II. The Modules
A. Object Editor
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 :
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)
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.
You must enter the Unique Name and Description of the object.
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 :
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.
TAB : Range
PROPERTIES :
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.)
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.
TAB : Affects
PROPERTIES :
Select Who? the item will affect.
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.
TAB : Script
PROPERTIES :
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)
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.
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.