
ZZTrick2.txt
by David Pinkston
Chronos30@aol.com
(c)1997 Duky Incorporated
	
	If you #put anything on text, the colors are varied, just like in the Super Tool Kit!
For instance, if you make text, and if you overlay anything on to it, its color will depend 
on the text character, and not at all on its color! Example: If you overlay a "!" with a gem,
the gem will be dark-blue-on-green!

	Next, an easy way to make _some_ of the stuff in the Super Tool Kit by using simply
the ZZT editor.  Most of you probably know this, but you can make an object #change, #put, or
#become something in the title screen, and as long as there is at least one other board in 
your world, you can then press 'E' after the object does something, and it will take you
to the title screen in the editor, with the title screen all played through!! Example: An
object does this: "#put e gem", on text. Whatever the character of text may be, the gem
is a weird color. WARNING: If your title screen is a long demo of any kind, and you watch
the title screen, then go into the editor without re-loading the world, the title screen
programming will be lost. The bad side of the feature.

	Also, did you know you can replace any <message> with
<objectname>:<message>? This includes #zap and #restore, as well as #send! It won't
work with !<message>;<text>, though. I label this <objectname>:<submessage>, where
<submessage> is the message itself. In fact, I've made Demo II: ZZT-OOP Programming
Language.  It includes all my new findings and all of Greg's.

	And now that you know THIS, and you know about the ALL option in #send(and
#zap and #restore), there is one more thing you can do similar to ALL. This is OTHERS.
If an object will #send others:<message>, it sends the message to all objects on the board,
except the object itself! I shouldn't even get started with the uses for this...

	Guess what. There are SIX items! Ammo, torches, gems, score, health,... and,
TIME! Time is considered an item! But only when there is a time limit. This means you
can #give and #take time, but not without a bit of explaining. ZZT thinks of  the time limit
as 0 time. So if you #take time, the time limit will go UP! You will GET time! And if you
#give time, time goes down. You will LOSE time! If #give time takes it past 0, you lose
10 health and get "zapped".


				-- SUPER ZZT --

	I have found A LOT in Super ZZT! Of course, there is the :hint message that is
sent when the user presses 'H', but did you know there is a :enter message that is sent
whenever the player enters a room? This is useful for displaying "B", "F1", or any level of
a building you may be on in Super ZZT to display which one you are on. 

	One of the most important things I have discovered is HOW TO GIVE OR TAKE
STONES OF POWER!  You simply #give z <number> or #take z <number>! "z" is the
item!  But if you do this, there is just a lonely number on the bottom of the screen. That's
why you can #set or #clear z<text>! "z" must be the first letter of the flag. <text> is any
string you use to "label" the stone! This is preferably "stones". So an object that will #set
zStones will give the stones a name, "Stones." (This "label" appears at the bottom of the
inventory in all-caps.) And this opens the way for two new cheat codes for Super ZZT: Z 
and NOZ.  Z #give's z 1 and NOZ #take's all your stones and clears the "label". Did Tim
ever mention ANY of this??

	Thank you for reading this, and keep ZZTing!
	