26 lines
1.8 KiB
HTML
26 lines
1.8 KiB
HTML
<HTML>
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<HEAD>
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<TITLE>Object editor</TITLE></HEAD>
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<BODY>
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<h1>Object editor</h1>
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The Object editor allows you to create and edit the <b>object</b> file, which is used to store the names of inventory items available to the player during the game. For more information on the <b>object</b> file,
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<a href="object_descr.html">click here</a>.
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<p>
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To load the Object editor, select the option from the "Tools" menu or the toolbar. When you do this, it will load the <b>object</b> file of the current game (if a game is open). You can then open a different
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file if you wish.
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<p>
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<img src="object-editor.png" alt = "" ><p>
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Most of the editing is pretty self-explanatory. There are a few things, however than need explanation:<p>
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All objects MUST have a name. The default name for an object that does not have a proper name is '?'. When you delete an object and it is not the last one in the list, it will be replaced with '?'. This
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is because moving the other objects up in the list would require re-compilation of all logics that refer to those objects, so it is better to leave the other object numbers as they are.
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<p>
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The <b>object</b> file must contain at least one object. A new <b>object</b> file will just contain the object '?'.<p>
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<h2>Encryption</h2>
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In early versions of the interpreter (those before 2.411), the <b>object</b> file was not encrypted. The editor allows you to specify whether or not you want to encrypt the file. Just select 'Encrypted file'
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from the 'Options' menu. When opening a file, the editor automatically detects whether or not the file is encrypted.
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<p>
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<h2>Saving</h2>
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Note: When saving a file, it does not necessarily have to be called <b>object</b>. It must have this name, however, for the interpreter to use it.<p>
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<a href="index.html">Back to contents</a><p>
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</BODY></HTML>
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