Object
Object | |
---|---|
ZZT-OOP name | object |
Internal ID | 36 (0x24) |
Character | |
Category | creature |
Stats | |
X/Y-step | Yes |
Default cycle | 3 |
P1 | Character graphic |
P2 | Message lock |
Other traits | |
Effect on movement | |
Destructible? | no |
Uses ZZT-OOP color names? | yes |
Objects are ZZT's general-purpose, customizable entity. While objects do nothing on their own, they can be programmed with ZZT-OOP to perform simple tasks such as moving, shooting and displaying text. It's possible to build more complex mechanisms using conditional statements, label jumps and object-to-object communication.
Quirks
Dynamic Object Creation
Objects created with ZZT-OOP (like executing #put [dir] object in the direction of an empty space) have no ZZT-OOP program and default to a blank graphic (char 1). Objects can be cloned with their state and program intact via duplicators.
Changing an Object's Color
Objects cannot change their own color, and #become [color] object will delete the object's ZZT-OOP program and assign it char 1. All objects of a given color on the board can be changed at the same time using #change [old_color] object [new_color] object. One object may #put [dir] [color] object in the direction of an existing object and change its color that way.
Gameplay
- The player cannot shoot an object while standing directly next to it: there must be at least one space between them and the object. The reverse is not true for objects.
Elements | |
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Special | |
Items | |
Terrain | |
Creatures | |
Text |