23.2.4 Customization

If you are looking for a bit more of a unique look, customised items may be the way to go. This file outlines the commands needed to submit a custom item and the rules surrounding them.  

Your customisations are saved forever, and an item can have multiple customisations attached to it. Once approved, you can switch an item's customisation to any of its other customisations for no cost.                

WHAT CAN BE CUSTOMISED
----------------------

* Any artifact
* Golems
* Angels
* Bone swarms
* Warhounds
* Simulacrums (HELP WARDEN RP)
* Woodlore companions
* Artifice accomplices
* Beastmastery beasts
* Shadelings (HELP SCIOMANCER RP)
* Myconids (HELP RUNECARVER RP)
* Elementals (HELP TIDESAGE RP)
* Shaman Quarterstaffs
* Alchemist Conduit (HELP ALCHEMIST RP)
* Archivist Codex
* Archivist Tokens
* Zealot Chain
* Ravager Hook
* Tidesage Selkachoars (non-perm) (HELP TIDESAGE RP)
* Pets
* House mobs
* Shopkeepers
* Deathsight (special)
* Weaponry Behead (special)

CUSTOMISATION RESTRICTIONS
--------------------------
Both the deathsight and beheading customisations require a specific token in order to submit. Anything else not listed above cannot be customised at this time.

CUSTOMISATION EFFECTS
---------------------
A customised item will have any descriptions you decide to assign to it. If they do not currently reset to you, then they will not do it after customisations. Thus, if your newly customised item is stolen, you will NOT be getting it back. 

The only exceptions are:
 * Archivist Codex
 * Shaman Quarterstaff
 * Zealot Chain
 * Alchemist Conduit
 * Ravager Hook

COSTS OF CUSTOMISATION
----------------------
Free: 
  - Your first-time customisation of a rune of transformation, signet of
    alteration, or a crest of reshaping.
  - Golems, base-type warhounds, simulacrums, angels, bone swarms
    Woodlore companions, Beastmastery beasts, shadelings, and myconids.
     * Note: Only your first customisation is free. 25ic otherwise.
       e.g. I can use my free customisation on my coyote companion, but
            any other woodlore companion will then cost 25ic.

500+ credits:
   NEW Pets: Refer to HELP PETS
            
200+ credits: 
   NEW House mobs: Refer to HELP HOUSE MOBS
            
150 credits:
   NEW Shopkeepers: Refer to HELP SHOPKEEPERS
            
50 iron coins:
   Shaman quarterstaves.
   The Archivist codex and their tokens.
   The Alchemist conduit.
   The silver chain used by Zealots.
   The meat hook used by Ravagers.
   Indorani bone helms
   Oneiromancer eldritch masks

25 iron coins:
   Everything else.


If you possess a customisation certificate, it is valid ONLY for a customisation that costs exactly 25ic (in some rare cases, it might work on something that costs exactly 50 credits and that's okay).
   
++++ 
NOTE: Changing an item's type (e.g. changing it from an amulet to a ring) will double the customisation cost. You may not change a type to a weapon noun.
++++

DESCRIPTION RESTRICTIONS
------------------------
* The following types of items cannot have their type changed:
  - Anything class specific, like an angel or codex.
  - Weapons, armour, and shields.
  e.g. a cat must remain a cat.
* Your appearance descriptions must be less than 50 characters.
* Your dropped, death, leave, and enter messages must be less than 100 characters.            

SUBMISSIONS
-----------
All customised items go through a process before they are approved. Make sure that spelling and grammar is checked before submitting your customisation. The proposal will not be approved even if it is a small mistake. For example, one common mistake is the use of "it's" and "its", where the former is a short version of "it is", while the second indicates belonging or relating to a thing. Checking before submitting lessens the workload on all parts and will bring the new look to your item much faster!                                                       

DESCRIPTION TOKENS
------------------
In relevant descriptions, you can use the following tokens to refer to the user:
$(name$)     - User's name
$(him$)      - Him/her
$(his$)      - His/her
$(he$)       - He/she

* These tokens will use the appropriate pronouns in place of him/her where applicable.

COMMANDS
--------
CUSTOMISE LIST
  Lists all of your customisations.

CUSTOMISE (#)
  This will show you the details of the new descriptions of your item, as well as the current.

CUSTOMISE NEW (item) 
  Creates a new draft customisation entry for the specified item.
  
CUSTOMISE NEW PET/HOUSEMOB/SHOPKEEPER
  Creates a new pet, house mob, or shopkeeper. Refer to HELP PETS, HELP HOUSE MOBS, or HELP SHOPKEEPERS or more information.
  
CUSTOMISE (#) SUBMIT
  Submits your customisation for approval.

CUSTOMISE (#) COMMENT <comment>
  Adds a comment to your customisation.  

CUSTOMISE (#) APPLY [item]
  Applies a customisation, should it be approved.
  
CUSTOMISE (#) APPEARANCE (new description)
  This will set the appearance of your item. It must be less then 40 characters and the first letter should not be capitalized in most cases. Some examples are: 'a simple dagger' or 'a shiny suit of armour'.

CUSTOMISE (#) DROPPED (new description)
  This is the description that a player will see if the item is in the room with them. This must be less than 100 characters. Example: A falcon with red-tipped feathers is perched here.

CUSTOMISE (#) EXAMINED (new description)
  This is what a player will see when the item is probed or examined. This can be as long as you would like.

FOR TRANSFORMATION RUNES ONLY:
------------------------------
CUSTOMISE (#) WEAPON (type)
  Sets the type of weapon the customisation rune will work on.

FOR ALTERATION SIGNETS ONLY:
----------------------------
CUSTOMISE (#) ARMOUR (type)
  Sets the type of armour the customisation signet will work on.

FOR RESHAPING CRESTS ONLY:
--------------------------
CUSTOMISE (#) SHIELD (type)
  Sets the type of shield the customisation crest will work on.

FOR WEAPONS AND SHIELDS VIA RUNE/CREST ONLY:
--------------------------------------------
CUSTOMISE (#) WIELD 1P (new description) 
  Sets the message you will see when you wield the item. You may also use the $(thing$) token.
  
CUSTOMISE (#) WIELD 3P (new description)
  Sets the message others will see when you wield the item. Use the tokens listed above when specifying name of wielder. In addition, you may use the $(thing$) token. e.g. An uncomfortable warmth permeates the area as $(name$) wields a flaming sword. This must be less than 120 characters.

FOR WEARABLE ITEMS ONLY:
------------------------
CUSTOMISE (#) WORN 1P (new description)
  This sets the message you will see when you wear the item.
  
CUSTOMISE (#) WORN 3P (new description)
  This sets the message others will see when you wear the item. Use the tokens listed above when specifying name of the wearer. e.g. $(name$) slips into a shirt. This must be less than 160 characters.
  
CUSTOMISE (#) REMOVED 1P (new description)
  This sets the message you will see when you remove the item.
  
CUSTOMISE (#) REMOVED 3P (new description)
  This sets the message others will see when you remove the item. Use the tokens listed above when specifying name of the wearer. e.g. $(name$) removes $(his$) shirt. This must be less than 160 characters.

CUSTOMISE (#) ATTIRE (new description)
  This sets the attire description that can be seen when LOOKing at someone wearing the item. This must be less than 60 characters.

FOR DEATHSIGHT CUSTOMISATIONS ONLY:
-----------------------------------
CUSTOMISE (#) DEATHSIGHT (new deathsight)
  This will allow you to set your deathsight to a new custom message. It must contain the $(caster$) and $(target$) tokens.

FOR BEHEAD CUSTOMISATIONS ONLY:
-------------------------------
CUSTOMISE (#) START <CASTER/TARGET/WITNESS> (new message)
  This is for the first message of behead. You do not need to contain the $(target$) token, however you must include the $(caster$) token. Your weapon must be included.

CUSTOMISE (#) MIDDLE <CASTER/TARGET/WITNESS> (new message)
  This is for the middle message of behead. You need to include both the $(caster$) and $(target$) token. Your weapon must be included.

CUSTOMISE (#) END <CASTER/TARGET/WITNESS> (new message)
  This is for the final message of behead where you lop their head off. It must contain both the $(caster$) and $(target$) tokens. Your weapon must be included.
  
FOR MOB CUSTOMISATIONS ONLY:
----------------------------    
CUSTOMISE (#) ENTER (new description)
  This is only needed for pets and mobiles. It must be less than 100 characters. At the point you would like to have the enter direction shown use the $DIR variable. All pets and mobs must show their direction when moving, so be sure to include it. Example: A falcon flies in from the $DIR.

CUSTOMISE (#) LEAVE (new description)
  This is only needed for pets and mobiles. It must be less the 100 characters. At the point you would like to have the leave direction shown use the $DIR variable. All pets and mobs must show their direction when moving, so be sure to include it. Example: A noble falcon flies away to the $DIR.

CUSTOMISE (#) DEATH (new description)
  This is only needed for pets and mobiles. It must be less than 100 characters. Example: A falcon lies here in a crumpled heap of feathers.

CUSTOMISE (#) ASSIGN (HERE/room#)
  For shopkeepers and house mobs, this sets what room they'll reset to. Use HERE to specify the room you're standing in, otherwise supply a room number. If you use this on a house mob or shopkeeper's CURRENT customization, it'll move them shortly afterwards.
  
CUSTOMISE (#) SET (feature) 
  For house mobs and pets, sets the specific feature. Refer to their help files for more information.
  
CUSTOMISE (#) UNSET (feature)
  For house mobs and pets, unsets the specific feature. Refer to their help files for more information.

See also: HELP CITY CUSTOMISATION, HELP HOUSE MOBS, HELP SHOPKEEPERS, HELP PETS