II. The Modules
       
A. Object Editor

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MODULE    : ObjMaker.EXE

    PURPOSE      :
The ObjectMaker is the core editor for physical & virtual objects within Explorations. It is use not only for building game weapons, but as the database for animation and game commands control.
   
    DATABASE     : All (.DAT) Files
   
    TAB          : General Info
   
        PROPERTIES    :

1.jpg (1138 bytes) You may select any of the object databases you would like to create/edit objects. Objects Databases include both physical and virtual objects. (see the Object Data Diagram)

2.jpg (1063 bytes)
This section allows you to select the image that will represent the object when placed on the map. You may also select the options to HIDE the object or Auto-Equip the item.

3.jpg (1064 bytes)
You must enter the Unique Name and Description of the object.

4.jpg (1065 bytes)
If the object will be used in Animated Combat or will Create a Projectile, you must create an Object Class.

a) If an Object Class already exists simply select it, and its properties will update.
b)
If the Object Class is a projectile, select/verify the speed of the projectile.
c)
If the Object Class is a projectile, select/verify the BLT Method for the projectile.
d)
Create or Update the Object Class if you have made changes.
e)
When Projectile Animations are applied to this object the preview will appear at Figure 6.


        BUTTONS       :

5.jpg (1063 bytes) These buttons control the Recordset management of the Objects database. Changing a property value doesn't automatically save to the database. Always remember to UPDATE a changed record before you move to a new recordset.

 

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    TAB          : Range
   
        PROPERTIES    :

1.jpg (1138 bytes) Set the values for the objects properties.
    a)
Range in Screen Pixels.
    b)
Duration in Game Segments (1 Segment is 10 sec; Forever = 9999)
    c)
Enter the # of uses. (Infinite Uses = 9999)
    d)
Enter the Cost. (You define your units of money.)

2.jpg (1063 bytes)
If the item is a Projectile, you may preview the various animated states of the projectile flight. These animations are appended to the object class via the Animation Matrix. (see Anim Matrix) Object Classes and their animations are re-usabled by objects which are the same or similar.

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    TAB          : Affects
   
        PROPERTIES    :

1.jpg (1138 bytes) Select Who? the item will affect.


2.jpg (1063 bytes)
Enter the affected stats values. Values are percentage based, and are intended to be a modifier. (+2, -1, =0) An arithmatic symbol is required for the prefix of the value to denote how the stats are to be adjusted.

 

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    TAB          : Script
   
        PROPERTIES    :

1.jpg (1138 bytes) If a script is created for this object this will show a GotoRecord{} link to the appropriate script recordset. This property should NOT be edited. Doing so will break the link between your object and its script record. You may edit script events within the Script Editor. (see Script Editor)

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    TAB          : Linked Items
   
        PROPERTIES    :

Boolean Factoids are a method of linking addition objects or restrictions to the use of this object. It is designed to reduce the amount of scripting required to check if an item can be used by embedding the restrictions through simple logic within the design. An example : An arrow can NOT be fired without a BOW.

This factoid, allows you to create a weapon "Arrows" and require that a "Bow" be in possession of the user before the Arrow can be fired. Up to 20 such factoids can be applied to any single object. Allowing rules to be inherit and portable with the object itself.

1.jpg (1138 bytes)
Explorations has an Auto Grouping feature which will allow up to 4 factoids within 5 pre-defined groups. These groupings were designed to simplify the organization of factoids and expand the use. You may disable this
feature when you design an object.

Grouping provides 4 different factoid logic checking options. When this feature is disabled, you are using a single "global" factoid check.