Designing Crafts - Midkemia Online Online Help

7.2 Designing Crafts

Command Summary
---------------
CRAFT PATTERNS <tradeskill>
CRAFT REQUEST SKETCH FROM <pattern #>

CRAFT EDIT <#> PUBLIC                    - Make a design public (default)
CRAFT EDIT <#> PRIVATE                   - Make a design private

CRAFT EDIT <#> SHORT_DESC                - Set the short_desc
CRAFT EDIT <#> LONG_DESC                 - Set the long_desc
CRAFT EDIT <#> EXTENDED_DESC             - Set the extended_desc
CRAFT EDIT <#> LAYER <layer>             - Set the layer for your clothing
CRAFT EDIT <#> COSMETIC_TYPE             - Set the type of cosmetic item
CRAFT EDIT <#> COSMETIC_DESC             - Set how the cosmetic looks when worn

CRAFT INGREDIENTS <#> <ingredient list>  - Set ingredients

CRAFT STEPS <#> CHANGE <step#> <reps> <msg> - Change the crafting messages

CRAFT COMMENT <#> <comments>             - Set comments for the reviewers

CRAFT TRASH <#>                          - Destroy a design, or disown a
                                           private design
CRAFT RECALL <#>                         - Recall a submitted design for
                                           changes
CRAFT SUBMIT <#>                         - Submit a design for approval

CRAFT TOOLS <#> ADD <object #>           - Add the pertinent tool


Designing a New Craft
---------------------
To design a new craft, first review the available patterns with CRAFT PATTERNS <tradeskill> and pick the one from which you want to create a new design. Then CRAFT REQUEST SKETCH FROM <pattern #> to get a new pattern in your design book, which costs 7 silver, 50 copper in Kingdom currency.

Then you simply use the commands to set up all the appropriate values (short/long/extended_desc, steps, ingredients, public/private [a sketch is public by default]) and CRAFT SUBMIT <#> for approval. The Administrators will review the design, and either approve it or return it for further revisions. You will be notified in either case, and if it's returned for revisions you will need to make the appropriate changes and then re-submit it (there is a gold cost for this, so try to get everything correct the first time!).

If you have submitted a design and realize that you've made a mistake, you can CRAFT RECALL <#> to recall it, make changes, and then you can resubmit it and no cost to you. You won't be able to recall a craft once it's approved.

If you are unhappy with your sketch, you can CRAFT TRASH <#> to destroy it permanently. If the design has already been approved, you can't destroy it. Instead, if it is a private design, trashing it will remove it from your design book. Anyone else who has the private design (if you have shared it) can still craft it, but you will no longer be able to do so. Instead, you will get another free page in your design book to use however you want.

Note that making a design private has an associated cost of 50 silver in Kingdom currency. There is no additional cost for a public design.


General Design Rules
--------------------
1. Use American English. The works of Raymond E. Feist are written in American English, and thus so do we write in American English. (The exception is the Grey Tower Mountains.) So color instead of colour, etc. Each resubmission of a design will cost 2 silver, 50 copper.

2. Spellcheck! Spelling and grammatical errors will cause a design to be returned for revisions.

3. Don't refer to players in the descriptions. Remember that a design (even a private design!) can theoretically be crafted by anyone. So calling something "Ishap's robes of awesomeness" will be rejected.

4. The designs should be appropriate to the setting. Tailors don't make robes that crackle with magic, and Smiths don't create glowing swords. Designs should be appropriate to the low magic theme of Midkemia Online.

5. HELP CRAFTING GUIDELINES lists the more specific rules to keep in mind when submitting a design. Familiarity with them is sure to help your work be the best it can be!


Specific Design Information
---------------------------
SHORT_DESC: The short description is how the item is described when interacted with, in your inventory, etc. (i.e., an ornate steel poniard) It should be relatively succinct, and bear neither capitalization nor a full stop at the end.

LONG_DESC: The long description is what is shown when an item is lying on the ground in a room, and you LOOK at the room. (i.e., An ornate poniard is lying on the ground, its blade sharp and deadly.) It should be a complete sentence, and no more than 1 sentence.

EXTENDED_DESC: The extended description is what you see when you LOOK, PROBE or
EXAMINE an item. It should be composed of complete sentences. One common mistake with the extended description is to assume that the item is being wielded or worn. It may be lying on the ground, or in someone's inventory.

STEPS: The steps are messages sent to the crafter while he or she is crafting the item. They are in the first person, and should be composed of complete sentences. You can have multiple repetitions of a message if you want, though they must go in order (from 1-6). This is flavor text, and has no effect on the quality of the item.

COSMETIC_TYPE and COSMETIC_DESC: The type of cosmetics are: 1-Lipcolor, 2-Eyeshadow, 3-Kohl, 4-Blush, 5-Facepaint, 6-Warpaint and 7-Nailvarnish. These should correspond with your chosen object. The cosmetic_desc is how the item will look in his or her description when it's worn. 

TOOLS: With the introduction of Artistry, there are a number of tools that Artisans will need. Smiths and those trained in Artistry can make a few of these handy items, but many will require being at a crafter's workshop within a city. 

Commodity Requirements
----------------------
See HELP DESIGN COMMS for a list of commodity requirements. The rule is that the commodities to craft any design must be at least as many as the number of commodities required to craft the base pattern.

The commodities must also make logical sense based on the type of design you are creating. Wooden plate armor, for example, wouldn't pass muster. Robes could be either cloth or silk, though, but a robe of all gems would be rejected.

As an example: since a robe requires 40 commodities, if you wanted a robe inlaid with gems, you might create it with 35 cloth or silk and 5 gems.

It should also be noted that some items will require comms made from other commodities, such as mosaics requiring tiles, which can be made from clay.
CRAFT INGREDIENTS LIST keeps a listing of all usual and unusual crafting commodities.

(See also: HELP CRAFTING GUIDELINES, HELP DESIGN COMMS)