Difference between revisions of "Reference"

2 bytes removed ,  10:55, 12 July 2011
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imported>Kivan
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==Reference Data Tabs==
==Reference Data Tabs==
*'''3D Data:''' The X, Y, and Z position and rotation values are displayed and can be directly edited. The scale of the reference relative to the base object can be adjusted as well.
*'''3D Data:''' The X, Y, and Z position and rotation values are displayed and can be directly edited. The scale of the reference relative to the base object can be adjusted as well.
*'''Enable Parent:''' A reference can have a parent reference, which is set in this tab. When the parent is enabled or disabled, so are all it's children. If the Set Enable State to Opposite of Parent box is checked, then the reference is enabled when the parent is disabled and vice versa. Parent relationships are also used by trigger/trap references and other generic related objects. (See [[GetParentRef]].)
*'''Enable Parent:''' A reference can have a parent reference, which is set in this tab. When the parent is enabled or disabled, so are all its children. If the Set Enable State to Opposite of Parent box is checked, then the reference is enabled when the parent is disabled and vice versa. Parent relationships are also used by trigger/trap references and other generic related objects. (See [[GetParentRef]].)
*'''Ownership:''' The NPC or Faction that owns the object can be specified. For Factions, it can be restricted to a minimum rank.
*'''Ownership:''' The NPC or Faction that owns the object can be specified. For Factions, it can be restricted to a minimum rank.
*'''Extra:''' A collection of miscellaneous values used by a wide variety of object types.
*'''Extra:''' A collection of miscellaneous values used by a wide variety of object types.
**'''Count:''' The number of objects represented by the reference. For example, a single arrow reference can be five arrows. When the player drops multiple items of the same type, only one physical object is shown on the ground.
**'''Count:''' The number of objects represented by the reference. For example, a single arrow reference can be five arrows. When the player drops multiple items of the same type, only one physical object is shown on the ground.
**'''Health:''' For weapons and armor, this sets the current health of the object relative to it's maximum health.
**'''Health:''' For weapons and armor, this sets the current health of the object relative to its maximum health.
**'''Charge:''' For magic items, this sets the current charge of the object relative to it's maximum charge.
**'''Charge:''' For magic items, this sets the current charge of the object relative to it's maximum charge.
**'''Time Left:''' For torches, the amount of time remaining (number of seconds left?).
**'''Time Left:''' For torches, the amount of time remaining (number of seconds left?).
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