ke
  • Massive Criticals +1 mc1
  • Mighty +1 m1
  • Sure Striking sst
  • Vampiric +1 dv1
  • Wounding +1 dw1

This is added in the toolset with a string seperated by the '|' character for each category. The HDMs of every server are free to make their own rules as too where items should be placed, but be aware the DM client cannot see more than one step "deep" into the category tree.