OLC TIPS OBJECTS: Difference between revisions

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

Revision as of 14:19, 19 November 2008

Objects:


1) Do not capitalize keywords, unless the object is named and that keyword

  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

  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

  the description is a complete sentence with proper grammar.

4) 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.

5) 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.

6) 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).

7) 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).

8) 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.

9) 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.

10)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.


11)"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.

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
  ---     ------------------    -----------------
    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
  No weapon should ever exceed 30 pounds in weight or it will become
  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:

  OLC has built in limits that forbid "outlandish" armor.
  See "OLC help armor" for these restrictions.
 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
   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:

  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.

16)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.

17)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.

18)Items in general

  You can create literally any item, so be imaginative.  :)