$Items :top; The following items are available: !ammo;Ammunition !torches;Torches !bombs;Bombs !conv;Conveyors !doors;Doors !dupes;Duplicators !energ;Energizers !gems;Gems !keys;Keys !pass;Passages !scrolls;Scrolls :ammo;Ammunition When the player touches a unit of ammo, he receives ten bullets. :torches;Torches Torches can be collected, and allow the player to see a small area in a dark room by pressing T. Torches cannot be pushed, and neither can energizers, but every other item can. :gems;Gems. Gems are bonus points for a player. Touching a gem awards the player ten bonus points and one unit of health. By using ZZT-OOP's "GIVE" and "TAKE" commands, you can create objects that trade supplies or just about anything in exchange for gems. :keys;Keys. Keys are used to unlock doors. They are color-coded, so there are seven colors of keys. To unlock a door, the player must posses a key of the same color. The player can not hold two keys of the same color, though he can hold all seven different-colored keys at the same time. Black keys give the player 255 gems instead of a key. :doors;Doors. Doors prevent the player from entering a region. To get through a door, the player must be holding a matching key. If this is the case, then the door will open and the player will lose possession of the key. The color of a door is determined by its background color. Doors with a black background need 255 gems to open. :scrolls;Scrolls. Scrolls contain text messages, such as hints, dialog, and puzzles. When the player touches a scroll, the message appears for the player to read. If the scroll contains one or two lines of text, the message will be flashed on the bottom of the screen. Otherwise, a window will pop up and the player may browse through the text. Scrolls can also execute ZZT-OOP programming. !-langref;ZZT-OOP Reference Manual #put, #restart, and even #shoot, works! But whatever you do, do NOT use the following commands: / ? #become <- Runtime error! #char #cycle #die <- Runtime error! #go #idle #lock #unlock #walk #try Almost all of these do not work because of two rules: * The only thing that can interact with a scroll's program is the player. It starts at the beginning of the program when the player touches it. * After printing out the text, the scroll has to die. To disappear. :pass;Passages. A passage is a gateway to another board. When you place a passage on the board, you must specify which board is through the passage. Whenever the player touches a passage, he is transported to a new board. The player will be placed in the new board as follows: * If there is a matching pas- sage in the new board, the player will enter the destination board through it. To match, the exit and entrance passages must be the same color. * Otherwise, the player will either arrive in the destination board on the spot where he appears in the board editor, or to where he was last on that board. :dupes;Duplicators. A duplicator slowly replicates an object placed next to it. First, put a creature somewhere on the board. Next, place a duplicator adjacent to it, and specify the direction pointing to the creature. Finally, put walls around the original creature so that it remains next to the duplicator. Duplicators can be used to fill up a board with creatures as a game progresses. Note: Never try to duplicate a boulder, slider, or anything else pushable, onto a player clone, as it causes a run-time error. This will never be a problem for a beginning programmer, but it may be for an experienced one. :bombs;Bombs. The player activates a bomb by touching it. The bomb begins counting down from 9, exploding when it reaches 1. While a bomb is ticking, the player can move it around by pushing it. When a bomb explodes, it will zap all Creatures and Breakable Walls in close proximity. :energ;Energizers. Touching an energizer gives the player a brief taste of invincibility. During this time, the player changes colors and is free to come into contact with normally harmful creatures. Energizers cannot be pushed, and neither can torches, but every other item can. Also, the direction of SEEK is inversed when you are energized. :conv;Conveyors. Conveyors cause adjacent objects to move. Both clockwise and counter-clockwise rotating conveyors exist. By placing several conveyors together, objects can be made to circulate in nearly any desired pattern.