Difference between revisions of "Reference"

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Tag: Manual revert
 
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A reference is an instance of an object that has been placed in the Render Window. Each object can have multiple references (the count of references is displayed in the Object Window). If the object is changed, all its references are also changed. However, references hold data that is unique between them. The simplest example is the position data. It's unique for each reference, and it not stored with the object.
A reference is an instance of an [[:Category:Objects|object]] that has been placed in the [[Render Window|Render Window]]. Each '''object''' can have multiple '''references''' (the count of references is displayed in the [[Object Window]]). If any of the properties of an object are changed in the [[Object Window]], all its references are also changed in-game. However, references also hold some data that is unique to them. The simplest example is the ''position'' data. It's unique for each reference, and is not stored with the object information in the Object Window.


If you double click on an object in the Render Window, you will see the reference data. Different types of objects have different reference data on their references. Different references of the same object can be set differently.
If you double click on an object in the Render Window, you will see the reference data. Different types of objects have different reference data on their references. Different references of the same object can be set differently.
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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 its maximum charge.
**'''Time Left:''' For torches, the amount of time remaining.
**'''Time Left:''' For torches, the amount of time remaining (number of seconds left?).
**'''Soul:''' For soul gems, sets the size of the soul it contains.
**'''Soul:''' For soul gems, sets the size of the soul it contains.
*'''Lock:''' Only availble on containers and doors. You can set the lock level, whether or not it is leveled, and the key. A leveled lock start with the specified lock level when the player is level one. As the player rises in level, the lock will get harder.
*'''Lock:''' Only availble on containers and doors. You can set the lock level, whether or not it is leveled, and the key. A leveled lock start with the specified lock level when the player is level one. As the player rises in level, the lock will get harder.
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*'''Leveled Creature:''' Only shown on the Leveled Creature reference objects. It specifies a level offset for the reference. This value will be added to the player's level prior to generating the leveled creature.
*'''Leveled Creature:''' Only shown on the Leveled Creature reference objects. It specifies a level offset for the reference. This value will be added to the player's level prior to generating the leveled creature.


[[Category:Getting Started]]
[[Category:Objects]]
[[Category:Objects]]
[[Category: Glossary]]
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