Built-in Object Types
HCGE contains certain "Built-in Objects" that represent visual aspects that are important
to gameplay. These Objects can be called as if they were a part of an "Object Def" that
was loaded, even though they aren't, and are always available for use. Most are
absolutely necesary, and all of them should generally be spawned
during an Act Init Function.
Index:
9999 - _OType_Plane
9998 - _OType_Script
9997 - _OType_PlayerDraw
9996 - _OType_PlayerMove
9995 - _OType_PlayerScript
9994 - _OType_Water
9993 - _OType_Backdrop
Descriptions:
9999 - _OType_Plane
This Object draws one of the Tile Planes in the currently-loaded Level to the
screen. It also contains an "Extra Variable" value that determines whether the
Plane is actually visible or not. This is "Extra Variable" 1. "Extra Variable"
0 contains the ID number of the plane it will display.
This Object should not be spawned until after the corresponding Level is loaded.
When spawned, it requires
the following Parameter values:
-Param 0
ID number of the plane to draw
-Param 1
0 for invisible when spawned, 1 for visible when spawned
9998 - _OType_Script
This Object displays and controls a "Status Script" Object. "Extra Variable"
0 must never be manipulated, because it contains a reference to the real
"Status Script" Object. It uses no other "Extra Variables".
When spawned, it
requires the following Parameter values:
-Param 0
ID number of the "Status Script" that should be displayed. The "G", "Z",
and "A" tags may be used to reference a "Status Script loaded for the current Game, "Zone", or "Act", respectively
9997 - _OType_PlayerDraw
This Object draws a Player Character to the screen. "Extra Variable" 0 contains
the ID number of the player that will be drawn.
When spawned, it requires the
following Parameter values:
-Param 0
ID number of the Player (not Character ID) to display ("0" for Player 1, or "1" for Player 2)
9996 - _OType_PlayerMove
This Object moves a Player Character. It is usually placed at the top of the
Active "Game Object" list by spawning it with a very high "Priority" value (Ex: "9999") so that it will be processed before any other Object. "Extra
Variable" 0 contains the ID number of the Player that will be handled.
When
spawned, it requires the following Parameter values:
-Param 0
ID number of the Player (not Character ID) to handle ("0" for Player 1, or "1" for Player 2)
9995 - _OType_PlayerScript
This Object is equivalant to the "_OType_Script", however, it only
displays the "Status Script" on either the Player 1 or Player 2 screen instead
of both. "Extra Variable" 1 will contain the ID number of the "screen" on which
the Script Object should be displayed.
When spawned, it requires the following Parameter values:
-Param 0
ID number of the "Status Script" that should be displayed. The "G", "Z",
and "A" tags may be used to reference a "Status Script loaded for the current Game, "Zone", or "Act", respectively
-Param 1
ID number of the "screen" on which the
Script Object should be displayed
9994 - _OType_Water
Applies the "Water Effect". This effect starts at the Y level position specified by the Water_Level Game Register, and
from that point down, adds 128 to color indexes below 128, or subtracts 128 from color indexes above 128. This effectively applies the "Water Palette" if the "Level Palette"
is set for 64 colors.
If the "Level Palette" is not set for 64 colors, the change will still take effect, and each color index over 128 can be managed manually instead of by the "Automatic Water Color"
9993 - _OType_Backdrop
Fills the screen with the "Backdrop Color" (color index 0). This isn't automatically performed, so if the highest-priority "_OType_Plane" doesn't reference
a Tile Plane that is marked as "Opaque", one of these Objects must be
spawned so that the screen will be cleared for each Game Frame.