Post by Hazmatt on Jan 12, 2006 13:29:34 GMT -4
Note, this is just a repost of an earlier thread in the "General Itropa Chat" section, so if you've been here a while, you've probably already read it. I just figured it made sense to put it here, with all the other rules.
If anyone wants to send me items they've made using the toolset, pass them along. I can't guarantee I'll use them, there's no reason not to try, either. Send them to kjwhisper@hotmail.com
Here's some guidelines to remember:
1. Very Important! Make the "Tag" and the "Blueprint Resref" something unique to you. Preferably, use your initials for the first two letters. For instance, if Lord Surge made a +2 AeonSword of Smiting, the tag might be "LSAeonSmite2" and the resref might be "lsaeonsmite2". Do not use the item creation wizard to make items, unless you really know what you're doing. Unless you take certain precautions, the wizard will make items with resrefs like "item", "item001", etc, which will cause them to overwrite the items in Itropa that have those resrefs. You're better off picking one of Bioware's original items, clicking "Create Copy", and altering everything that way. Double check the resrefs/tags of all your items before you send them.
2. For item descriptions, try to be clever, but keeping in mind the mod's theme. If you choose not to add a description, at least delete the original text. Put something like ((Submitted by Pat2010)) at the bottom of the description, so we can all remember who submitted what.
3. You can send me items as an erf or a mod, it doesn't mater. Please put it in a zipfile, though. In the body of the e-mail, tell me which stores you think the items will be appropriate in. I might end up putting them somewhere else, but your suggestions will still save me time. Put "Itropa Item Submission" as the header of the e-mail.
4. Just because you make an item doesn't mean I'll put it in the game. I might reject it for being too powerful or not inkeeping with Itropa's genre. I could also hold onto it as a reward for DM-run quests.
5. Creating the item doesn't mean you'll get one for free. You'll still have to pay for it like everyone else. I might even raise the price if I think it's too powerful.
6. Please, no uber-items. I can't stress this one enough. No permanent effects like Haste or True Seeing. No scripts tied to the items. I reserve the right to refuse or alter any item sent in.
7. While you will receive credit for the item itself (in the item's description), all submitted items become property of Itropa. Meaning, if you get mad at the server and quit playing, I won't remove the items from the game unless I just feel like it.
8. When creating your items, make sure you have no haks loaded other than the CEP.
9. Never build a campfire in your lap.
10. Don't make an item specifically for yourself. If you're character has always wanted a cold-resistant pink robe, then by all means, make one. But don't name the item "Shalindra's Frigid Robe" or "Sparkle's Infinite Crossbow" or anything personalized like that.
11. Move the items to the "Tutorial" category, so I don't have to search for them.
Notes:
I've received several custom items from various players, and while most of them seem to follow the rules, a few do not.
Here's what I'm really wanting:
Items for all levels, that could be sold in normal stores, that go along with the flavor of the mod. Colorful descriptions, wild costume creations that would even make Ziza freak, weapons that do creative things without being hyper-powerful.
Here's what I'm getting:
Uberweapons designed solely for the epic rarities shop. Items that were clearly designed for the sender, to the point that the item's price even matched the amount of money that was on the sender's character at the time. Armors that would allow the user to walk through Hades without a scratch, and weapons that could castrate the unkillable beast from two miles away.
Here's what I will not accept:
Any item where the total plusses are greater than 5. Anything that does something "infinite times per day". Items more than one immunity, or "total" immunities (i.e. Immune to all mind spells), etc.
Things to consider:
Be creative, not destructive. Instead of a crossbow that fires Hellballs, how about a paintballgun that casts color spray?
Players are not gods. Want some stat increases? Great, but put some stat decreases on there too. You can't make your character "perfect", even if he's level 40.
Be serious with your immunities. Immunity to mind affecting spells? No. Immune to fear? Maybe, but the item had better do something bad as well, like lower some of your stats. But instead of an anti-fear helmet, how about one that casts a fear-protective spell once per day?
Write some good descriptions. Anyone can put together an uber item, but that doesn't make it creative. Instead of your anti-fear helm just saying, "This item prevents you from being afraid", do some research! Go to a medical website, look up the names of the brain chemicals that are associated with fear. Once per day the item could inject your character with serum that blocks or counteracts the chemicals associated with fear.
Collaborate with someone. Some of you are really creative, but don't know how to use the toolset. Why don't you get together with some of the players who are good with the toolset, but keep sending me nuclear daggers?
If anyone wants to send me items they've made using the toolset, pass them along. I can't guarantee I'll use them, there's no reason not to try, either. Send them to kjwhisper@hotmail.com
Here's some guidelines to remember:
1. Very Important! Make the "Tag" and the "Blueprint Resref" something unique to you. Preferably, use your initials for the first two letters. For instance, if Lord Surge made a +2 AeonSword of Smiting, the tag might be "LSAeonSmite2" and the resref might be "lsaeonsmite2". Do not use the item creation wizard to make items, unless you really know what you're doing. Unless you take certain precautions, the wizard will make items with resrefs like "item", "item001", etc, which will cause them to overwrite the items in Itropa that have those resrefs. You're better off picking one of Bioware's original items, clicking "Create Copy", and altering everything that way. Double check the resrefs/tags of all your items before you send them.
2. For item descriptions, try to be clever, but keeping in mind the mod's theme. If you choose not to add a description, at least delete the original text. Put something like ((Submitted by Pat2010)) at the bottom of the description, so we can all remember who submitted what.
3. You can send me items as an erf or a mod, it doesn't mater. Please put it in a zipfile, though. In the body of the e-mail, tell me which stores you think the items will be appropriate in. I might end up putting them somewhere else, but your suggestions will still save me time. Put "Itropa Item Submission" as the header of the e-mail.
4. Just because you make an item doesn't mean I'll put it in the game. I might reject it for being too powerful or not inkeeping with Itropa's genre. I could also hold onto it as a reward for DM-run quests.
5. Creating the item doesn't mean you'll get one for free. You'll still have to pay for it like everyone else. I might even raise the price if I think it's too powerful.
6. Please, no uber-items. I can't stress this one enough. No permanent effects like Haste or True Seeing. No scripts tied to the items. I reserve the right to refuse or alter any item sent in.
7. While you will receive credit for the item itself (in the item's description), all submitted items become property of Itropa. Meaning, if you get mad at the server and quit playing, I won't remove the items from the game unless I just feel like it.
8. When creating your items, make sure you have no haks loaded other than the CEP.
9. Never build a campfire in your lap.
10. Don't make an item specifically for yourself. If you're character has always wanted a cold-resistant pink robe, then by all means, make one. But don't name the item "Shalindra's Frigid Robe" or "Sparkle's Infinite Crossbow" or anything personalized like that.
11. Move the items to the "Tutorial" category, so I don't have to search for them.
Notes:
I've received several custom items from various players, and while most of them seem to follow the rules, a few do not.
Here's what I'm really wanting:
Items for all levels, that could be sold in normal stores, that go along with the flavor of the mod. Colorful descriptions, wild costume creations that would even make Ziza freak, weapons that do creative things without being hyper-powerful.
Here's what I'm getting:
Uberweapons designed solely for the epic rarities shop. Items that were clearly designed for the sender, to the point that the item's price even matched the amount of money that was on the sender's character at the time. Armors that would allow the user to walk through Hades without a scratch, and weapons that could castrate the unkillable beast from two miles away.
Here's what I will not accept:
Any item where the total plusses are greater than 5. Anything that does something "infinite times per day". Items more than one immunity, or "total" immunities (i.e. Immune to all mind spells), etc.
Things to consider:
Be creative, not destructive. Instead of a crossbow that fires Hellballs, how about a paintballgun that casts color spray?
Players are not gods. Want some stat increases? Great, but put some stat decreases on there too. You can't make your character "perfect", even if he's level 40.
Be serious with your immunities. Immunity to mind affecting spells? No. Immune to fear? Maybe, but the item had better do something bad as well, like lower some of your stats. But instead of an anti-fear helmet, how about one that casts a fear-protective spell once per day?
Write some good descriptions. Anyone can put together an uber item, but that doesn't make it creative. Instead of your anti-fear helm just saying, "This item prevents you from being afraid", do some research! Go to a medical website, look up the names of the brain chemicals that are associated with fear. Once per day the item could inject your character with serum that blocks or counteracts the chemicals associated with fear.
Collaborate with someone. Some of you are really creative, but don't know how to use the toolset. Why don't you get together with some of the players who are good with the toolset, but keep sending me nuclear daggers?