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Object Editor

The Object Editor allows to define items the player can carry with, equip him / herself and use. An object must belong to a single Object Type and can use none or multiple Inventory Slots. The object type define like a category of objects which defines a "base" logic. The inventory slots are used by items which can be equipped with. To select multiple slots press the "Ctrl" key and click. A simple click will remove the previous selected selection and select only the item you click on. To clear the selection, "Ctrl"+click on the selected item.

The attributes available to the object are defined on the object type and are fully editable by the game owner.

On the bottom part the editor either shows the simplified logic (preferred), or the complete script. The Game Editor panel allows to change this behavior. However switching from one to the other will not transfer the logic and therefore the logic must be re-entered.

For simplified logic:

"Wear condition" defines the checks if a player can wear the item or not, for example to introduce a stat limit for some weapon.

"Unwear condition" defines the checks if a player can unwear the item or not, for example to introduce cursed items which cannot be removed.

"Drop condition" defines the checks if a player can drop an item or not, for example quest items should not be dropable and in this case a simple "Check False" will do the trick.

"Usage condition" defines the checks if a player can use an item or not. For example a player can't use a scroll until he/she learned how to read it.

"Usage action" defines the actions to execute when a player "uses" the item. The label of the action for example "Drink", "Eat" or "Use" can be entered in the "Action Name" field.

For scripted logic:

The same functionalities are available as the simplified logic and a skeleton of the script code is offered for the different checks and actions. Uncomment the corresponding piece and fill in with the logic you want to achieve.

Next: Object Type Editor.

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