@Stats Editor $Stats Editor !stats;Stats !cycle;Cycle !obj;Objects and Scrolls !passage;Passages !adv;Advanced Tweaking !bind; * Bind to !leader; * Leader and Follower :stats;Stats Many ZZT tiles, especially creatures, have additional information, commonly called "stats," "attributes," or "params," which controls the behavior of those tiles. The Stats Editor, accessed by pressing ENTER over a tile with stats, allows you to modify the stats for that tile. The UP and DOWN arrow keys may be used to select which stat to modify. ENTER often allows you to enter a specific value for a stat, while LEFT and RIGHT can be used to increase and decrease a stat's value. To see a list of all the stats on current board, press CTRL-S to open the Stats Info dialog. Here you can easily access any tile with stats without needing to find it on the board first. Even stats beyond the edge of the board can sometimes be found here... :cycle;Cycle Most creatures have a cycle speed. A cycle of 1 is the fastest speed possible in ZZT. Higher values make creatures move more slowly. A cycle of 0 causes a creature to not move at all, though it can still inflict damage on the player when touched. :obj;Objects and Scrolls Objects are special creatures programmed in the very simple ZZT-OOP (Object Oriented Programming) language. Scrolls use a small subset of this language to display a message to the player. When you edit the program or text of either type, you will be presented with the Object Editor, a powerful text editor tailored specifically to ZZT-OOP programming. !-langref;The ZZT-OOP Programming Language !-kobjedit;The KevEdit Object Editor !-creature:objects;More on Objects !-item:scrolls;More on Scrolls :passage;Passages Passages allow the player to travel from one board to another. The "passage destination" determines which board the player will end up on when he or she steps into the passage. !-item:pass;More on Passages :adv;Advanced Tweaking Advanced tweaking allows you to finely control a tile's stats. Modifying these values may potentially crash ZZT. X Step and Y Step are used to store a direction for some tiles: pushers, duplicators, transporters, objects, etc. Usually only the values -1, 0, and 1 are used, and other values can be dangerous. For example, a pusher with an X Step of 2 and a Y Step of 0 will move two steps to the right every cycle, traveling through walls or other tiles without touching them. Be careful: such a pusher can even travel beyond the edge of the board and cause ZZT to crash! The three Data stats have different meanings for each creature. Some are usually ignored while others may represent intelligence, duration, or something similar. There will usually be no need to modify these values unless you need a very smart Tiger or Ruffian. Objects and scrolls have a Program Instruction stat which controls where program execution will begin. This is especially useful in saved games, but can be used in regular ZZT worlds as well. A value of zero represents the beginning of an object's program. A value of -1 is used for objects which have #end-ed and are not currently executing code. Other values represent a character offset from the beginning of the object's program. :bind;Bind to One object may share another's code by being bound to that object. Use the "Bind to" stat to bind an object to another. Objects which already have a program cannot also be bound. WARNING: ZZT may do very weird things if you bind to something that is not an object. Using bind here is essentially the same as puting a #bind command in an object's program. :leader;Leader and Follower Centipedes parts move together in chains. The leader and follower stats tell each centipede part who to lead and who to follow. If no values are specified, the centipedes will usually be able to figure this out on their own. There shouldn't usually be any reason to modify these values. WARNING: ZZT may do weird things if you lead or follow anything other than a centipede part.