OLC TIPS OBJECTS: Difference between revisions

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Objects:
* Do not capitalize keywords.  Also, use as many keywords as possible, and above all, make sure that at least one of the keywords is found in the extra description.  Another important point, try to describe the object in the keywords, so that a key has more keywords than simply 'key', for example 'key brass large'


* For short descriptions, always use 'the', 'a', 'an', etc unless the item has a proper name.  Above all, never put punctuation at the end of a short description.  Also, try not to capitalize the first letter of the short description unless it is a proper name.


1) Do not capitalize keywords, unless the object is named and that keyword
* Long descriptions should end with proper punctuation, and make sure that the description is a complete sentence with proper grammar.
  is the first in the list.  Also, use as many keywords as possible, and
  above all, make sure that at least one of the keywords is found in the
  extra description. Another important point, try to describe the object
  in the keywords, so that a key has more keywords than simply 'key', for
  example 'key brass large'


2) For short descriptions, always use 'the', 'a', 'an', etc unless the item
* For extra descriptions, try to flesh out your object with a description or three which tell the player what it looks like, etc... Ensure that all the keywords are covered by the description.  Extra descriptions can add small interesting details to your area and are often remembered by players.
  has a proper name. Above all, never put punctuation at the end of a
  short description.  Also, try not to capitalize the first letter of the
  short description unless it is a proper name.  


  3) Long descriptions should end with proper punctuation, and make sure that  
* Take note that a lot of small items make an area more interesting than a few incredibly powerful items, for the most part.  Don't feel limited to items players consider 'useful', such as weapons and armour. A giant (untakeable) monolith, and other strange and odd items can add a lot of atmosphere to an area.  They can also be used to distract players.  Most of the useless items are often best as trash, but can be worn, and don't feel that items shouldn't get strange wear flags.  After all, who says that boat you just created can't actually be a ring of water walking? All that would be needed for that is to have a boat with a finger wear position set.
  the description is a complete sentence with proper grammar.


4) For extra descriptions, try to flesh out your object with a description
* If you plan to have an object that is not to be taken, you can either remove the TAKE flag on it, or give it an enormous weight (30,000 or more)This way, players won't be able to take it very easily (if at all).
  or three which tell the player what it looks like, etc... Ensure that
  all the keywords are covered by the descriptionExtra descriptions can
  add small interesting details to your area and are often remembered by
  players.


  5) Take note that a lot of small items make an area more interesting than a
* Containers have many uses as well. You can disguise containers as trees, chests, or even a shower robe with huge pockets (like in the Hitch-Hiker's Guide To The Galaxy game from Infocom).  You can also create streams of water with drink containers that have no long description, but are in the room's descriptionThat way people can actually drink from the stream they see.
  few incredibly powerful items, for the most part.  Don't feel limited to
  items players consider 'useful', such as weapons and armour.  A giant
  (untakeable) monolith, and other strange and odd items can add a lot of
  atmosphere to an areaThey can also be used to distract players.  Most
  of the useless items are often best as trash, but can be worn, and don't
  feel that items shouldn't get strange wear flagsAfter all, who says
  that boat you just created can't actually be a ring of water walking?
  All that would be needed for that is to have a boat with a finger wear
  position set.


  6) If you plan to have an object that is not to be taken, you can either
* Drink containers and fountains can also be used as multi-dose potions. By setting an "apply" of "EAT SPELL" and set the modifier to the spellnum of the spell you wish it to cast.  Each one drink unit becomes a potion doseThe number of a spell is most easily found with the "spells" command inside the mud (the left most number on the list).
  remove the TAKE flag on it, or give it an enormous weight (30,000 or
  more)This way, players won't be able to take it very easily (if
  at all).


7) Containers have many uses as well.  You can disguise containers as
* Figurines: Items can be made to turn into a pet that follows the commands of the ownerThese are called figurinesTreat the level of the mob carefully, it wouldn't do to have a level 12 character to have an easily accessible figurine that summons a level 85 pet.
  trees, chests, or even a shower robe with huge pockets (like in the  
  Hitch-Hiker's Guide To The Galaxy game from Infocom)You can also
  create streams of water with drink containers that have no long
  description, but are in the room's descriptionThat way people can
  actually drink from the stream they see.


  Drink containers and fountains can also be used as multi-dose potions.
* Use logic when setting the weight of an itemA rose should not weigh 30 lbs, and a full plate armor should not weigh only 5 lbs.
  By setting an "apply" of "EAT SPELL" and set the modifier to the
  spellnum of the spell you wish it to castEach one drink unit becomes
  a potion dose.  The number of a spell is most easily found with the
  "spells" command inside the mud (the left most number on the list).


  8) Figurines:
* Treasures:  Take care when setting stats on a treasure. One thing to keep in mind is that these are insetable into weapons, transferring all the stats to the weaponThe weapon must weigh more then the treasure, so it can be used as a limiting factor, however it doesn't make sense to have a 25 lbs rock that you're supposed to hold constantly, and the weight of the treasure as added to the weapon, so the weapon could be made unwieldable if it is too heavy after being inset.
  Items can be made to turn into a pet that follows the commands of the
  owner.  These are called figurinesTreat the level of the mob
  carefully, it wouldn't do to have a level 12 character to have an easily
  accessible figurine that summons a level 85 pet.


  9) Use logic when setting the weight of an itemA rose should not weigh
* Treasures are also used by Psionicists to store PSP's. The total number of PSP's a treasure can hole is equal to the "value" (aka "cost") of that treasureHigh value treasures will be scrutinized in a new area, for this reason in particular.  
  30 lbs, and a full plate armor should not weigh only 5 lbs.


10)Treasures:
* Canned MagicAny item that casts a spell, specifically a wand, staff, scroll or potions, are referred to as "canned magic"OLC has built in restriction on what kind of wand / potion / staff / scroll can be created.  The guidelines on these items is pretty much "common sense", as are the prices.
  Take care when setting stats on a treasure. One thing to keep in mind
  is that these are insetable into weapons, transferring all the stats
  to the weaponThe weapon must weigh more then the treasure, so it
  can be used as a limiting factor, however it doesn't make sense to
  have a 25 lbs rock that you're supposed to hold constantly, and the
  weight of the treasure as added to the weapon, so the weapon could be
  made unwieldable if it is too heavy after being inset.


* Item flags: You may use any of the "special flags", such as "humming", etc, but the ones that appear in the items short description (glowing, humming, invisible, etc) must be limited to 2 or less per item.


  11)"Canned Magic"
* Weapons
  OLC has built in restriction on what kind of wand/potion/staff/scroll
** THE ABSOLUTE MAXIMUM AVERAGE DAMAGE THAT A MORTAL-WIELDABLE WEAPON CAN DO IS 28.  (This x*(y+1)/2 of "xdy"). There are safeguards in place that will prevent more powerful weapons from being created.
  can be createdThe guidelines on these items is pretty much "common
** If a weapon is under (5.5 average damage), you may add whatever "applies" that you wish.  (Strength, Dex, etc).
  sense", as are the prices.
** If a weapon falls in the range of 1d11 to about 3d5 (6-9 average damage), you may add apply's, but one of them should be a "nasty/bad" one.  You may also use other methods to limit it's usage -- either by setting a minimum level, an "anti-class" flag or alignment restriction. (Or some combination of the three).
** If a weapon is capable of doing more than 9 average damage, you must restrict its usage and apply a minimum usage level of at least 10.  Further, the "limited" flag must be set.
** The weapon's power should match the difficulty in getting it... i.e. "common weapons" (less than 5 damage) can go just about anywhere, while "great weapons" (The strange bow or thunderbolt, for example) should go on mobs that are worthy of them.  Something that does more than 13 damage in one swat, should go on a mob that has spell casting ability, a large number of hit points, and basically should be very risky to get(Ie you have to fight your way through several lesser mobs, find a secret door, then go up against a mob that can cast "chaos", etc before you finally loot it off its corpse... if you are lucky.)
** Please keep in mind that extremely powerful weapons are desired by everybody and can really screw up the balance of the game.  For this reason they must exist in minimal quantities.
** The weight of a weapon determines the strength needed to wield the weapon, see the chart below.
** No weapon should ever exceed 30 pounds in weight or it will become unwieldable.


12)Item flags: You may use any of the "special effects", such as "humming",
  etc, but the ones that appear in the items short description (glowing,
  humming, invisible, etc) must be limited to 2 or less per item.
13)Weapons:
  THE ABSOLUTE MAXIMUM AVERAGE DAMAGE THAT A MORTAL-WIELDABLE WEAPON
  CAN DO IS 28.  (This x*(y+1)/2 of "xdy").  There are safeguards in
  place that will prevent more powerful weapons from being created.
  If a weapon is under (5.5 average damage), you may add whatever
  "applies" that you wish.  (Strength, Dex, etc).
  If a weapon falls in the range of 1d11 to about 3d5 (6-9 average
  damage), you may add apple's, but one of them should be a "nasty/bad"
  one.  You may also use other methods to limit it's usage -- either by
  setting a minimum level, an "anti-class" flag or alignment restriction.
  (Or some combination of the three).
  If a weapon is capable of doing more than 9 average damage, you must
  restrict its usage and apply a minimum usage level of at least 10. 
  Further, the "limited" flag must be set.
  The weapon's power should match the difficulty in getting it... ie
  "common weapons" (less than 5 damage) can go just about anywhere, while
  "great weapons" (The strange bow or thunderbolt, for example) should
  go on mobs that are worthy of them.  Something that does more than
  13 damage in one swat, should go on a mob that has spell casting
  ability, a large number of hit points, and basically should be very
  risky to get.  (Ie you have to fight your way through several lesser
  mobs, find a secret door, then go up against a mob that can cast
  "chaos", etc before you finally loot it off its corpse... if you are
  lucky.)
  Please keep in mind that extremely powerful weapons are desired by
  everybody and can really screw up the balance of the game.  For this
  reason they must exist in minimal quantities.
  The weight of a weapon determines the strength needed to wield the
  weapon, these values should be used:
 
   STR    Max. Weapon Weight    Carrying capacity
   STR    Max. Weapon Weight    Carrying capacity
   ---    ------------------    -----------------
   ---    ------------------    -----------------
Line 143: Line 64:
     18/100      30                    480
     18/100      30                    480


  No weapon should ever exceed 30 pounds in weight or it will become
* Weaponspells are a different beast.  They can make a smaller weapon more desirable, giving the trade off of a weapon that does small amounts of damage, but cases a great spell, or they can enhance an already great weapon.  Use with caution.  Such weapons will be carefully considered before the area will be allowed to be opened for players.
  unwieldable.
 
  Weaponspells are a different beast.  They can make a smaller  
  weapon more desirable, giving the trade off of a weapon that does  
  small amounts of damage, but cases a great spell, or they can enhance  
  an already great weapon.  Use with caution.  Such weapons will be
  carefully considered before the area will be allowed to be opened
  for players.


14)Armor:
* Armor:
  OLC has built in limits that forbid "outlandish" armor.
** OLC has built in limits that forbid "outlandish" armor. See [[ITEM_ARMOR]] for these restrictions.
  See "OLC help armor" for these restrictions.
** If the armor is "very good", you must put a limited flag and some kind of usage restriction on it.  Further, it must exist in minimal quantities.


   In general:
   In general:
  material          armor apply    weight    value/rent      mob level
  Leather              low        light      inexpensive      low
  Studded Leather
  Splint Mail
  Chain Mail        average      average      average        mid
  Bronze Plate
  Iron Plate
  Black Metal/Steel    high        heavy        expensive      high


  material          armor apply    weight    value/rent      mob level
  14:17, 19 November 2008 (UTC)[[User:Kahlan|Kahlan]]          14:17, 19 November 2008 (UTC)14:17, 19 November 2008 (UTC)~    14:17, 19 November 2008 (UTC)~    14:17, 19 November 2008 (UTC)14:17, 19 November 2008 (UTC)~~    14:17, 19 November 2008 (UTC)[[User:Kahlan|Kahlan]]
  Leather              low        light      inexpensive      low
  Studded Leather
  Splint Mail
  Chain Mail        average      average      average        mid
  Bronze Plate
  Iron Plate
  Black Metal/Steel    high        heavy        expensive      high
  If the armor is "very good", you must put a limited flag and some kind
  of usage restriction on it.  Further, it must exist in minimal
  quantities.


15)Commonly desired stats:
* Commonly desired stats:
  Please follow the following chart when making items.  Bear in mind that  
** Please follow the following chart when making items.  Bear in mind that the objects should be put on mobs that are about equal to the stats of the object.  +3 hit and dam objects should not be put on level 6 mobs, for example!
  the objects should be put on mobs that are about equal to the stats of  
  the object.  +3 hit and dam objects should not be put on level 6 mobs,  
  for example!


   DAM = damroll, hitroll and magpoints
   DAM = damroll, hitroll and magpoints
Line 206: Line 113:
   Floating    6          0          ""          "        ""
   Floating    6          0          ""          "        ""


** If you would like an object to have stats greater than what is on this chart, it must be cleared.  If any item has 2 or 3 of the applies at max, it MUST have a LIMITED flag.  Please limit your area to 2 or 3 LIMITED items unless it is an extremely high level area cleared BEFORE hand.
* Perm affects:  Perm affect items are supposed to be rare things.  Anything with a perm affect, MUST have a LIMITED flag.  Anything with a perm affect (other then DET-INV, INV, DET-ALIGN) MUST have a 'bad affect' on it, which would be a negative apply or lots of align/class restrictions.  No item may have more then one perm affect.
* Resistances and Weaknesses guidelines are as follows: No item may give more then ONE resistance unless there is a WEAKNESS for every resistance over the first resistance.  If the item only has 1 weakness, it can not have any other 'good' applies without a 'bad' apply to go with it.  Such items MUST have a LIMITED flag.  The max RESISTANCE amount is +- 10.  A "weakness" is a negative resistance.


  If you would like an object to have stats greater than what is on this
* Many of the restrictions listed here are strictly enforced by the OLC, so they are hard to circumvent, or accidentally break; but not everything is checked for, so you cannot rely on the OLC to enforce all the rules for you.  Two important commands that will help you are [[OCHECK]] and [[ZCHECK]]They have evolved over the years to do some strong limit checking and error reporting, so please take advantage of them, they are the first things we check when going over a zone before it can be opened to players.
  chart, it must be clearedIf any item has 2 or 3 of the applies at
  max, it MUST have a LIMITED flag.  Please limit your area to 2 or 3
  LIMITED items unless it is an extremely high level area cleared BEFORE
  hand.


16)Perm affects: Perm affect items are supposed to be rare things
* No item should be considered "reboot only". In the past many items with low load rates had the best chance of loading only during a reboot.  This lead to the idea that having things only load once unless there is a reboot as a good ideaThese days the uptimes tend to number in the weeks, if not months, which makes it unfair to the players that they have to have excellent timing for an event that may only happen once in a couple monthsThere are other ways to make an item rare, please make use of them.
  Anything with a perm affect, MUST have a LIMITED flagAnything with a
  perm affect (other then DET-INV, INV, DET-ALIGN) MUST have a 'bad
  affect' on it, which would be a negative apply or lots of align/class
  restrictionsNo item may have more then one perm affect.


17)Resistances and Weaknesses guidelines are as follows: No item may give
* Items in generalYou can create literally any item, so be imaginative:)
  more then ONE resistance unless there is a WEAKNESS for every resistance
  over the first resistance. If the item only has 1 weakness, it can not
  have any other 'good' applies without a 'bad' apply to go with itSuch
  items MUST have a LIMITED flag.  The max RESISTANCE amount is +- 10. 
  A weakness is a negative resistance.


18)Items in general
[[CATEGORY:OLC]]
  You can create literally any item, so be imaginative.  :)

Latest revision as of 04:42, 23 November 2009

  • Do not capitalize keywords. Also, use as many keywords as possible, and above all, make sure that at least one of the keywords is found in the extra description. Another important point, try to describe the object in the keywords, so that a key has more keywords than simply 'key', for example 'key brass large'
  • For short descriptions, always use 'the', 'a', 'an', etc unless the item has a proper name. Above all, never put punctuation at the end of a short description. Also, try not to capitalize the first letter of the short description unless it is a proper name.
  • Long descriptions should end with proper punctuation, and make sure that the description is a complete sentence with proper grammar.
  • For extra descriptions, try to flesh out your object with a description or three which tell the player what it looks like, etc... Ensure that all the keywords are covered by the description. Extra descriptions can add small interesting details to your area and are often remembered by players.
  • Take note that a lot of small items make an area more interesting than a few incredibly powerful items, for the most part. Don't feel limited to items players consider 'useful', such as weapons and armour. A giant (untakeable) monolith, and other strange and odd items can add a lot of atmosphere to an area. They can also be used to distract players. Most of the useless items are often best as trash, but can be worn, and don't feel that items shouldn't get strange wear flags. After all, who says that boat you just created can't actually be a ring of water walking? All that would be needed for that is to have a boat with a finger wear position set.
  • If you plan to have an object that is not to be taken, you can either remove the TAKE flag on it, or give it an enormous weight (30,000 or more). This way, players won't be able to take it very easily (if at all).
  • Containers have many uses as well. You can disguise containers as trees, chests, or even a shower robe with huge pockets (like in the Hitch-Hiker's Guide To The Galaxy game from Infocom). You can also create streams of water with drink containers that have no long description, but are in the room's description. That way people can actually drink from the stream they see.
  • Drink containers and fountains can also be used as multi-dose potions. By setting an "apply" of "EAT SPELL" and set the modifier to the spellnum of the spell you wish it to cast. Each one drink unit becomes a potion dose. The number of a spell is most easily found with the "spells" command inside the mud (the left most number on the list).
  • Figurines: Items can be made to turn into a pet that follows the commands of the owner. These are called figurines. Treat the level of the mob carefully, it wouldn't do to have a level 12 character to have an easily accessible figurine that summons a level 85 pet.
  • Use logic when setting the weight of an item. A rose should not weigh 30 lbs, and a full plate armor should not weigh only 5 lbs.
  • Treasures: Take care when setting stats on a treasure. One thing to keep in mind is that these are insetable into weapons, transferring all the stats to the weapon. The weapon must weigh more then the treasure, so it can be used as a limiting factor, however it doesn't make sense to have a 25 lbs rock that you're supposed to hold constantly, and the weight of the treasure as added to the weapon, so the weapon could be made unwieldable if it is too heavy after being inset.
  • Treasures are also used by Psionicists to store PSP's. The total number of PSP's a treasure can hole is equal to the "value" (aka "cost") of that treasure. High value treasures will be scrutinized in a new area, for this reason in particular.
  • Canned Magic: Any item that casts a spell, specifically a wand, staff, scroll or potions, are referred to as "canned magic". OLC has built in restriction on what kind of wand / potion / staff / scroll can be created. The guidelines on these items is pretty much "common sense", as are the prices.
  • Item flags: You may use any of the "special flags", such as "humming", etc, but the ones that appear in the items short description (glowing, humming, invisible, etc) must be limited to 2 or less per item.
  • Weapons
    • THE ABSOLUTE MAXIMUM AVERAGE DAMAGE THAT A MORTAL-WIELDABLE WEAPON CAN DO IS 28. (This x*(y+1)/2 of "xdy"). There are safeguards in place that will prevent more powerful weapons from being created.
    • If a weapon is under (5.5 average damage), you may add whatever "applies" that you wish. (Strength, Dex, etc).
    • If a weapon falls in the range of 1d11 to about 3d5 (6-9 average damage), you may add apply's, but one of them should be a "nasty/bad" one. You may also use other methods to limit it's usage -- either by setting a minimum level, an "anti-class" flag or alignment restriction. (Or some combination of the three).
    • If a weapon is capable of doing more than 9 average damage, you must restrict its usage and apply a minimum usage level of at least 10. Further, the "limited" flag must be set.
    • The weapon's power should match the difficulty in getting it... i.e. "common weapons" (less than 5 damage) can go just about anywhere, while "great weapons" (The strange bow or thunderbolt, for example) should go on mobs that are worthy of them. Something that does more than 13 damage in one swat, should go on a mob that has spell casting ability, a large number of hit points, and basically should be very risky to get. (Ie you have to fight your way through several lesser mobs, find a secret door, then go up against a mob that can cast "chaos", etc before you finally loot it off its corpse... if you are lucky.)
    • Please keep in mind that extremely powerful weapons are desired by everybody and can really screw up the balance of the game. For this reason they must exist in minimal quantities.
    • The weight of a weapon determines the strength needed to wield the weapon, see the chart below.
    • No weapon should ever exceed 30 pounds in weight or it will become unwieldable.
  STR     Max. Weapon Weight    Carrying capacity
  ---     ------------------    -----------------
    0           0                      0
    1           1                      3
    2           2                      3
    3           3                     10
    4           4                     25
    5           5                     55
    6           6                     80
    7           7                     90
    8           8                    100
    9           9                    100
   10          10                    115
   11          11                    115
   12          12                    140
   13          13                    140
   14          14                    170
   15          15                    170
   16          16                    195
   17          18                    220
   18          20                    255
   18/01..50   22                    280
   18/51..75   24                    305
   18/76..90   26                    330
   18/91..99   28                    380
   18/100      30                    480
  • Weaponspells are a different beast. They can make a smaller weapon more desirable, giving the trade off of a weapon that does small amounts of damage, but cases a great spell, or they can enhance an already great weapon. Use with caution. Such weapons will be carefully considered before the area will be allowed to be opened for players.
  • Armor:
    • OLC has built in limits that forbid "outlandish" armor. See ITEM_ARMOR for these restrictions.
    • If the armor is "very good", you must put a limited flag and some kind of usage restriction on it. Further, it must exist in minimal quantities.
 In general:

  material          armor apply     weight     value/rent      mob level

  Leather              low         light       inexpensive      low
  Studded Leather
  Splint Mail
  Chain Mail         average       average       average        mid
  Bronze Plate
  Iron Plate
  Black Metal/Steel    high        heavy        expensive       high


  • Commonly desired stats:
    • Please follow the following chart when making items. Bear in mind that the objects should be put on mobs that are about equal to the stats of the object. +3 hit and dam objects should not be put on level 6 mobs, for example!
  DAM = damroll, hitroll and magpoints
  AC = ac-apply
  MHV = hit points, moves and mana
  STATS = strength, wisdom, intelligence etc...
  WORN     +/- DAM     +/- AC      +/- HMV    +/- STATS  +/-REGEN
  
  Light       6          0           50          3         35
  Finger      4          1           ""          "         ""
  Neck        4          3           ""          "         ""
  Body        4         10           ""          "         ""
  Head        4          5           ""          "         ""
  Face        2          5           ""          "         ""
  Ears        2          1           ""          "         ""
  Legs        6          7           ""          "         ""
  Feet        4          6           ""          "         ""
  Hands       4          6           ""          "         ""
  Arms        6          7           ""          "         ""
  Shield      6          8           ""          "         ""
  About       6          6           ""          "         ""
  Waist       6          6           ""          "         ""
  Wrist       6          3           ""          "         ""
  Wield       8          0           ""          "         ""
  Hold        8          0           ""          "         ""
  Ankle       4          1           ""          "         ""
  Floating    6          0           ""          "         ""
    • If you would like an object to have stats greater than what is on this chart, it must be cleared. If any item has 2 or 3 of the applies at max, it MUST have a LIMITED flag. Please limit your area to 2 or 3 LIMITED items unless it is an extremely high level area cleared BEFORE hand.
  • Perm affects: Perm affect items are supposed to be rare things. Anything with a perm affect, MUST have a LIMITED flag. Anything with a perm affect (other then DET-INV, INV, DET-ALIGN) MUST have a 'bad affect' on it, which would be a negative apply or lots of align/class restrictions. No item may have more then one perm affect.
  • Resistances and Weaknesses guidelines are as follows: No item may give more then ONE resistance unless there is a WEAKNESS for every resistance over the first resistance. If the item only has 1 weakness, it can not have any other 'good' applies without a 'bad' apply to go with it. Such items MUST have a LIMITED flag. The max RESISTANCE amount is +- 10. A "weakness" is a negative resistance.
  • Many of the restrictions listed here are strictly enforced by the OLC, so they are hard to circumvent, or accidentally break; but not everything is checked for, so you cannot rely on the OLC to enforce all the rules for you. Two important commands that will help you are OCHECK and ZCHECK. They have evolved over the years to do some strong limit checking and error reporting, so please take advantage of them, they are the first things we check when going over a zone before it can be opened to players.
  • No item should be considered "reboot only". In the past many items with low load rates had the best chance of loading only during a reboot. This lead to the idea that having things only load once unless there is a reboot as a good idea. These days the uptimes tend to number in the weeks, if not months, which makes it unfair to the players that they have to have excellent timing for an event that may only happen once in a couple months. There are other ways to make an item rare, please make use of them.
  • Items in general: You can create literally any item, so be imaginative.  :)