Read Me First: Submitting Custom Item Apps

Place for custom items and sprites
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Neerti
Posts: 105
Joined: Mon May 22, 2017 6:28 pm

Mon Jun 19, 2017 2:03 am

Hello, everyone, here I'm here to tell you how the new custom item application process works.
Since I'm writing most of this from memory, this might differ from the old format, but it should mostly be the same. It will also be updated to be more in line with today's custom item policies.

First, the restrictions.
  • Custom items should not give your character a clear mechanical advantage over others.
  • Some custom items that replace a job-related object may necessitate being locked behind a job. For example, a custom sec-hud would likely be locked behind security roles.
  • Because of how they are coded, custom items' functionality needs to be based on an already existent object in the code. A backpack with a different name and sprite are probably fine, a flashlight that can change colors is not.
  • There is no hard limit on how many custom items a character can have anymore, however please still be reasonable.
  • Custom borg sprites are considered custom items for the purposes of the app process.
  • The custom item must confirm to the lore of the server, however in most cases this shouldn't be hard to do.
  • The app will require one admin signoff, and one dev signoff. This is to ensure that the custom item is feasible to implement and it does not break any rules or cause issues in some way.
Now, with that out of the way, here's how you make a custom item application.

First, make a new thread in this forum section titled Your Ckey - Item Name

Afterwards, copypaste the format below and fill in the blanks on your app.
Item Name:
Item Description:
Item Type (What item does this mimic?):
Link to Sprites (.dmi preferred):
Name of Character:
Main Job of Character:
How this item relates to your character:
BYOND Key:
Other Notes:
If everything goes well, and you get the admin and dev signoffs, you or a developer will need to add the custom item to a special custom item repository hosted on GitHub. This shouldn't take too long, but soon you should be able to play with your custom item.

User avatar
Mechoid
Posts: 240
Joined: Mon May 22, 2017 1:31 am

Sun Apr 15, 2018 10:08 pm

In modification of the above, Custom Synthetic Sprites have different rules regarding the actual icon_states, in that they MUST be named as such in the DMI provided. Things can be overlooked when these sprites are added, and typos can result in what I lovingly name 'Ancient Chinese Cloaking Device', or, an improper icon state resulting in invisibility.
CUSTOM BORG SPRITESShow
[][]BORG SPRITES:[][]
[These are not limited by number to any one ckey, HOWEVER, they are more intensive in regards to DMI size compared to other custom items, thus they are likely to be more restricted than other custom items.]
Each of these icons will need another icon paired with it, of the same name prefixed by 'eyes-'. Such as: 'eyes-ckey-Name-Miner'. These will be overlayed on the base module sprite to show that the robot is alive and powered. Dead, Depowered, or Resting borgs will all cut this overlay. Eye sprites are not necessarily required, however choosing to have a borg without them comes with the risk of not being recognized at a glance when you have lost power or, in fact, have died.
These are case sensitive.

You will need:

ckey-Name-Miner

ckey-Name-Clerical

ckey-Name-Engineering

ckey-Name-Janitor

ckey-Name-Crisis

ckey-Name-Surgeon

ckey-Name-Research

ckey-Name-Security

ckey-Name-Service

ckey-Name-Standard

ckey-Name-Default

ckey-Name-Combat [These icons are not required, however they are nice to have for events.]

ckey-Name-Combat-roll [This can just be a copy of the icon for ckey-Name-Combat, unless you want to have a 'transformation', akin to the tripod turning into a wheel.]

ckey-Name-Combat-shield [This is an overlay applied similarly to the eye sprites, when the Combat module's shield is enabled.

You will also need:

ckey-Name-openpanel +c [Panel is open, cell installed.]
ckey-Name-openpanel -c [Cell is removed.]
ckey-Name-openpanel +w [Wires are exposed.]
AI SPRITESShow
[][]ARTIFICIAL INTELLIGENCE SPRITES:[][]
[THESE ARE LIMITED TO ONE PER CKEY DUE TO CODE RESTRICTIONS. THIS CODE SCARES THE MECHOID.]

You will need:

ckey-ai [The Living, Powered sprite.]

ckey-ai-crash [The Dead sprite.]

ckey-ai-empty [The sprite of the empty core. Not 100% certain this one works, though it is not a bad idea to have one.]

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