Workshop - Step 11

# Step 11:
Definition of items

| Overview
| Definition

Overview

### Overview

We want to pre-define some of the items of the Falcon engine. That means: We cannot change the meaning/action of the items, but we define, how the items do look within this level.

The five original Running level do use one graphic file (items.bmp) for most of the items. This graphic file is the same in every level. For the workhop level we want to build up new items.

Let's define the red key, the big medikit and the terminal.

Definition

### Definition

Please open the dialog Predefined items in the main window using the menu entries [Edit] [Predefined items].

Using the vertical scrollbar please change to the second item, the red key. Set the attributes, a red key should look like by standard. Edit as the following screenshots show:

For sumary a red key has the attributes:

- There's a pick up diameter of 64 pixel. So if you are closer than 64/2=32 pixel next to the red key, you automatically collect it.
- The key is displayed as an animation. The animation is activated and points to the formerly defined animation.
- The texture of the key (in this case the texture is an animation) has the attributes lightshading and masked. It's important so set the attribut masked, because you only want to see the red pixel of the key and not the black rectangle with the red key.
- The values within the frame Texture are ignored, because the texture is defined through the setting of an animation.
- The red key always is visible, so the third tab is left empty.

Using the vertical scrollbar go on to the 16th item, the big medikit. Do not confound this item with the 14th, which can be picked up and is displayed in the Running console. Picking up the 16th item you get the energy at once. Edit the values as shown:

Repeat these steps for the terminal. We do not have any right texture for the terminal, so let's the terminal look like a switch:

Confirm the dialog with the button OK.

Having done this step there are no items put in the level sectors. We only defined, how such items look like by standard.

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