Remember that the point of these values is
two fold. Firstly so that you can discover values of objects in the world, and
so use these values to affect the course of scripts. Secondly so that you can
alter the values of those objects, and so alter their behaviour and/or effects
in the world.
Text in yellow is quoted or paraphrased from someone else who knows more about that particular thing than I do.
|posl, post, posr, posb||The left, top, right and bottom edges of the object, respecitveily.|
|wdth||The width of the object|
|hght||The height of the object|
|liml, limt, limr, limb||The
left, top, right, bottom limits of the object, respecitveily.
Not sure the difference between this and the "pos" commands
classifying number attatched to the object. Calculated in the folllowing
( family# x 256 x 256 x 256 ) + ( genus# x 256 x 256 ) + ( species# x 256 )
|fmly||The classifying family of the object (in the range 0 to 255)|
|gnus||The classifying genus of the object (in the range 0 to 255)|
|spcs||The classifying species of the object (in the range 0 to 255)|
|movs||Movement status (floating, mouse driven, etc.).|
|actv||Set to 0 in inactivated objects, when activated goes to 1 or 2 depending on how it was activated. Note you usually have to reset the objects actv value to zero so it can be activated again.|
|neid||Object's neural ID# 0-39. This is how the norn categorizes the object.|
attribute value of the object are calculated by adding up the numbers of
the physical properties you wish it to have:
NOTE: An object can be either Wallbound OR Groundbound, it cannot be both.
|Carryable||creature can pick up object||1|
|Mousable||mouse can pick up object||2|
|Activateable||can be activated with mouse||4|
|Container||carries other objects, used for vehicles only||8|
|Invisible||creatures can't see it||16|
|Floatable||floating on screen||32|
|Wallbound||limits movement to current room||64|
|Groundbound||movement only limited by ground surface||128|
|bhvr user creature||Set
a Simple Object's reactions to clicks by mouse and activation requests
Values for bhvr:
|Value||user interaction||Creature interaction|
|0||clicks have no effect||creature can take no actions|
|1||monostable: clicks activate, further clicks have no effect until object is inactive again.||activate1|
|2||retriggerable monostable: clicks activate even if already active||activate2|
|3||toggle: 1st click activates, 2nd deactivates again||activate1 activate2|
|4||cycle: 1st click activate1, 2nd activate2, 3rd deactivate||deactivate|
|7||-||activate1 activate2 deactivate|
object's current pose.
Pose for simple objects is the current image used from its sprite file, so an object with only one image will always have pose 0.
A compound object has a separate pose value for each part.
|objp||A value that exists as long as the object does|
|obv0, obv1, obv2||These three object variables survive as long as the object survives. Do not use these variables for storing data that you only use in the current script. Instead, use var0 - var9.|