Building Items

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Nomenclature

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 separated 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.

Detect Magic

Most magical items will automatically register to Detect Magic correctly. The spell looks at the item's properties and cross-references spell effects and enhancements against 2DA information to assign the proper school and spell power. The following are advanced options for items without properties or for which you want to register an aura in addition to what Detect Magic cross-references from item properties.

  • ACR_SPELLSCHOOL (integer) If the item should register an aura not automatically determined by item properties to Detect Magic, use integer 1 - 9 for the school of magic of the aura. See the https://www.alandfaraway.info/wiki/Detect_Magic#SpellSchool_Variables page for which integer calls which school of magic.
  • ACR_SPELLPOWER (integer) If the trigger should register an aura not automatically determined by item properties to Detect Magic, use integer 1 - 9 for the spell level of the aura. See the Detect Magic page for more information.
  • ACR_SPELLSCHOOL2 (integer) If the trigger should register a second aura not automatically determined by item properties to Detect Magic, use integer 1 - 9 for the school of magic of the aura. See the Detect Magic page for which integer calls which school of magic.
  • ACR_SPELLPOWER2 (integer) If the trigger should register a second aura not automatically determined by item properties to Detect Magic, use integer 1 - 9 for the spell level of the aura. See the Detect Magic page for more information.

For items that use an i_tag_eventsuffix script to be called on a Cast Spell: Unique Power event, the automatic report to the caster will read only "Something has an aura too complex to be unravel." If you want the item to register a spell aura in addition to that message, you must place the above variables.

For instance, for a uniquely scripted Hairbrush using the i_tag_ac that fires on activate to perform a uniquely scripted buff to CHA that simulates a casting of Eagle's Splendor as well as actions or effects you couldn't get by just adding Cast Spell: Eagle's Splendor to the Hairbrush, you would set ACR_SPELLSCHOOL to 8 and ACR_SPELLPOWER to 2.

If the caster passes a spellcraft check, in addition to the "Too Complex" message generated by the fact of the unique power event, if the item was loose on the floor this would return a message that reads "Hairbrush has a Faint aura of Transmutation", or "Something in the Cabinet's inventory (or Princess Penelope Prettygirl's inventory) has a Faint aura of Transmutation" if the hairbrush is in something/somebody's inventory.

If the caster does not pass the spellcraft check, s/he doesn't get the school of magic. The item returns only "Hairbrush has a Faint aura" or "Something in X's inventory has a Faint aura."

Item Tips

  • When creating Creature items, make sure the item is checked as identified, otherwise the creature cannot equip or use the item.
  • If you do not want your item to be visually changed by the player, place XC_NOT_CRAFTABLE = 1 [integer] in the variables