Implemented actions widget and editing functionalities
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<html>
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<head>
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<title>Objects</title>
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<link href="style.css" rel="stylesheet" type="text/css">
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</head>
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<body background="images/back.gif">
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<!--START-->
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<h3>Objects</h3>
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Also objects can be manipulated and created during the game play. NEVER change or delete
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an object for which there are instances. This can lead to unexpected effects as certain
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object properties are stored with the instance and, hence, changing them in the object
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will not have the desired effect.
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<p>
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<blockquote>
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<tt><b>object_set_sprite(ind,spr)</b></tt>
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Sets the sprite of the object with the given
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index. Use -1 to remove the current sprite from the object.<br>
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<tt><b>object_set_solid(ind,solid)</b></tt>
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Sets whether instances created of the object
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must default be solid (true or false).<br>
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<tt><b>object_set_visible(ind,vis)</b></tt>
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Sets whether instances created of the object
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must default be visible (true or false).<br>
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<tt><b>object_set_depth(ind,depth)</b></tt>
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Sets the default depth of instances created of the object.<br>
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<tt><b>object_set_persistent(ind,pers)</b></tt>
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Sets whether instances created of the
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object must default be persistent (true or false).<br>
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<tt><b>object_set_mask(ind,spr)</b></tt>
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Sets the sprite mask of the object with the
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given index. Use -1 to set the mask to be the sprite of the object.<br>
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<tt><b>object_set_parent(ind,obj)</b></tt>
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Sets the parent of the object. Use -1 to not
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have a parent. Changing the parent changes the behavior of instances of the object.<br>
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</blockquote>
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<p>
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The following routines are useful for creating objects on the fly. As with all resource
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changing routines, be very careful that you don't create new objects all the time.
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<p>
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<blockquote>
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<tt><b>object_add()</b></tt>
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Adds a new object. It returns the index of the object. You
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can now use this index in the routines above to set certain properties of the object and
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then you can use the index to create instances of the object.<br>
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<tt><b>object_delete(ind)</b></tt>
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Deletes the object with the given index. Make sure no
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instances of the object exist in any of the rooms.<br>
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<tt><b>object_event_add(ind,evtype,evnumb,codestr)</b></tt>
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To give the object a
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behavior we must define events for the object. You can only add code actions to events.
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You need to specify the object, the event type, the event number (use the constants that
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have been specified before for the event_perform() function). Finally you provide the code
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string that must be executed. You can add multiple code actions to each event.<br>
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<tt><b>object_event_clear(ind,evtype,evnumb)</b></tt>
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You can use this function to clear
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all the actions for a particular event.<br>
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</blockquote>
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<p>
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Creating objects is in particular useful when you are designing scripts or action
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libraries. For example, an initialization script can create an object to display a text
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and another script can add such an object with a particular text. In this way you have a
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simple mechanism to display texts without the need to create objects using the standard
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interface.
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<!--END-->
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</body>
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</html>
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<!-- KEYWORDS
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object_set_sprite()
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object_set_solid()
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object_set_visible()
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object_set_depth()
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object_set_persistent()
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object_set_mask()
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object_set_parent()
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object_add()
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object_delete()
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object_event_clear()
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object_event_add()
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-->
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