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		<id>https://wiki.visionaire-tracker.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AFRLme</id>
		<title>The Official Visionaire Studio: Adventure Game Engine Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://wiki.visionaire-tracker.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AFRLme"/>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/wiki/Special:Contributions/AFRLme"/>
		<updated>2026-05-25T00:09:11Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.30.0</generator>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Image_Encoding&amp;diff=12416</id>
		<title>Image Encoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Image_Encoding&amp;diff=12416"/>
				<updated>2026-04-27T13:01:40Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Visionaire requires images in '''PNG''' or '''WebP''' file format. For the best optimization, we recommend using WebP due to the better compression and overall smaller file-sizes, which range from about 10-75% reduction depending on the export settings used.&lt;br /&gt;
&lt;br /&gt;
Please note that some image editing applications still lack support for the WebP format, so you might have to use a converter tool and keep your original image files handy. You may always preview WebP images by opening them in your web browser.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;red&amp;quot;&amp;gt;'''QUICK NOTE:''' Depending on the export settings used for your PNG files, your images might not display correctly in Visionaire Studio. For instance in Adobe Photoshop, the recommended settings are: &amp;quot;Color mode: RGB color &amp;gt; 8 bit&amp;quot; and &amp;quot;Background contents: transparent&amp;quot;.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== File format comparison ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! PNG !! WebP&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Supports transparency using alpha channels/masks&lt;br /&gt;
* Lossless image format&lt;br /&gt;
* Decent compression&lt;br /&gt;
* Can be edited in almost every image editing application&lt;br /&gt;
|&lt;br /&gt;
* Supports transparency using alpha channels/masks&lt;br /&gt;
* Multiple image export formats options (lossy/lossless)&lt;br /&gt;
* Great compression (compared to PNG) for lossy/lossless options (10-75% difference)&lt;br /&gt;
* Great for reducing hard-drive space requirements for game/project&lt;br /&gt;
* Great for optimizing loading time of images/animations&lt;br /&gt;
* Not supported by all image editing applications&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Converting images to WebP ==&lt;br /&gt;
&lt;br /&gt;
=== JPG-PNG2WEBP ===&lt;br /&gt;
&lt;br /&gt;
This free batch tool by [https://www.dionous.com/ Dionous Games] was developed specifically for use with Visionaire Studio. It is able to convert your project’s JPG or PNG art to lossless WebP and also edits your .ved file, replacing the old file extensions with &amp;quot;.webp&amp;quot; (note that the replacement does not work with compressed .veb project files). The batch file makes use of the WebP library provided by Google.&lt;br /&gt;
&lt;br /&gt;
* [https://www.dionous.com/visionaire-guide/#optimizations Download JPG-PNG2WEBP] &amp;lt;small&amp;gt;(from Dionous Games)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [https://developers.google.com/speed/webp/download Download cwebp.exe] &amp;lt;small&amp;gt;(from Google)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== XnConvert ===&lt;br /&gt;
&lt;br /&gt;
The [http://www.xnview.com/en/xnconvert/ XnConvert] application by XnView is a batch image processor/converter, that comes with loads of macro actions and support for lots of different image formats including WebP. Export/Conversion is fairly quick, whether you drag in an entire folder, multiple files or a single file.&lt;br /&gt;
&lt;br /&gt;
# Open up XnConvert.&lt;br /&gt;
# Drag in a folder, multiple files or a single file into the '''input''' tab.&lt;br /&gt;
# Change to the '''output''' tab.&lt;br /&gt;
# Set '''output''' to '''source folder'''.&lt;br /&gt;
# Set '''filename''' as '''{Filename}''' and '''case''' to '''no change'''.&lt;br /&gt;
# Set '''format''' to '''WEBP - WebP''' then click '''settings''' button...&lt;br /&gt;
# Click on '''lossless''' radio button or alternatively click on '''quality''' &amp;amp; use a value between 95-100.&lt;br /&gt;
# Set '''Compression method''' to '''6'''.&lt;br /&gt;
# Leave rest of settings as they are and click '''ok'''.&lt;br /&gt;
# Now press the '''convert''' button, sit back and relax for a second.&lt;br /&gt;
# Rinse and repeat with any other files you need to convert.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XnConvert remembers your last used settings each time you open it up, so you only need to do steps 3 to 9 the first time you use the program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;red&amp;quot;&amp;gt;'''IMPORTANT:''' XnConvert is free for private and educational use only. The purchase of a license is required for commercial use.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;red&amp;quot;&amp;gt;'''QUICK NOTE:''' Anything less than 95 when using the quality option and you will probably start to see a reduction in image quality compared to the original PNG; however the lower the quality the more significant the compression is. I would highly recommend experimenting a wee bit to see what works best for you in terms of file size reduction vs image quality.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:image_conversion_0.png|140px]] [[File:image_conversion_4.png|140px]] [[File:image_conversion_1.png|140px]] [[File:image_conversion_2.png|140px]] [[File:image_conversion_3.png|140px]] [[File:image_conversion_5.png|140px]]&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Image_Encoding&amp;diff=12415</id>
		<title>Image Encoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Image_Encoding&amp;diff=12415"/>
				<updated>2026-04-27T12:58:34Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Visionaire requires images in '''PNG''' or '''WebP''' file format. For the best optimization, we recommend using WebP due to the better compression and overall smaller file-sizes, which range from about 10-75% reduction depending on the export settings used.&lt;br /&gt;
&lt;br /&gt;
Please note that some image editing applications still lack support for the WebP format, so you might have to use a converter tool and keep your original image files handy. You may always preview WebP images by opening them in your web browser.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;red&amp;quot;&amp;gt;'''QUICK NOTE:''' Depending on the export settings used for your PNG files, your images might not display correctly in Visionaire Studio. For instance in Adobe Photoshop, the recommended settings are: &amp;quot;Color mode: RGB color &amp;gt; 8 bit&amp;quot; and &amp;quot;Background contents: transparent&amp;quot;.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== File format comparison ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! PNG !! WebP&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Supports transparency using alpha channels/masks&lt;br /&gt;
* Lossless image format&lt;br /&gt;
* Decent compression&lt;br /&gt;
* Can be edited in almost every image editing application&lt;br /&gt;
|&lt;br /&gt;
* Supports transparency using alpha channels/masks&lt;br /&gt;
* Multiple image export formats options (lossy/lossless)&lt;br /&gt;
* Great compression (compared to PNG) for lossy/lossless options (10-75% difference)&lt;br /&gt;
* Great for reducing hard-drive space requirements for game/project&lt;br /&gt;
* Great for optimizing loading time of images/animations&lt;br /&gt;
* Not supported by all image editing applications&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Converting images to WebP ==&lt;br /&gt;
&lt;br /&gt;
=== JPG-PNG2WEBP ===&lt;br /&gt;
&lt;br /&gt;
This free batch tool by [https://www.dionous.com/ Dionous Games] was developed specifically for use with Visionaire Studio. It is able to convert your project’s JPG or PNG art to lossless WebP and also edits your .ved file, replacing the old file extensions with &amp;quot;.webp&amp;quot; (note that the replacement does not work with compressed .veb project files). The batch file makes use of the WebP library provided by Google.&lt;br /&gt;
&lt;br /&gt;
* [https://www.dionous.com/visionaire-guide/#optimizations Download JPG-PNG2WEBP] &amp;lt;small&amp;gt;(from Dionous Games)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [https://developers.google.com/speed/webp/download Download cwebp.exe] &amp;lt;small&amp;gt;(from Google)&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== XnConvert ===&lt;br /&gt;
&lt;br /&gt;
The [http://www.xnview.com/en/xnconvert/ XnConvert] application by XnView is a batch image processor/converter, that comes with loads of macro actions and support for lots of different image formats including WebP. Export/Conversion is fairly quick, whether you drag in an entire folder, multiple files or a single file.&lt;br /&gt;
&lt;br /&gt;
# Open up XnConvert.&lt;br /&gt;
# Drag in a folder, multiple files or a single file into the '''input''' tab.&lt;br /&gt;
# Change to the '''output''' tab.&lt;br /&gt;
# Set '''output''' to '''source folder'''.&lt;br /&gt;
# Set '''filename''' as '''{Filename}''' and '''case''' to '''no change'''.&lt;br /&gt;
# Set '''format''' to '''WEBP - WebP''' then click '''settings''' button...&lt;br /&gt;
# Click on '''lossless''' radio button or alternatively click on '''quality''' &amp;amp; use a value between 95-100.&lt;br /&gt;
# Set '''Compression method''' to '''6'''.&lt;br /&gt;
# Leave rest of settings as they are and click '''ok'''.&lt;br /&gt;
# Now press the '''convert''' button, sit back and relax for a second.&lt;br /&gt;
# Rinse and repeat with any other files you need to convert.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
XnConvert remembers your last used settings each time you open it up, so you only need to do steps 3 to 9 the first time you use the program.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;red&amp;quot;&amp;gt;'''IMPORTANT:''' XnConvert is free for private and educational use only. The purchase of a license is required for commercial use.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span class=&amp;quot;red&amp;quot;&amp;gt;'''QUICK NOTE:''' Anything less than 95 when using the quality option and you will probably start to see a reduction in image quality compared to the original PNG. I would recommend experimenting a wee bit to see what works best for you in terms of file size reduction vs image quality.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:image_conversion_0.png|140px]] [[File:image_conversion_4.png|140px]] [[File:image_conversion_1.png|140px]] [[File:image_conversion_2.png|140px]] [[File:image_conversion_3.png|140px]] [[File:image_conversion_5.png|140px]]&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Chameleon.css&amp;diff=12406</id>
		<title>MediaWiki:Chameleon.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Chameleon.css&amp;diff=12406"/>
				<updated>2025-11-26T13:55:19Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
/* --------- CONTENT AREA --------- */&lt;br /&gt;
#content {&lt;br /&gt;
  /* Layout / card look */&lt;br /&gt;
  background-color: #181818;&lt;br /&gt;
  background-image: none;&lt;br /&gt;
  background-repeat: no-repeat;&lt;br /&gt;
  color: rgba(255, 255, 255, 0.86);&lt;br /&gt;
&lt;br /&gt;
  padding-top: 10px;&lt;br /&gt;
  padding-bottom: 10px;&lt;br /&gt;
  font-size: 17px;&lt;br /&gt;
&lt;br /&gt;
  border-radius: 12px;&lt;br /&gt;
  box-shadow: 0 18px 40px rgba(0, 0, 0, 0.75);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --------- BODY / GLOBAL --------- */&lt;br /&gt;
body {&lt;br /&gt;
  background: radial-gradient(circle at top, #2a2a2a 0, #050505 55%);&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
  font-family: 'Roboto Condensed', sans-serif;&lt;br /&gt;
  font-weight: 400;&lt;br /&gt;
  overflow-x: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --------- HEADINGS --------- */&lt;br /&gt;
.firstHeading {&lt;br /&gt;
  color: #ffb300;&lt;br /&gt;
  text-shadow: 0 1px 4px rgba(0, 0, 0, 0.55);&lt;br /&gt;
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  padding-bottom: 6px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h2 {&lt;br /&gt;
  padding-bottom: 6px;&lt;br /&gt;
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  font-family: 'Roboto Condensed', sans-serif;&lt;br /&gt;
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  border-bottom: 1px solid rgba(255, 255, 255, 0.05);&lt;br /&gt;
  margin-top: 24px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h3 {&lt;br /&gt;
  border-bottom: 1px solid rgba(255, 255, 255, 0.04);&lt;br /&gt;
  margin-top: 20px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1,&lt;br /&gt;
h3,&lt;br /&gt;
h4,&lt;br /&gt;
h5,&lt;br /&gt;
h6 {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.95);&lt;br /&gt;
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  text-shadow: 0 1px 4px rgba(0, 0, 0, 0.45);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h4,&lt;br /&gt;
h5,&lt;br /&gt;
h6 {&lt;br /&gt;
  border-bottom: 1px solid rgba(255, 255, 255, 0.04);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --------- BASIC ELEMENTS --------- */&lt;br /&gt;
hr {&lt;br /&gt;
  border-color: rgba(255, 255, 255, 0.08);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
textarea,&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
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  color: #ffb300;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --------- NAVBAR (top menu) --------- */&lt;br /&gt;
.p-logo,&lt;br /&gt;
.navbar-brand {&lt;br /&gt;
  border: none !important;&lt;br /&gt;
  padding-right: 50px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbar-brand img {&lt;br /&gt;
  max-width: 34px;&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  margin-top: 6px;&lt;br /&gt;
  margin-left: 10px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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  background: linear-gradient(90deg, #111111 0%, #181818 60%, #111111 100%);&lt;br /&gt;
  box-shadow: 0 2px 10px rgba(0, 0, 0, 0.65);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbar-default .navbar-nav &amp;gt; li &amp;gt; a {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.86);&lt;br /&gt;
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}&lt;br /&gt;
&lt;br /&gt;
.navbar-default .navbar-nav &amp;gt; li &amp;gt; a:hover {&lt;br /&gt;
  background-color: rgba(255, 179, 0, 0.08);&lt;br /&gt;
  color: #ffb300;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbar-default .navbar-nav &amp;gt; li &amp;gt; a:hover,&lt;br /&gt;
.navbar-default .navbar-nav &amp;gt; li &amp;gt; a:focus,&lt;br /&gt;
.navbar-default .navbar-nav &amp;gt; .active &amp;gt; a,&lt;br /&gt;
.navbar-default .navbar-nav &amp;gt; .active &amp;gt; a:hover,&lt;br /&gt;
.navbar-default .navbar-nav &amp;gt; .active &amp;gt; a:focus,&lt;br /&gt;
.navbar-default .navbar-nav &amp;gt; .open &amp;gt; a,&lt;br /&gt;
.navbar-default .navbar-nav &amp;gt; .open &amp;gt; a:hover,&lt;br /&gt;
.navbar-default .navbar-nav &amp;gt; .open &amp;gt; a:focus,&lt;br /&gt;
.navbar-default .navbar-nav .open .dropdown-menu &amp;gt; li &amp;gt; a:hover,&lt;br /&gt;
.navbar-default .navbar-nav .open .dropdown-menu &amp;gt; li &amp;gt; a:focus,&lt;br /&gt;
.navbar-default .navbar-nav .open .dropdown-menu &amp;gt; .active &amp;gt; a,&lt;br /&gt;
.navbar-default .navbar-nav .open .dropdown-menu &amp;gt; .active &amp;gt; a:hover,&lt;br /&gt;
.navbar-default .navbar-nav .open .dropdown-menu &amp;gt; .active &amp;gt; a:focus,&lt;br /&gt;
.navbar-default .dropdown-menu &amp;gt; li &amp;gt; a:hover,&lt;br /&gt;
.navbar-default .dropdown-menu &amp;gt; .active &amp;gt; a,&lt;br /&gt;
.navbar-default .dropdown-menu &amp;gt; .active &amp;gt; a:hover {&lt;br /&gt;
  background-color: rgba(255, 179, 0, 0.08);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.dropdown-menu {&lt;br /&gt;
  background-color: #181818;&lt;br /&gt;
  background-image: none;&lt;br /&gt;
  border-radius: 8px;&lt;br /&gt;
  box-shadow: 0 14px 32px rgba(0, 0, 0, 0.65);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --------- SEARCH --------- */&lt;br /&gt;
#searchInput {&lt;br /&gt;
  width: 245px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --------- ICONS / SMALL ELEMENTS --------- */&lt;br /&gt;
.tick,&lt;br /&gt;
.tick2 {&lt;br /&gt;
  background: url(&amp;quot;/css/img/wiki_tick.png&amp;quot;);&lt;br /&gt;
  width: 16px;&lt;br /&gt;
  height: 16px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tick {&lt;br /&gt;
  margin: 0 auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tick2 {&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  position: relative;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.cross {&lt;br /&gt;
  background: url(&amp;quot;/css/img/wiki_x.png&amp;quot;);&lt;br /&gt;
  width: 16px;&lt;br /&gt;
  height: 16px;&lt;br /&gt;
  margin: 0 auto;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tip-r,&lt;br /&gt;
.tip-t {&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  color: #5bc0de;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.nl {&lt;br /&gt;
  display: inline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --------- LINKS (MAIN CONTENT) --------- */&lt;br /&gt;
.mw-body a {&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  transition: color 0.15s ease, opacity 0.15s ease;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* editor UI stays light */&lt;br /&gt;
.mw-body .wikiEditor-ui a:link,&lt;br /&gt;
.mw-body .wikiEditor-ui a:visited {&lt;br /&gt;
  color: rgba(0, 0, 0, 0.5) !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-body .wikiEditor-ui a:hover,&lt;br /&gt;
.mw-body .wikiEditor-ui a:active {&lt;br /&gt;
  color: rgba(0, 0, 0, 1) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* default link colors in dark theme */&lt;br /&gt;
.mw-body a:link,&lt;br /&gt;
.mw-body a:visited,&lt;br /&gt;
.mw-body a:link.interwiki,&lt;br /&gt;
.mw-body a:link.external {&lt;br /&gt;
  color: #ffb300 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body a:hover,&lt;br /&gt;
.mw-body a:active,&lt;br /&gt;
.mw-body a:link.interwiki:hover,&lt;br /&gt;
.mw-body a:link.external:hover {&lt;br /&gt;
  color: #ffd35a !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body a:link.new {&lt;br /&gt;
  color: rgba(255, 179, 0, 0.35) !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-body a:link.new:hover {&lt;br /&gt;
  color: #ffd35a !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body a:link.stub {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8) !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body a.mw-redirect {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8) !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-body a.mw-redirect:hover {&lt;br /&gt;
  color: #ffd35a !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* collapsible toggle */&lt;br /&gt;
.mw-collapsible-toggle {&lt;br /&gt;
  color: transparent !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-collapsible-toggle a {&lt;br /&gt;
  color: rgba(0, 0, 0, 0.7) !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-collapsible-toggle a:hover {&lt;br /&gt;
  color: rgba(0, 0, 0, 0.9) !important;&lt;br /&gt;
}&lt;br /&gt;
.qntoggle a {&lt;br /&gt;
  color: #ffb300 !important;&lt;br /&gt;
}&lt;br /&gt;
.qntoggle a:hover {&lt;br /&gt;
  color: #ffd35a !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --------- TABLES --------- */&lt;br /&gt;
table.ts a,&lt;br /&gt;
table.ex a,&lt;br /&gt;
table.in a {&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.ts,&lt;br /&gt;
table.ex,&lt;br /&gt;
table.in {&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  background: transparent;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  font-size: 14px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.ts th {&lt;br /&gt;
  background: #252525;&lt;br /&gt;
  text-align: left;&lt;br /&gt;
  padding: 6px 8px;&lt;br /&gt;
  color: #ffb300;&lt;br /&gt;
  text-transform: uppercase;&lt;br /&gt;
  letter-spacing: 0.03em;&lt;br /&gt;
  font-size: 12px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.ts th a:link {&lt;br /&gt;
  color: #ffb300;&lt;br /&gt;
}&lt;br /&gt;
table.ts th a:hover {&lt;br /&gt;
  color: #ffd35a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.ex th {&lt;br /&gt;
  background: #303030;&lt;br /&gt;
  text-align: left;&lt;br /&gt;
  padding: 6px 8px;&lt;br /&gt;
  color: rgba(255, 255, 255, 0.9);&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.ts td,&lt;br /&gt;
table.ex td {&lt;br /&gt;
  background: rgba(255, 255, 255, 0.02);&lt;br /&gt;
  border: 1px solid rgba(255, 255, 255, 0.03);&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px 8px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.in td {&lt;br /&gt;
  background: rgba(255, 255, 255, 0.04);&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.ts tr:hover,&lt;br /&gt;
table.ex tr:hover,&lt;br /&gt;
table.in td:hover {&lt;br /&gt;
  background: rgba(255, 255, 255, 0.04);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.ex td {&lt;br /&gt;
  font-size: 12px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.i_arrow {&lt;br /&gt;
  font-size: 42px;&lt;br /&gt;
  width: 5%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.i_norm {&lt;br /&gt;
  font-size: 24px;&lt;br /&gt;
  width: 90%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
td.clickablecell a {&lt;br /&gt;
  display: block;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  height: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --------- FLOATING TOC PANEL --------- */&lt;br /&gt;
.ftoc {&lt;br /&gt;
  background-color: #111111;&lt;br /&gt;
  background-image: none;&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  left: -250px;&lt;br /&gt;
  top: 50%;&lt;br /&gt;
  margin-top: -200px;&lt;br /&gt;
  width: 300px;&lt;br /&gt;
  height: 400px;&lt;br /&gt;
  overflow: auto;&lt;br /&gt;
  padding: 6px 10px;&lt;br /&gt;
  font-size: 15px;&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
  z-index: 999;&lt;br /&gt;
&lt;br /&gt;
  border-top-right-radius: 8px;&lt;br /&gt;
  border-bottom-right-radius: 8px;&lt;br /&gt;
&lt;br /&gt;
  box-shadow: 0 14px 34px rgba(0, 0, 0, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ftoc a {&lt;br /&gt;
  color: #ffb300 !important;&lt;br /&gt;
}&lt;br /&gt;
.ftoc a:hover {&lt;br /&gt;
  color: #ffd35a !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ftoc_content {&lt;br /&gt;
  left: -500px;&lt;br /&gt;
  position: absolute;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ftoc headings */&lt;br /&gt;
.ftoc h1,&lt;br /&gt;
.ftoc h2,&lt;br /&gt;
.ftoc h3,&lt;br /&gt;
.ftoc h4,&lt;br /&gt;
.ftoc h5,&lt;br /&gt;
.ftoc h6 {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.75);&lt;br /&gt;
  margin-top: 4px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* ftoc link overrides (white-ish, lower contrast) */&lt;br /&gt;
.mw-body .ftoc a {&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
}&lt;br /&gt;
.mw-body .ftoc a:link,&lt;br /&gt;
.mw-body .ftoc a:visited {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.7) !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-body .ftoc a:link:active,&lt;br /&gt;
.mw-body .ftoc a:active {&lt;br /&gt;
  color: #ffffff !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-body .ftoc a:link.new {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.85) !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-body .ftoc a:link.new:hover {&lt;br /&gt;
  color: #ff4b4b !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-body .ftoc a:link.interwiki {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.7) !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-body .ftoc a:link.interwiki:hover,&lt;br /&gt;
.mw-body .ftoc a:link.external:hover {&lt;br /&gt;
  color: #ffffff !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-body .ftoc a:link.external {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.7) !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-body .ftoc a:link.stub {&lt;br /&gt;
  color: #ffffff !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-body .ftoc a.mw-redirect {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.7) !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-body .ftoc a.mw-redirect:hover {&lt;br /&gt;
  color: #ffffff !important;&lt;br /&gt;
}&lt;br /&gt;
.mw-body .ftoc a:hover {&lt;br /&gt;
  color: #ffffff !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* buy/download highlight links hover override */&lt;br /&gt;
.mw-body .buy a:link:hover,&lt;br /&gt;
.mw-body .download a:link:hover,&lt;br /&gt;
.mw-body .buy a:link.external:hover,&lt;br /&gt;
.mw-body .download a:link.external:hover {&lt;br /&gt;
  color: #111 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --------- TOOLTIP ICON (top right) --------- */&lt;br /&gt;
@media screen and (min-width: 767px) {&lt;br /&gt;
  .tt_div {&lt;br /&gt;
    position: fixed;&lt;br /&gt;
    top: 4px;&lt;br /&gt;
    right: 350px;&lt;br /&gt;
    height: 35px;&lt;br /&gt;
    width: 35px;&lt;br /&gt;
    z-index: 9999;&lt;br /&gt;
    cursor: pointer;&lt;br /&gt;
    opacity: 0.7;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
@media screen and (max-width: 767px) {&lt;br /&gt;
  .tt_div {&lt;br /&gt;
    position: fixed;&lt;br /&gt;
    top: 4px;&lt;br /&gt;
    right: 60px;&lt;br /&gt;
    height: 30px;&lt;br /&gt;
    width: 30px;&lt;br /&gt;
    z-index: 9999;&lt;br /&gt;
    cursor: pointer;&lt;br /&gt;
    opacity: 0.7;&lt;br /&gt;
  }&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tt_div:hover {&lt;br /&gt;
  opacity: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tt_div img {&lt;br /&gt;
  height: 35px;&lt;br /&gt;
  width: 35px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* editor UI (light) */&lt;br /&gt;
.wikiEditor-ui,&lt;br /&gt;
.wikiEditor-ui a,&lt;br /&gt;
.wikiEditor-ui a:hover,&lt;br /&gt;
.wikiEditor-ui-toolbar,&lt;br /&gt;
.wikiEditor-ui-toolbar a,&lt;br /&gt;
.wikiEditor-ui-toolbar a:hover {&lt;br /&gt;
  color: #000 !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --------- CTA BUTTONS (BUY / DOWNLOAD) --------- */&lt;br /&gt;
.buy,&lt;br /&gt;
.download,&lt;br /&gt;
.buy_lrg,&lt;br /&gt;
.download_lrg {&lt;br /&gt;
  background: #ffb300;&lt;br /&gt;
  border-radius: 999px;&lt;br /&gt;
  border: none;&lt;br /&gt;
  display: inline-block;&lt;br /&gt;
  cursor: pointer;&lt;br /&gt;
  color: #111111;&lt;br /&gt;
  font-family: 'Roboto Condensed', sans-serif;&lt;br /&gt;
  font-size: 15px;&lt;br /&gt;
  font-weight: 700;&lt;br /&gt;
  padding: 12px 50px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  text-transform: uppercase;&lt;br /&gt;
  letter-spacing: 0.06em;&lt;br /&gt;
  box-shadow: 0 12px 30px rgba(0, 0, 0, 0.55);&lt;br /&gt;
  transition: background-color 0.15s ease, transform 0.12s ease,&lt;br /&gt;
    box-shadow 0.15s ease, color 0.15s ease;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.buy:hover,&lt;br /&gt;
.download:hover,&lt;br /&gt;
.buy_lrg:hover,&lt;br /&gt;
.download_lrg:hover {&lt;br /&gt;
  background: #ffd35a;&lt;br /&gt;
  color: #111111;&lt;br /&gt;
  box-shadow: 0 16px 36px rgba(0, 0, 0, 0.7);&lt;br /&gt;
  transform: translateY(-1px);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.buy:active,&lt;br /&gt;
.download:active,&lt;br /&gt;
.buy_lrg:active,&lt;br /&gt;
.download_lrg:active {&lt;br /&gt;
  transform: translateY(1px);&lt;br /&gt;
  box-shadow: 0 8px 20px rgba(0, 0, 0, 0.6);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.buy {&lt;br /&gt;
  width: 49%;&lt;br /&gt;
  float: left;&lt;br /&gt;
}&lt;br /&gt;
.download {&lt;br /&gt;
  width: 49%;&lt;br /&gt;
  float: right;&lt;br /&gt;
}&lt;br /&gt;
.buy_lrg {&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  float: left;&lt;br /&gt;
}&lt;br /&gt;
.download_lrg {&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  float: right;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --------- UTILITY CLASSES --------- */&lt;br /&gt;
.s15 {&lt;br /&gt;
  font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
.s16 {&lt;br /&gt;
  font-size: 16px;&lt;br /&gt;
}&lt;br /&gt;
.s17 {&lt;br /&gt;
  font-size: 17px;&lt;br /&gt;
}&lt;br /&gt;
.s18 {&lt;br /&gt;
  font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
.s19 {&lt;br /&gt;
  font-size: 19px;&lt;br /&gt;
}&lt;br /&gt;
.s20 {&lt;br /&gt;
  font-size: 20px;&lt;br /&gt;
}&lt;br /&gt;
.s24 {&lt;br /&gt;
  font-size: 24px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.cent {&lt;br /&gt;
  text-align: center;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* --------- PAYPAL BADGE --------- */&lt;br /&gt;
.paypal_btn {&lt;br /&gt;
  position: absolute;&lt;br /&gt;
  right: 50px;&lt;br /&gt;
  top: 55px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.paypal_btn:hover {&lt;br /&gt;
  opacity: 0.7;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* =========================================&lt;br /&gt;
   TOOLTIPSTER THEMES&lt;br /&gt;
========================================= */&lt;br /&gt;
&lt;br /&gt;
/* light theme (for inline info) */&lt;br /&gt;
.tooltipster-light {&lt;br /&gt;
  border-radius: 6px;&lt;br /&gt;
  border: 1px solid #3b3b3b;&lt;br /&gt;
  background: #262626;&lt;br /&gt;
  color: #f0f0f0;&lt;br /&gt;
}&lt;br /&gt;
.tooltipster-light .tooltipster-content {&lt;br /&gt;
  font-family: Arial, sans-serif;&lt;br /&gt;
  font-size: 14px;&lt;br /&gt;
  line-height: 16px;&lt;br /&gt;
  padding: 8px 10px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* default dark tooltip */&lt;br /&gt;
.tooltipster-default {&lt;br /&gt;
  border-radius: 4px;&lt;br /&gt;
  border: 2px solid #000;&lt;br /&gt;
  background: #333333;&lt;br /&gt;
  color: #ffffff;&lt;br /&gt;
}&lt;br /&gt;
.tooltipster-default .tooltipster-content {&lt;br /&gt;
  font-family: Arial, sans-serif;&lt;br /&gt;
  font-size: 14px;&lt;br /&gt;
  line-height: 16px;&lt;br /&gt;
  padding: 8px 10px;&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* noir theme: white card look */&lt;br /&gt;
.tooltipster-noir {&lt;br /&gt;
  border-radius: 0;&lt;br /&gt;
  border: 3px solid #2c2c2c;&lt;br /&gt;
  background: #ffffff;&lt;br /&gt;
  color: #2c2c2c;&lt;br /&gt;
}&lt;br /&gt;
.tooltipster-noir .tooltipster-content {&lt;br /&gt;
  font-family: 'Georgia', serif;&lt;br /&gt;
  font-size: 14px;&lt;br /&gt;
  line-height: 16px;&lt;br /&gt;
  padding: 8px 10px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* base tooltipster layout */&lt;br /&gt;
.tooltipster-icon {&lt;br /&gt;
  cursor: help;&lt;br /&gt;
  margin-left: 4px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tooltipster-base {&lt;br /&gt;
  padding: 0;&lt;br /&gt;
  font-size: 0;&lt;br /&gt;
  line-height: 0;&lt;br /&gt;
  position: absolute;&lt;br /&gt;
  left: 0;&lt;br /&gt;
  top: 0;&lt;br /&gt;
  z-index: 9999999;&lt;br /&gt;
  pointer-events: none;&lt;br /&gt;
  width: auto;&lt;br /&gt;
  overflow: visible;&lt;br /&gt;
}&lt;br /&gt;
.tooltipster-base .tooltipster-content {&lt;br /&gt;
  overflow: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* arrow styling */&lt;br /&gt;
.tooltipster-arrow {&lt;br /&gt;
  display: block;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  height: 100%;&lt;br /&gt;
  position: absolute;&lt;br /&gt;
  top: 0;&lt;br /&gt;
  left: 0;&lt;br /&gt;
  z-index: -1;&lt;br /&gt;
}&lt;br /&gt;
.tooltipster-arrow span,&lt;br /&gt;
.tooltipster-arrow-border {&lt;br /&gt;
  display: block;&lt;br /&gt;
  width: 0;&lt;br /&gt;
  height: 0;&lt;br /&gt;
  position: absolute;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* top */&lt;br /&gt;
.tooltipster-arrow-top span,&lt;br /&gt;
.tooltipster-arrow-top-right span,&lt;br /&gt;
.tooltipster-arrow-top-left span {&lt;br /&gt;
  border-left: 8px solid transparent !important;&lt;br /&gt;
  border-right: 8px solid transparent !important;&lt;br /&gt;
  border-top: 8px solid;&lt;br /&gt;
  bottom: -7px;&lt;br /&gt;
}&lt;br /&gt;
.tooltipster-arrow-top .tooltipster-arrow-border,&lt;br /&gt;
.tooltipster-arrow-top-right .tooltipster-arrow-border,&lt;br /&gt;
.tooltipster-arrow-top-left .tooltipster-arrow-border {&lt;br /&gt;
  border-left: 9px solid transparent !important;&lt;br /&gt;
  border-right: 9px solid transparent !important;&lt;br /&gt;
  border-top: 9px solid;&lt;br /&gt;
  bottom: -7px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* bottom */&lt;br /&gt;
.tooltipster-arrow-bottom span,&lt;br /&gt;
.tooltipster-arrow-bottom-right span,&lt;br /&gt;
.tooltipster-arrow-bottom-left span {&lt;br /&gt;
  border-left: 8px solid transparent !important;&lt;br /&gt;
  border-right: 8px solid transparent !important;&lt;br /&gt;
  border-bottom: 8px solid;&lt;br /&gt;
  top: -7px;&lt;br /&gt;
}&lt;br /&gt;
.tooltipster-arrow-bottom .tooltipster-arrow-border,&lt;br /&gt;
.tooltipster-arrow-bottom-right .tooltipster-arrow-border,&lt;br /&gt;
.tooltipster-arrow-bottom-left .tooltipster-arrow-border {&lt;br /&gt;
  border-left: 9px solid transparent !important;&lt;br /&gt;
  border-right: 9px solid transparent !important;&lt;br /&gt;
  border-bottom: 9px solid;&lt;br /&gt;
  top: -7px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tooltipster-arrow-top span,&lt;br /&gt;
.tooltipster-arrow-top .tooltipster-arrow-border,&lt;br /&gt;
.tooltipster-arrow-bottom span,&lt;br /&gt;
.tooltipster-arrow-bottom .tooltipster-arrow-border {&lt;br /&gt;
  left: 0;&lt;br /&gt;
  right: 0;&lt;br /&gt;
  margin: 0 auto;&lt;br /&gt;
}&lt;br /&gt;
.tooltipster-arrow-top-left span,&lt;br /&gt;
.tooltipster-arrow-bottom-left span {&lt;br /&gt;
  left: 6px;&lt;br /&gt;
}&lt;br /&gt;
.tooltipster-arrow-top-left .tooltipster-arrow-border,&lt;br /&gt;
.tooltipster-arrow-bottom-left .tooltipster-arrow-border {&lt;br /&gt;
  left: 5px;&lt;br /&gt;
}&lt;br /&gt;
.tooltipster-arrow-top-right span,&lt;br /&gt;
.tooltipster-arrow-bottom-right span {&lt;br /&gt;
  right: 6px;&lt;br /&gt;
}&lt;br /&gt;
.tooltipster-arrow-top-right .tooltipster-arrow-border,&lt;br /&gt;
.tooltipster-arrow-bottom-right .tooltipster-arrow-border {&lt;br /&gt;
  right: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* left/right */&lt;br /&gt;
.tooltipster-arrow-left span,&lt;br /&gt;
.tooltipster-arrow-left .tooltipster-arrow-border {&lt;br /&gt;
  border-top: 8px solid transparent !important;&lt;br /&gt;
  border-bottom: 8px solid transparent !important;&lt;br /&gt;
  border-left: 8px solid;&lt;br /&gt;
  top: 50%;&lt;br /&gt;
  margin-top: -7px;&lt;br /&gt;
  right: -7px;&lt;br /&gt;
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}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Animation_Tips_and_Tricks&amp;diff=12365</id>
		<title>Animation Tips and Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Animation_Tips_and_Tricks&amp;diff=12365"/>
				<updated>2025-01-13T13:58:23Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you will find a bunch of different tips &amp;amp; tricks that you can apply to animations that you have imported into the '''animation frame sequencer'''; some of these tips &amp;amp; tricks '''might be applicable''' to Spine sprite part animation models &amp;amp; 3D character models.&lt;br /&gt;
&lt;br /&gt;
The whole point in this page is give you ideas on how you can optimize your animations &amp;amp; your game overall by reducing the amount of animation frames needed to create smooth looking animations.&lt;br /&gt;
&lt;br /&gt;
Anyway, let's crack on...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is the Animation Frame Sequencer? ==&lt;br /&gt;
&lt;br /&gt;
I'm just going to assume that most of you already know what it is, but just in case you don't, it's the animation form you can find around various sections of the Visionaire Studio editor that let's you import or batch import animation frame images into the engine. By default you can control the global duration of the frames, the duration of individual frames, the playback mode of the frames, &amp;amp; the amount of loops the animation should perform - however, we can get a lot more creative with what's possible via action parts, scripting, &amp;amp; some clever edits to the duration of individual frames.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_anim_frame_sequencer.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
Now before I go over the various animation tips &amp;amp; tricks, we need to setup a few things first that we will need further down the road for some of the methods listed below. This involves a bit of scripting, but don't worry it's nothing complicated. I just need you to navigate to the script section of the Visionaire Studio editor, create a new definition type script, rename it to '''workflow_functions''', &amp;amp; then paste the code below into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
math.randomseed( os.time() ) -- init math.random (make sure math.random is actually random each session)&lt;br /&gt;
math.random(); math.random(); math.random() -- shake things up a bit &amp;amp; make sure it is actually random&lt;br /&gt;
&lt;br /&gt;
-- * function used to force animation frame range; i.e: frame 2 to 4 or frame 1 to 1, etc. * --&lt;br /&gt;
function setAnimFrames(anim, f, t) -- syntax: setAnimFrames(animation name, from, to)&lt;br /&gt;
  t = t or f -- fallback in case t equals nil&lt;br /&gt;
  if f &amp;gt; t then f = t end -- fallback in case f is greater than t&lt;br /&gt;
  ActiveAnimations[anim].FirstFrame = f -- update from animation frame range&lt;br /&gt;
  ActiveAnimations[anim].LastFrame =  t -- update to animation frame range&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: Not everything on this animation tips &amp;amp; tricks wiki page contains in-depth step by step guides. To be honest some of the methods are complicated &amp;amp; are very difficult to explain in small steps in layman terms that &amp;lt;strong&amp;gt;everyone&amp;lt;/strong&amp;gt; should be able to understand &amp;amp; thus are just short summaries containing images or diagrams. However, I have created &amp;amp; shared a ved project file in the [[#Resources|resources]] section that contains working examples of almost everything I have mentioned on this page.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Individual Frame Duration ==&lt;br /&gt;
&lt;br /&gt;
By default animations will automatically use the global pause (duration) value specified in the [[File:Anim_propertiesv2.png|16px|link=]] properties section for the animation, however you can enable the option '''set pause for each frame''', which will allow you to specify a unique duration value for each animation frame. Only frames that have a value other than '''-1''' will be affected by this option. All frames that contain a value of '''-1''' will use the global pause (duration) value.&lt;br /&gt;
&lt;br /&gt;
Using this option lets you create dynamic looking animations where you can give your animations the appearance that they have some weight behind them. It's also a useful method for reducing the amount of animation frames you need to use for an animation, for example... let's say that you want a specific frame to play 3 times in a row, well in other programs you might need to import the same image 3 times to do that, but in Visionaire you can just adjust the duration of that specific animation to last 3x the global pause (duration) value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;iframe width=&amp;quot;560&amp;quot; height=&amp;quot;315&amp;quot; src=&amp;quot;https://www.youtube.com/embed/zRKT_1E1Hqs&amp;quot; title=&amp;quot;YouTube video player&amp;quot; frameborder=&amp;quot;0&amp;quot; allow=&amp;quot;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&amp;quot; allowfullscreen&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dynamic Frame Duration ==&lt;br /&gt;
&lt;br /&gt;
This next tip is a bit of a tricky one, but it's one of my favorite methods for turn boring repetitive animations into animations that feel &amp;amp; look more natural by applying a dynamically generated duration value between specific animation frames - it also works a treat for adding a dynamic delay between animation loops.&lt;br /&gt;
&lt;br /&gt;
1. Select the animation frame you want to apply a dynamic duration to. Edit the animation frame via [[File:Anim_editframev2.png|16px|link=]] &amp;amp; open up the action modal box via [[File:Aktionenv2.png|16px|link=]].&lt;br /&gt;
&lt;br /&gt;
2. Inside of the action modal box create a new action via [[File:Addv2.png|16px|link=]] &amp;amp; then create a new '''execute a script''' action part &amp;amp; add something along the lines of this into it...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
Animations[&amp;quot;example&amp;quot;].Pause = math.random(1000, 3000) -- set dynamic duration of frame between 1 &amp;amp; 3 seconds&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3. Close the action modal box &amp;amp; the animation frame editor modal box &amp;amp; then select the animation to the right of the one you have just edited &amp;amp; repeat the same steps, except in the execute a script action part you want to reset the pause value back to whatever the global pause (duration) value is that you specified inside of the [[File:Anim_propertiesv2.png|16px|link=]] properties for the animation, which should look like something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
Animations[&amp;quot;example&amp;quot;].Pause = 40 -- change frame duration back to global pause (duration) value&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; that's it. You can use this method on multiple animation frames or even specific ranges of animation frames. Have fun experimenting with dynamic frame durations &amp;amp; don't be afraid to get creative.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;iframe width=&amp;quot;560&amp;quot; height=&amp;quot;315&amp;quot; src=&amp;quot;https://www.youtube.com/embed/kG-tuxhgl_Y&amp;quot; title=&amp;quot;YouTube video player&amp;quot; frameborder=&amp;quot;0&amp;quot; allow=&amp;quot;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&amp;quot; allowfullscreen&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animation Frame Range ==&lt;br /&gt;
&lt;br /&gt;
With a little bit of scripting magic we can force the engine to loop the animation between a specific range of animation frames or even loop a single frame. This can be useful for controling states, such as: door closed vs door open, etc. though you can alternatively do this via multiple scene objects &amp;amp; linking a condition or value to them to determine which object should be active/visible.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note #1: This method will only work on animations that are set to loop infinitely, because non-looping animations are hidden after they have finished their specified loop amount.''&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note #2: We will be using the setAnimFrames() function that I shared with you earlier in &amp;lt;strong&amp;gt;Getting Started&amp;lt;/strong&amp;gt;.''&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note #3: Animations have to be already playing/active for this method to work.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
To loop a single frame you can do something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
setAnimFrames(&amp;quot;example&amp;quot;, 1) -- loop the 1st frame in the animation &amp;quot;example&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or to loop a specific range of animation frames you can do something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
setAnimFrames(&amp;quot;example&amp;quot;, 2, 4) -- loop between the 2nd &amp;amp; 4th animation frame in the animation &amp;quot;example&amp;quot; &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; just to show you how it can be done '''without''' the setAnimFrames() workflow function...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
-- loop the 1st frame belonging to the animation &amp;quot;example&amp;quot;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].FirstFrame = 1&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].LastFrame = 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animation Playback Order ==&lt;br /&gt;
&lt;br /&gt;
Animations can be played forwards, backwards, or the animation frames can be played in a random order. Taking that into consideration it's possible to create pendulum animations that play in one direction then reverse back in the other direction, however we will be saving that for the next section of this tips &amp;amp; tricks guide.&lt;br /&gt;
&lt;br /&gt;
You can specify the default playback direction/order inside of the animation [[File:Anim_propertiesv2.png|16px|link=]] properties. '''Forwards''' will play the animation in the order it was created in. '''Backwards''' will play the animation from the last frame back to the first frame. '''Random''' will play the animation frames in a random order, which can be really useful for creating dynamic looking animations or for mixing up talk animations so they are less boring to look at if you aren't planning on adding lip sync to your game.&lt;br /&gt;
&lt;br /&gt;
You can change the playback direction of any active/playing animation during runtime with a line of code that looks like something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].PlayOppositeDirection = true -- true = inverse direction; false = default direction&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pendulum Loop ==&lt;br /&gt;
&lt;br /&gt;
What is a pendulum loop? A pendulum loop is when you play an animation in one direction &amp;amp; then play it back in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways you could achieve this.&lt;br /&gt;
&lt;br /&gt;
1. You could animate the entire thing, but this is bad in terms of optimization.&lt;br /&gt;
&lt;br /&gt;
2. You could call a '''called by other action''' action via the execute action when animation ends option that's found inside of the [[File:Anim_propertiesv2.png|16px|link=]] animation properties.&lt;br /&gt;
&lt;br /&gt;
3. You could do this with the play animation action part, by setting it to play in one direction &amp;amp; wait, then same again but in the opposite direction &amp;amp; wait, &amp;amp; then you would jump back to  the initial action part via the '''jump to action part #?''' action part to create a loop; providing you want it to loop, of course.&lt;br /&gt;
&lt;br /&gt;
4a. You could insert a line of code into the first frame of the animation, which would be something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].PlayOppositeDirection = false -- play default direction&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4b. &amp;amp; then the same again with the final frame of the animation with a line of code that is something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].PlayOppositeDirection = true -- play inverse direction&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: This method is antiquated as animations now have a built in pendulum playback option.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Move Animation ==&lt;br /&gt;
&lt;br /&gt;
How can you make your animations move across the screen? Well besides the obvious answer of animating the movement inside of the animation itself, there's actually a few other options you can use for making your animations dance across the across the screen.&lt;br /&gt;
&lt;br /&gt;
=== The Move Object Action Part ===&lt;br /&gt;
&lt;br /&gt;
There's technically 2 move object action parts, but we are going to ignore '''move object''' as that one is based on relative offset from the default position, &amp;amp; we are instead going to be using '''move object to''' as that one uses absolute positioning, which makes things a lot simpler.&lt;br /&gt;
&lt;br /&gt;
Anyway, this one is simple to use, just create a '''move object to''' action part, link it to an object then tell it where to go &amp;amp; specify a duration of how long it should take to get from starting position to the target position.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== The Tweening Function ===&lt;br /&gt;
&lt;br /&gt;
The tweening function aka the to() function is very useful for creating transitions from the current state of an object/animation/etc to another state, which could be a new position, a new transparency value, or a new scale value, etc. It can take multiple arguments &amp;amp; anything that requires an integer or float number input can be manipulated by it. Here is the syntax for it...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
to(duration, {arguments}, easing, loop, pendulum)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; here is an example of how to move an animation from its current position to a new position...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;]:to(2500, { CurrentPosition = {x = 500, y = 700} }, easeQuintInOut) -- move animation &amp;quot;example&amp;quot; over 2.5 seconds from starting position to 500 by 700 with a slow build up &amp;amp; ending&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: Check out this [https://www.visionaire-studio.com/luadocs/lua.html#easing page] for a list of available easing options.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== The Curve System ===&lt;br /&gt;
&lt;br /&gt;
The bézier curve system is really useful for creating smooth &amp;amp;/or complex paths. It's really great for simulating a bird swooping down into the scene &amp;amp; then back up &amp;amp; out of the scene. You could also use it to control falling snowflakes or leaves, etc.&lt;br /&gt;
&lt;br /&gt;
There are 3 available types of curves in Visionaire Studio that you can use &amp;amp; they are...&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Curve ====&lt;br /&gt;
&lt;br /&gt;
This curve mode will allow you to draw a curve that has a starting point &amp;amp; an end point. You can add as many node points as you like &amp;amp; drag them around to manipulate the curve until you end up with something you like.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_curve.png|300px]]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Continuous Curve ====&lt;br /&gt;
&lt;br /&gt;
This curve mode will allow you to create one massive curve that you connect back to the first curve node to create a loop. Have fun creating infinity symbols &amp;amp; snakes (ouroboros) eating their own tales.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_curve_cont.png|300px]]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Curve Via Control Points ====&lt;br /&gt;
&lt;br /&gt;
This curve mode will let you create a single really smooth curve that you can adjust after creating by dragging the 2 outer most nodes around. Once you create the initial shape all but 4 of the nodes will be automatically hidden. I'm not really sure what use this curve mode is as you can do the same thing with the first curve option, however this curve mode allows you to create smoother curves overall.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_curve_control.png|300px]]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Finally in regards to curves I would like to point out that they are an advanced mechanic &amp;amp; currently there's no way other than scripting available for linking them to scene objects, animations, interfaces, particle systems, etc. If you want to see some curves in action then I would recommend downloading the ved &amp;amp; resource file linked down at the [[#Resources|bottom]] of this page, but just in case you don't want to do that, here's the syntax... &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
startCallbackTween(duration, function(x), easing, loop, pendulum)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; here's an example script...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local n = &amp;quot;curve_example&amp;quot; -- variable containing curve name&lt;br /&gt;
&lt;br /&gt;
-- * move animation along curve over 10 seconds with rotation of parent scene object enabled * --&lt;br /&gt;
startCallbackTween(10000, function(x) -- init curve loop function&lt;br /&gt;
  local pos = game.CurrentScene.Curves[n]:curveAt(x) -- calculate current curve position&lt;br /&gt;
  local direction = game.CurrentScene.Curves[n]:curveDirection(x) -- calculate rotation based on curve position&lt;br /&gt;
  game.CurrentScene.Objects[&amp;quot;obj_example&amp;quot;].Rotation = direction -- rotates scene object with curve&lt;br /&gt;
  ActiveAnimations[&amp;quot;anim_example&amp;quot;].CurrentPosition = {x = pos.x, y = pos.y} -- update position of the animation&lt;br /&gt;
end, easeLinearIn, true, false)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
&lt;br /&gt;
Ideally rotation works best when the image/animation is flat to the screen as opposed skewed. Anyway, you can rotate objects with a line of code that looks something like this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
-- syntax: to(duration, {arguments}, easing, loop, pendulum)&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;]:to(5000, {Rotation = math.rad(360)}, easeLinearInOut, true) -- rotate 360º over 5 seconds &amp;amp; loop&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pinned Rotation ==&lt;br /&gt;
&lt;br /&gt;
This one is different from rotation. This allows you to pin a point of an image/animation &amp;amp; then morph rotate the rest of the image/animation. The best way I can think of to describe exactly what this feature does would be to tell you to imagine a flower or a tree that's swaying about in the wind.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_pinned_rotation.png|400px]]&lt;br /&gt;
&lt;br /&gt;
I'm not going to provide you with a tutorial of how to do this, but I will link you to the [https://www.visionaire-studio.com/luadocs/#rotate-animation luadocs] page where you need to download &amp;amp; include the script found on the page I've linked to as a definition type script inside of your project. It also contains examples of usage too, so hopefully you will be able to figure it out, but if not you can check the reference ved &amp;amp; resource files I have included at the [[#Resources|bottom]] of this page, which also contains examples of everything else I've mentioned on this wiki page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scale x Size ==&lt;br /&gt;
&lt;br /&gt;
There are multiple methods you can use for changing the size of animations &amp;amp; images during runtime, which might be useful in some situations for creating the illusion of depth or purely for the purpose of scaling up or down.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Object Scaling ===&lt;br /&gt;
&lt;br /&gt;
You can scale scene objects (which includes the images/animations linked to them) up &amp;amp; down with a line of code along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;].Scale = 0.5 -- immediately scale object &amp;quot;example&amp;quot; down to 50%&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or if you want to tween the object scale from the current scale value to another one then you can do it like so...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;]:to(250, {Scale = 0.5}) -- scale object &amp;quot;example&amp;quot; down to 50% over 250ms&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Animation Size ===&lt;br /&gt;
&lt;br /&gt;
You can scale animations up &amp;amp; down with a line of code along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].Size = 50 -- immediately scale animation &amp;quot;example&amp;quot; down to 50%&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or if you want to tween the animation size from the current scale value to another one then you can do it like so...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;]:to(250, {Size = 50}) -- scale animation &amp;quot;example&amp;quot; down to 50% over 250ms&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ScaleXYZ ==&lt;br /&gt;
&lt;br /&gt;
Actually it's just X &amp;amp; Y, but I felt like completing the alphabet. Anyway, you can use scaleX &amp;amp; scaleY to flip any image or animation that's linked to a scene object or interface button.&lt;br /&gt;
&lt;br /&gt;
[[File:ScaleXY.png|382px]]&lt;br /&gt;
&lt;br /&gt;
Here's a quick scripting example of how to horizontally flip the image/animation belonging to a scene object...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;].ScaleX = -1 -- default = 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; here's how to vertically flip an image/animation belonging to a scene object...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;].ScaleY = -1 -- default = 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Final Notes ==&lt;br /&gt;
&lt;br /&gt;
I know I haven't covered all methods as there are other features you can use such as the action part plugin system, or components, or behaviours that you can create via the visual scripting system, but I've never used the visual scripting system before &amp;amp; wouldn't know where to start. Anyway, if anyone has any other tips &amp;amp; tricks they want to include then please let me (AFRLme) know on our [https://discord.gg/g5zFejW discord server]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[media:animation_tnt_v2.zip|animation_tnt_v2.zip]] || A working .ved file, complete with resources. Check out the readme.txt file for instructions. ''Visonaire Studio 5.1.9.1+ required''.&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Animation_Tips_and_Tricks&amp;diff=12277</id>
		<title>Animation Tips and Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Animation_Tips_and_Tricks&amp;diff=12277"/>
				<updated>2023-11-01T14:46:45Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you will find a bunch of different tips &amp;amp; tricks that you can apply to animations that you have imported into the '''animation frame sequencer'''; some of these tips &amp;amp; tricks '''might be applicable''' to Spine sprite part animation models &amp;amp; 3D character models.&lt;br /&gt;
&lt;br /&gt;
The whole point in this page is give you ideas on how you can optimize your animations &amp;amp; your game overall by reducing the amount of animation frames needed to create smooth looking animations.&lt;br /&gt;
&lt;br /&gt;
Anyway, let's crack on...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is the Animation Frame Sequencer? ==&lt;br /&gt;
&lt;br /&gt;
I'm just going to assume that most of you already know what it is, but just in case you don't, it's the animation form you can find around various sections of the Visionaire Studio editor that let's you import or batch import animation frame images into the engine. By default you can control the global duration of the frames, the duration of individual frames, the playback mode of the frames, &amp;amp; the amount of loops the animation should perform - however, we can get a lot more creative with what's possible via action parts, scripting, &amp;amp; some clever edits to the duration of individual frames.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_anim_frame_sequencer.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
Now before I go over the various animation tips &amp;amp; tricks, we need to setup a few things first that we will need further down the road for some of the methods listed below. This involves a bit of scripting, but don't worry it's nothing complicated. I just need you to navigate to the script section of the Visionaire Studio editor, create a new definition type script, rename it to '''workflow_functions''', &amp;amp; then paste the code below into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
math.randomseed( os.time() ) -- init math.random (make sure math.random is actually random each session)&lt;br /&gt;
math.random(); math.random(); math.random() -- shake things up a bit &amp;amp; make sure it is actually random&lt;br /&gt;
&lt;br /&gt;
-- * function used to force animation frame range; i.e: frame 2 to 4 or frame 1 to 1, etc. * --&lt;br /&gt;
function setAnimFrames(anim, f, t) -- syntax: setAnimFrames(animation name, from, to)&lt;br /&gt;
  t = t or f -- fallback in case t equals nil&lt;br /&gt;
  if f &amp;gt; t then f = t end -- fallback in case f is greater than t&lt;br /&gt;
  ActiveAnimations[anim].FirstFrame = f -- update from animation frame range&lt;br /&gt;
  ActiveAnimations[anim].LastFrame =  t -- update to animation frame range&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: Not everything on this animation tips &amp;amp; tricks wiki page contains in-depth step by step guides. To be honest some of the methods are complicated &amp;amp; are very difficult to explain in small steps in layman terms that &amp;lt;strong&amp;gt;everyone&amp;lt;/strong&amp;gt; should be able to understand &amp;amp; thus are just short summaries containing images or diagrams. However, I have created &amp;amp; shared a ved project file in the [[#Resources|resources]] section that contains working examples of almost everything I have mentioned on this page.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Individual Frame Duration ==&lt;br /&gt;
&lt;br /&gt;
By default animations will automatically use the global pause (duration) value specified in the [[File:Anim_propertiesv2.png|16px|link=]] properties section for the animation, however you can enable the option '''set pause for each frame''', which will allow you to specify a unique duration value for each animation frame. Only frames that have a value other than '''-1''' will be affected by this option. All frames that contain a value of '''-1''' will use the global pause (duration) value.&lt;br /&gt;
&lt;br /&gt;
Using this option lets you create dynamic looking animations where you can give your animations the appearance that they have some weight behind them. It's also a useful method for reducing the amount of animation frames you need to use for an animation, for example... let's say that you want a specific frame to play 3 times in a row, well in other programs you might need to import the same image 3 times to do that, but in Visionaire you can just adjust the duration of that specific animation to last 3x the global pause (duration) value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;iframe width=&amp;quot;560&amp;quot; height=&amp;quot;315&amp;quot; src=&amp;quot;https://www.youtube.com/embed/zRKT_1E1Hqs&amp;quot; title=&amp;quot;YouTube video player&amp;quot; frameborder=&amp;quot;0&amp;quot; allow=&amp;quot;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&amp;quot; allowfullscreen&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dynamic Frame Duration ==&lt;br /&gt;
&lt;br /&gt;
This next tip is a bit of a tricky one, but it's one of my favorite methods for turn boring repetitive animations into animations that feel &amp;amp; look more natural by applying a dynamically generated duration value between specific animation frames - it also works a treat for adding a dynamic delay between animation loops.&lt;br /&gt;
&lt;br /&gt;
1. Select the animation frame you want to apply a dynamic duration to. Edit the animation frame via [[File:Anim_editframev2.png|16px|link=]] &amp;amp; open up the action modal box via [[File:Aktionenv2.png|16px|link=]].&lt;br /&gt;
&lt;br /&gt;
2. Inside of the action modal box create a new action via [[File:Addv2.png|16px|link=]] &amp;amp; then create a new '''execute a script''' action part &amp;amp; add something along the lines of this into it...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
Animations[&amp;quot;example&amp;quot;].Pause = math.random(1000, 3000) -- set dynamic duration of frame between 1 &amp;amp; 3 seconds&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3. Close the action modal box &amp;amp; the animation frame editor modal box &amp;amp; then select the animation to the right of the one you have just edited &amp;amp; repeat the same steps, except in the execute a script action part you want to reset the pause value back to whatever the global pause (duration) value is that you specified inside of the [[File:Anim_propertiesv2.png|16px|link=]] properties for the animation, which should look like something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
Animations[&amp;quot;example&amp;quot;].Pause = 40 -- change frame duration back to global pause (duration) value&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; that's it. You can use this method on multiple animation frames or even specific ranges of animation frames. Have fun experimenting with dynamic frame durations &amp;amp; don't be afraid to get creative.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;iframe width=&amp;quot;560&amp;quot; height=&amp;quot;315&amp;quot; src=&amp;quot;https://www.youtube.com/embed/kG-tuxhgl_Y&amp;quot; title=&amp;quot;YouTube video player&amp;quot; frameborder=&amp;quot;0&amp;quot; allow=&amp;quot;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&amp;quot; allowfullscreen&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animation Frame Range ==&lt;br /&gt;
&lt;br /&gt;
With a little bit of scripting magic we can force the engine to loop the animation between a specific range of animation frames or even loop a single frame. This can be useful for controling states, such as: door closed vs door open, etc. though you can alternatively do this via multiple scene objects &amp;amp; linking a condition or value to them to determine which object should be active/visible.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note #1: This method will only work on animations that are set to loop infinitely, because non-looping animations are hidden after they have finished their specified loop amount.''&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note #2: We will be using the setAnimFrames() function that I shared with you earlier in &amp;lt;strong&amp;gt;Getting Started&amp;lt;/strong&amp;gt;.''&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note #3: Animations have to be already playing/active for this method to work.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
To loop a single frame you can do something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
setAnimFrames(&amp;quot;example&amp;quot;, 1) -- loop the 1st frame in the animation &amp;quot;example&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or to loop a specific range of animation frames you can do something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
setAnimFrames(&amp;quot;example&amp;quot;, 2, 4) -- loop between the 2nd &amp;amp; 4th animation frame in the animation &amp;quot;example&amp;quot; &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; just to show you how it can be done '''without''' the setAnimFrames() workflow function...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
-- loop the 1st frame belonging to the animation &amp;quot;example&amp;quot;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].FirstFrame = 1&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].LastFrame = 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animation Playback Order ==&lt;br /&gt;
&lt;br /&gt;
Animations can be played forwards, backwards, or the animation frames can be played in a random order. Taking that into consideration it's possible to create pendulum animations that play in one direction then reverse back in the other direction, however we will be saving that for the next section of this tips &amp;amp; tricks guide.&lt;br /&gt;
&lt;br /&gt;
You can specify the default playback direction/order inside of the animation [[File:Anim_propertiesv2.png|16px|link=]] properties. '''Forwards''' will play the animation in the order it was created in. '''Backwards''' will play the animation from the last frame back to the first frame. '''Random''' will play the animation frames in a random order, which can be really useful for creating dynamic looking animations or for mixing up talk animations so they are less boring to look at if you aren't planning on adding lip sync to your game.&lt;br /&gt;
&lt;br /&gt;
You can change the playback direction of any active/playing animation during runtime with a line of code that looks like something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].PlayOppositeDirection = true -- true = inverse direction; false = default direction&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pendulum Loop ==&lt;br /&gt;
&lt;br /&gt;
What is a pendulum loop? A pendulum loop is when you play an animation in one direction &amp;amp; then play it back in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways you could achieve this.&lt;br /&gt;
&lt;br /&gt;
1. You could animate the entire thing, but this is bad in terms of optimization.&lt;br /&gt;
&lt;br /&gt;
2. You could call a '''called by other action''' action via the execute action when animation ends option that's found inside of the [[File:Anim_propertiesv2.png|16px|link=]] animation properties.&lt;br /&gt;
&lt;br /&gt;
3. You could do this with the play animation action part, by setting it to play in one direction &amp;amp; wait, then same again but in the opposite direction &amp;amp; wait, &amp;amp; then you would jump back to  the initial action part via the '''jump to action part #?''' action part to create a loop; providing you want it to loop, of course.&lt;br /&gt;
&lt;br /&gt;
4a. You could insert a line of code into the first frame of the animation, which would be something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].PlayOppositeDirection = false -- play default direction&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4b. &amp;amp; then the same again with the final frame of the animation with a line of code that is something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].PlayOppositeDirection = true -- play inverse direction&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Move Animation ==&lt;br /&gt;
&lt;br /&gt;
How can you make your animations move across the screen? Well besides the obvious answer of animating the movement inside of the animation itself, there's actually a few other options you can use for making your animations dance across the across the screen.&lt;br /&gt;
&lt;br /&gt;
=== The Move Object Action Part ===&lt;br /&gt;
&lt;br /&gt;
There's technically 2 move object action parts, but we are going to ignore '''move object''' as that one is based on relative offset from the default position, &amp;amp; we are instead going to be using '''move object to''' as that one uses absolute positioning, which makes things a lot simpler.&lt;br /&gt;
&lt;br /&gt;
Anyway, this one is simple to use, just create a '''move object to''' action part, link it to an object then tell it where to go &amp;amp; specify a duration of how long it should take to get from starting position to the target position.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== The Tweening Function ===&lt;br /&gt;
&lt;br /&gt;
The tweening function aka the to() function is very useful for creating transitions from the current state of an object/animation/etc to another state, which could be a new position, a new transparency value, or a new scale value, etc. It can take multiple arguments &amp;amp; anything that requires an integer or float number input can be manipulated by it. Here is the syntax for it...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
to(duration, {arguments}, easing, loop, pendulum)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; here is an example of how to move an animation from its current position to a new position...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;]:to(2500, { CurrentPosition = {x = 500, y = 700} }, easeQuintInOut) -- move animation &amp;quot;example&amp;quot; over 2.5 seconds from starting position to 500 by 700 with a slow build up &amp;amp; ending&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: Check out this [https://www.visionaire-studio.com/luadocs/lua.html#easing page] for a list of available easing options.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== The Curve System ===&lt;br /&gt;
&lt;br /&gt;
The bézier curve system is really useful for creating smooth &amp;amp;/or complex paths. It's really great for simulating a bird swooping down into the scene &amp;amp; then back up &amp;amp; out of the scene. You could also use it to control falling snowflakes or leaves, etc.&lt;br /&gt;
&lt;br /&gt;
There are 3 available types of curves in Visionaire Studio that you can use &amp;amp; they are...&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Curve ====&lt;br /&gt;
&lt;br /&gt;
This curve mode will allow you to draw a curve that has a starting point &amp;amp; an end point. You can add as many node points as you like &amp;amp; drag them around to manipulate the curve until you end up with something you like.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_curve.png|300px]]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Continuous Curve ====&lt;br /&gt;
&lt;br /&gt;
This curve mode will allow you to create one massive curve that you connect back to the first curve node to create a loop. Have fun creating infinity symbols &amp;amp; snakes (ouroboros) eating their own tales.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_curve_cont.png|300px]]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Curve Via Control Points ====&lt;br /&gt;
&lt;br /&gt;
This curve mode will let you create a single really smooth curve that you can adjust after creating by dragging the 2 outer most nodes around. Once you create the initial shape all but 4 of the nodes will be automatically hidden. I'm not really sure what use this curve mode is as you can do the same thing with the first curve option, however this curve mode allows you to create smoother curves overall.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_curve_control.png|300px]]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Finally in regards to curves I would like to point out that they are an advanced mechanic &amp;amp; currently there's no way other than scripting available for linking them to scene objects, animations, interfaces, particle systems, etc. If you want to see some curves in action then I would recommend downloading the ved &amp;amp; resource file linked down at the [[#Resources|bottom]] of this page, but just in case you don't want to do that, here's the syntax... &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
startCallbackTween(duration, function(x), easing, loop, pendulum)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; here's an example script...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local n = &amp;quot;curve_example&amp;quot; -- variable containing curve name&lt;br /&gt;
&lt;br /&gt;
-- * move animation along curve over 10 seconds with rotation of parent scene object enabled * --&lt;br /&gt;
startCallbackTween(10000, function(x) -- init curve loop function&lt;br /&gt;
  local pos = game.CurrentScene.Curves[n]:curveAt(x) -- calculate current curve position&lt;br /&gt;
  local direction = game.CurrentScene.Curves[n]:curveDirection(x) -- calculate rotation based on curve position&lt;br /&gt;
  game.CurrentScene.Objects[&amp;quot;obj_example&amp;quot;].Rotation = direction -- rotates scene object with curve&lt;br /&gt;
  ActiveAnimations[&amp;quot;anim_example&amp;quot;].CurrentPosition = {x = pos.x, y = pos.y} -- update position of the animation&lt;br /&gt;
end, easeLinearIn, true, false)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
&lt;br /&gt;
Ideally rotation works best when the image/animation is flat to the screen as opposed skewed. Anyway, you can rotate objects with a line of code that looks something like this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
-- syntax: to(duration, {arguments}, easing, loop, pendulum)&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;]:to(5000, {Rotation = math.rad(360)}, easeLinearInOut, true) -- rotate 360º over 5 seconds &amp;amp; loop&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pinned Rotation ==&lt;br /&gt;
&lt;br /&gt;
This one is different from rotation. This allows you to pin a point of an image/animation &amp;amp; then morph rotate the rest of the image/animation. The best way I can think of to describe exactly what this feature does would be to tell you to imagine a flower or a tree that's swaying about in the wind.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_pinned_rotation.png|400px]]&lt;br /&gt;
&lt;br /&gt;
I'm not going to provide you with a tutorial of how to do this, but I will link you to the [https://www.visionaire-studio.com/luadocs/#rotate-animation luadocs] page where you need to download &amp;amp; include the script found on the page I've linked to as a definition type script inside of your project. It also contains examples of usage too, so hopefully you will be able to figure it out, but if not you can check the reference ved &amp;amp; resource files I have included at the [[#Resources|bottom]] of this page, which also contains examples of everything else I've mentioned on this wiki page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scale x Size ==&lt;br /&gt;
&lt;br /&gt;
There are multiple methods you can use for changing the size of animations &amp;amp; images during runtime, which might be useful in some situations for creating the illusion of depth or purely for the purpose of scaling up or down.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Object Scaling ===&lt;br /&gt;
&lt;br /&gt;
You can scale scene objects (which includes the images/animations linked to them) up &amp;amp; down with a line of code along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;].Scale = 0.5 -- immediately scale object &amp;quot;example&amp;quot; down to 50%&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or if you want to tween the object scale from the current scale value to another one then you can do it like so...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;]:to(250, {Scale = 0.5}) -- scale object &amp;quot;example&amp;quot; down to 50% over 250ms&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Animation Size ===&lt;br /&gt;
&lt;br /&gt;
You can scale animations up &amp;amp; down with a line of code along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].Size = 50 -- immediately scale animation &amp;quot;example&amp;quot; down to 50%&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or if you want to tween the animation size from the current scale value to another one then you can do it like so...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;]:to(250, {Size = 50}) -- scale animation &amp;quot;example&amp;quot; down to 50% over 250ms&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ScaleXYZ ==&lt;br /&gt;
&lt;br /&gt;
Actually it's just X &amp;amp; Y, but I felt like completing the alphabet. Anyway, you can use scaleX &amp;amp; scaleY to flip any image or animation that's linked to a scene object or interface button.&lt;br /&gt;
&lt;br /&gt;
[[File:ScaleXY.png|382px]]&lt;br /&gt;
&lt;br /&gt;
Here's a quick scripting example of how to horizontally flip the image/animation belonging to a scene object...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;].ScaleX = -1 -- default = 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; here's how to vertically flip an image/animation belonging to a scene object...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;].ScaleY = -1 -- default = 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Final Notes ==&lt;br /&gt;
&lt;br /&gt;
I know I haven't covered all methods as there are other features you can use such as the action part plugin system, or components, or behaviours that you can create via the visual scripting system, but I've never used the visual scripting system before &amp;amp; wouldn't know where to start. Anyway, if anyone has any other tips &amp;amp; tricks they want to include then please let me (AFRLme) know on our [https://discord.gg/g5zFejW discord server]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[media:animation_tnt_v2.zip|animation_tnt_v2.zip]] || A working .ved file, complete with resources. Check out the readme.txt file for instructions. ''Visonaire Studio 5.1.9.1+ required''.&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=An_Event_in_Time&amp;diff=12125</id>
		<title>An Event in Time</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=An_Event_in_Time&amp;diff=12125"/>
				<updated>2023-08-09T15:16:35Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you will find a bunch of tips &amp;amp; tricks related to events, loops, &amp;amp; timing methods that you can use to control exactly when specific events &amp;amp;/or state changes (via values/conditions) should occur in your game projects.&lt;br /&gt;
&lt;br /&gt;
Anyway, let's crack on...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pause (static) ==&lt;br /&gt;
&lt;br /&gt;
The simplest method for controlling time is to use the '''pause''' action part. The pause action part will prevent any action parts created after it from executing until the pause has finished.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: The pause action part allows you to specify the time in milliseconds, seconds, or minutes; however I highly recommend that you use milliseconds because it allows you to input precise time values.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Anyway, here's an example of the pause action part being used with some other action parts...&lt;br /&gt;
&lt;br /&gt;
 1. if condition &amp;quot;cond_example&amp;quot; is true&lt;br /&gt;
 2. pause for 500 milliseconds&lt;br /&gt;
 3. change condition &amp;quot;cond_example&amp;quot; to false&lt;br /&gt;
 4. end if&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pause (dynamic) ==&lt;br /&gt;
&lt;br /&gt;
The same action part above can also be used to create dynamic pauses, which can be really useful for making your game projects feel more alive &amp;amp; less like a broken record stuck in a never-ending loop.&lt;br /&gt;
&lt;br /&gt;
To setup dynamic pauses you will need to create a '''value''' that you can link to the pause action part. The integer number belonging to values can be modified at any time via action parts or script; however we will only be covering action parts for now to keep things as simple as possible.&lt;br /&gt;
&lt;br /&gt;
Anyway, let's just assume you have created a value somewhere inside of the Visionaire Studio editor &amp;amp; have called it &amp;quot;v_time&amp;quot;. Right, let's see an example of what a dynamic pause would look like inside of an action block...&lt;br /&gt;
&lt;br /&gt;
 1. set random value &amp;quot;v_time&amp;quot; between 1000 and 5000&lt;br /&gt;
 2. pause for &amp;quot;v_time&amp;quot; milliseconds&lt;br /&gt;
 3. play animation &amp;quot;anim_example&amp;quot; and wait&lt;br /&gt;
 4. jump to action part #1&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animation Frame Events ==&lt;br /&gt;
&lt;br /&gt;
Did you know that you can edit animation frames via [[File:Anim_editframev2.png|16px|link=]] &amp;amp; assign sounds &amp;amp; actions to each individual animation frame? This is actually a really great method for precision timing based events as they are tied to animation frames instead of the frames per second (fps) that your game is running on each players device. It's much more accurate than using the pause action part.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_anim_frame_actions.png|1070px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wait Actions ==&lt;br /&gt;
&lt;br /&gt;
Some action parts have an additional option called '''wait''', which when enabled will tell the engine to pause the action list until the action or animation has finished. These wait options are optional &amp;amp; can also be very useful for controlling the timing of when certain events should occur.&lt;br /&gt;
&lt;br /&gt;
=== Play Animation and Wait ===&lt;br /&gt;
&lt;br /&gt;
This will start an animation &amp;amp; pause the action list that you execute this action in until the animation finishes, however you do need to be careful not to use this option on animations that are set to infinite loop as the action list will be paused indefinitely due to the animation never ending.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Wait until Animation is Finished ===&lt;br /&gt;
&lt;br /&gt;
Same as above, but this action part is meant to be used on an already playing animation. &amp;amp; again be careful not to use this option on animations that are set to infinite loop as the action list will be paused indefinitely due to the animation never ending.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Wait until Sound is Finished ===&lt;br /&gt;
&lt;br /&gt;
This action part will pause the action list that you execute this action in until the linked sound stops playing, however just like '''play animation and wait''' you need to be careful that you don't link to a sound that is looping as the action list will be infinitely due to the sound never ending.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Wait until Condition was Changed ===&lt;br /&gt;
&lt;br /&gt;
This will pause the current action list until the condition is changed from whatever it currently is or until it's changed to the specified boolean state.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: There are 3 options available.''&lt;br /&gt;
|-&lt;br /&gt;
| ''1. Changed: wait until condition is changed to the opposite of its current state.''&lt;br /&gt;
|-&lt;br /&gt;
| ''2. True: wait until condition is changed to'' &amp;lt;span class=&amp;quot;green&amp;quot;&amp;gt;true&amp;lt;/span&amp;gt;.''&lt;br /&gt;
|-&lt;br /&gt;
| ''3. False: wait until condition is changed to'' &amp;lt;span class=&amp;quot;red&amp;quot;&amp;gt;false&amp;lt;/span&amp;gt;.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Wait until Value was Changed (static) ===&lt;br /&gt;
&lt;br /&gt;
This will pause the current action list until the specified value target is met.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Wait until Value was Changed (dynamic) ===&lt;br /&gt;
&lt;br /&gt;
This will pause the current action list until the specified value meets the same target value as the secondary linked value. The reason this method is dynamic is because both values can be manipulated which means that the secondary value could be repurposed for multiple situations.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: There are multiple operators you can use for querying values, which allows a lot of freedom when it comes to querying values.''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;vsyellow&amp;quot;&amp;gt;=&amp;lt;/span&amp;gt; ''equals.''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;vsyellow&amp;quot;&amp;gt;!=&amp;lt;/span&amp;gt; ''does not equal.''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;vsyellow&amp;quot;&amp;gt;&amp;lt;=&amp;lt;/span&amp;gt; ''less than or equal to.''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;vsyellow&amp;quot;&amp;gt;&amp;lt;&amp;lt;/span&amp;gt; ''less than.''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;vsyellow&amp;quot;&amp;gt;&amp;gt;=&amp;lt;/span&amp;gt; ''greater than or equal to.''&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span class=&amp;quot;vsyellow&amp;quot;&amp;gt;&amp;gt;&amp;lt;/span&amp;gt; ''greater than.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Wait until Character Stops Speaking ===&lt;br /&gt;
&lt;br /&gt;
Pauses the current action list until the specified character stops talking; or just continue executing the action parts if the character wasn't talking to begin with.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Wait until Character Stops ===&lt;br /&gt;
&lt;br /&gt;
Pauses the current action list until the specified character stops walking; or just continue executing the action parts if the character wasn't walking to begin with.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Send Character to Position/Object and Wait ===&lt;br /&gt;
&lt;br /&gt;
This is actually 2 different action parts. One will let you send the character to a specified position in the current scene &amp;amp; the other will let you tell the character to walk to the position defined in the specified object. Both have wait options &amp;amp; will pause the action list until the character reaches the position.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: The destination position isn't what the engine is listening out for, it's actually listening out for when the character '''stops walking''' so you may want to use these 2 action parts inside of cutscene wrappers to prevent the player from being able to interrupt the destination position/object by left clicking elsewhere in the scene.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Call/Quit Action and Wait ===&lt;br /&gt;
&lt;br /&gt;
This action part allows you to call another existing action block. You can optionally tell the current action list to wait until the other action block you call finishes iterating through all the action parts/scripts listed inside of it - I don't know if you can chain this action through multiple action blocks, but maybe one of you want to try it out &amp;amp; let me (AFRLme) know?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Loops ==&lt;br /&gt;
This section is going to get a bit complicated as we are going to start delving into the scripting side of things, as well as some conventional &amp;amp; unconvential methods via action parts &amp;amp; animations.&lt;br /&gt;
&lt;br /&gt;
=== Animations are also Loops ===&lt;br /&gt;
&lt;br /&gt;
Yes, you heard me correctly, animations are also loops &amp;amp; can be treated as such. Think about it like this... you have an animation &amp;amp; you can control the amount of loops it does, the duration of each loop, &amp;amp; the amount of frames it contains. By inserting actions or code into specific animation frames you now have a method of telling the game when to do something specific x amount of times; or indefinitely if the animation is set to loop infinitely. Checkout [[#Animation Frame Events|animation frame events]] to refresh your memory on how to edit animation frames &amp;amp; add actions/scripts to them.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: The animation could contain images, a single image, blank animation frames, or animation frames linked to a transparent png/webp image file.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Jump to Action Part ===&lt;br /&gt;
&lt;br /&gt;
The '''jump to action part''' action part is one of the methods that you can use for creating loops inside of the Visionaire Studio editor without having to resort to scripting. There are 2 ways that you can use the jump to x action part, which are...&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Absolute ====&lt;br /&gt;
&lt;br /&gt;
This is the option you would probably be using most of the time &amp;amp; it's the simplest method as you simply tell the engine to jump to x action part inside of the current action block. For example #1 would be the first action part in the list aka the top of the list.&lt;br /&gt;
&lt;br /&gt;
Here's a quick example of what the action block might look like...&lt;br /&gt;
&lt;br /&gt;
 1. if condition &amp;quot;cond_example&amp;quot; is false&lt;br /&gt;
 2. pause for 500 milliseconds&lt;br /&gt;
 3. jump to action part #1 (''jump back to first action part'')&lt;br /&gt;
 4. end if&lt;br /&gt;
 5. display text &amp;quot;hello world&amp;quot; (''if condition &amp;quot;cond_example&amp;quot; is true then this would be executed instead'')&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Relative ====&lt;br /&gt;
&lt;br /&gt;
The relative mode is a bit more complicated as it involves jumping x amount of steps forwards or backwards &amp;amp; is more situation based.&lt;br /&gt;
&lt;br /&gt;
Here's a little action block example of what it might look like in use...&lt;br /&gt;
&lt;br /&gt;
 1. pause for 500 milliseconds&lt;br /&gt;
 2. if condition &amp;quot;cond_example&amp;quot; is true&lt;br /&gt;
 3. jump 4 action parts forwards          (''0'')&lt;br /&gt;
 4. else                                  (''1'')&lt;br /&gt;
 5. jump to action part #1                (''2'')&lt;br /&gt;
 6. end if                                (''3'')&lt;br /&gt;
 7. display text &amp;quot;hello world&amp;quot;            (''4'')&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== The setDelay() Function ===&lt;br /&gt;
&lt;br /&gt;
The setDelay() function is really useful for controlling when to execute lines of code or functions &amp;amp; it can also be used to create timed based loops.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Syntax ====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
setDelay(delay, function)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Call Existing Function ====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
setDelay(1000, &amp;quot;helloworld()&amp;quot;) -- call function helloworld() after 1000ms (1 second)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Execute Custom Function ====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
setDelay(1000, function()&lt;br /&gt;
 print(&amp;quot;hello world!&amp;quot;) -- print &amp;quot;hello world&amp;quot; to the log after 1000ms (1 second)&lt;br /&gt;
 -- you can insert any code you like between function() &amp;amp; end&lt;br /&gt;
end)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Looping Function with Delay ====&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local i = 0 -- create variable i &amp;amp; set default value as 0&lt;br /&gt;
&lt;br /&gt;
function example()&lt;br /&gt;
 i = i + 1 -- increment i by 1&lt;br /&gt;
 print(i) -- print the value of i to the log&lt;br /&gt;
 setDelay(1000, &amp;quot;example()&amp;quot;) -- call the example() function again after 1000ms (1 second)&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
example() -- call the example() function to start the loop&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note #1: You might want to consider wrapping the setDelay() function inside of the delayed looping function with an if query to kill the loop when it's no longer needed.''&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note #2: Taking the example above &amp;amp; what I just wrote in quick note #1 into consideration, you could easily create a looping function with a limited amount of loops by incrementing or decrementing a value each time the function is looped &amp;amp; then wrap the setDelay() function that recalls the function inside of an if query that checks if the value doesn't equal x so that it will automatically stop looping when the value reaches x.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== mainLoop ===&lt;br /&gt;
&lt;br /&gt;
The mainLoop event handler is the main scripting looping method that most people will probably learn about first. Unlike the delayed looping method with the setDelay() function, the mainLoop will loop constantly while it's registered, however you can control when the code inside of the mainLoop function is executed by wrapping your code in various if queries.&lt;br /&gt;
&lt;br /&gt;
The mainLoop is one of the only event handlers that can have multiple functions registered to it per game project, &amp;amp; thus it can also be unregistered when you no longer need it.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== registerEventHandler() ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
registerEventHandler(&amp;quot;mainLoop&amp;quot;, &amp;quot;exampleLoop&amp;quot;) -- register exampleLoop() as a looping function &amp;amp; start looping&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== unregisterEventHandler() ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
unregisterEventHandler(&amp;quot;mainLoop&amp;quot;, &amp;quot;exampleLoop&amp;quot;) -- unregister exampleLoop as a looping function &amp;amp; kill the loop&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Basic Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local i = 0 -- create variable i &amp;amp; set default value as 0&lt;br /&gt;
&lt;br /&gt;
exampleLoop()&lt;br /&gt;
 i = i + 1 -- increment i by 1&lt;br /&gt;
 print(i) -- print the value of i to the log&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
registerEventHandler(&amp;quot;mainLoop&amp;quot;, &amp;quot;exampleLoop&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Tick Rate Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local i = 0 -- create variable i &amp;amp; set default value as 0&lt;br /&gt;
&lt;br /&gt;
exampleLoop()&lt;br /&gt;
 i = i + 1 -- increment i by 1&lt;br /&gt;
 if i == 10 then -- check if i equals 10&lt;br /&gt;
  print(&amp;quot;hello world!&amp;quot;) -- print &amp;quot;hello world!&amp;quot; to the log&lt;br /&gt;
  i = 0 -- reset i back to 0&lt;br /&gt;
 end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== getTime() Example ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local time = nil -- create variable time &amp;amp; set default value as nil&lt;br /&gt;
&lt;br /&gt;
exampleLoop()&lt;br /&gt;
 if time == nil then time = getTime({flags=1, reset=true}) else time = getTime() end -- init or update time&lt;br /&gt;
 if time &amp;gt;= 3000 then -- if time more than or equals 3000ms then&lt;br /&gt;
  print(&amp;quot;hello world!&amp;quot;) -- print &amp;quot;hello world!&amp;quot; to the log&lt;br /&gt;
  time = getTime({flags=1, reset=true}) -- reset time back to 0ms&lt;br /&gt;
 end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
registerEventHandler(&amp;quot;mainLoop&amp;quot;, &amp;quot;exampleLoop&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: Tick rate &amp;amp; getTime() are not very accurate in terms of controlling the delay as the mainLoop is based on system loop which is rarely consistent. In other words it could be 4ms one loop, or 33ms, etc. etc. in another loop, but it still has its uses for delays that don't need to be super precise.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== While ===&lt;br /&gt;
&lt;br /&gt;
The while loop will execute any code inside of it while the conditional argument is met. Here's a quick example...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local i = 0 -- create variable i &amp;amp; set default value as 0&lt;br /&gt;
&lt;br /&gt;
while(i &amp;lt;= 10) do -- while i is less than or equal to 10 do&lt;br /&gt;
 print(i) -- print the value of i to the log&lt;br /&gt;
 i = i + 1 -- increment the value of i by 1&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: For some reason Visionaire Studio doesn't really like the while loop &amp;amp; thus you should avoid using it if possible as it can potentially cause your game to crash depending on how it is used. In other words: use with caution!''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Repeat Until ===&lt;br /&gt;
&lt;br /&gt;
The repeat until loop will execute any code inside of it until the conditional argument is met. Here's a quick example...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local i = 0 -- create variable i &amp;amp; set default value as 0&lt;br /&gt;
&lt;br /&gt;
repeat -- init repeat loop&lt;br /&gt;
 print(i) -- print the value of i to the log&lt;br /&gt;
 i = i + 1 -- increment the value of i by 1&lt;br /&gt;
until(i &amp;gt; 10) -- kill loop when i is greater than 10&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: For some reason Visionaire Studio doesn't really like the repeat until loop &amp;amp; thus you should avoid using it if possible as it can potentially cause your game to crash depending on how it is used. In other words: use with caution!''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Final Notes ==&lt;br /&gt;
&lt;br /&gt;
I'm sure I am probably missing some timing &amp;amp; loop tricks, tips, &amp;amp; methods due to the existance of plugin action parts, the ilios scripting language, &amp;amp; the visual scripting system, however I think for now these will suffice unless anyone wants to share with me (AFRLme) some of your own tips &amp;amp; tricks for me to ammend to this page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| N/A || Sorry, there's no ved example &amp;amp; resource files available.&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Main_Page&amp;diff=12124</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Main_Page&amp;diff=12124"/>
				<updated>2023-08-09T15:01:28Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;ts&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:40%;&amp;quot; | &amp;lt;span class=&amp;quot;orng-shdw s20&amp;quot;&amp;gt;What is Visionaire Studio?&amp;lt;/span&amp;gt; || style=&amp;quot;text-align:center;vertical-align:middle;&amp;quot; | ''&amp;lt;span class=&amp;quot;orng-shdw s17&amp;quot;&amp;gt;It's great for beginners, yet powerful enough for professional developers!&amp;lt;/span&amp;gt;''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:40%;&amp;quot; | '''Visionaire Studio''' is a powerful multi-platform game engine specifically designed for the creation of 2D and 2.5D point &amp;amp; click adventure games. It allows ''virtually'' everyone to develop games, as no coding is required. The only ''limitation'' is your '''imagination'''!&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Bring your game to life in a matter of ''hours'' or ''days'', instead of ''weeks'' or ''months''. What would usually take you ages to achieve via programming can be done much faster due to our event system which allows you to effortlessly combine pre-made [[Action System|actions]], queries and [[Scripting|code]].&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[File:multi-platform_1.png|650px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;height:1px&amp;quot; | &amp;lt;html&amp;gt;&amp;lt;a href=&amp;quot;https://www.visionaire-studio.net/&amp;quot; target=&amp;quot;_blank&amp;quot;&amp;gt;&amp;lt;button class=&amp;quot;buy_lrg&amp;quot;&amp;gt;Visit the Visionaire Studio website&amp;lt;/button&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-grow:1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Manual ==&lt;br /&gt;
This is the (semi-)official documentation for '''Visionaire Studio''', created with input from members of the Visionaire community.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[An Introduction to Visionaire Studio: Adventure Game Engine|Introduction: What is Visionaire Studio all about?]]&lt;br /&gt;
* [[Getting Started with the Visionaire Studio Editor]]&lt;br /&gt;
&lt;br /&gt;
=== Game Creation ===&lt;br /&gt;
* [[Action System]]&lt;br /&gt;
** [[Action Parts|List of Action Parts]]&lt;br /&gt;
* [[Conditions and Values]]&lt;br /&gt;
* [[Text|Working with Text]]&lt;br /&gt;
* [[Game Properties]]&lt;br /&gt;
* [[Scenes and Objects]]&lt;br /&gt;
* [[Menus]]&lt;br /&gt;
* [[Animations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Interfaces]]&lt;br /&gt;
* [[Fonts]]&lt;br /&gt;
* [[Cursors]]&lt;br /&gt;
* [[Items]]&lt;br /&gt;
* File Formats and Encoding&lt;br /&gt;
** [[Image Encoding]]&lt;br /&gt;
** [[Audio Encoding]]&lt;br /&gt;
** [[Video Encoding]]&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&amp;lt;small&amp;gt;Please refer to the official [http://www.visionaire-studio.com/luadocs/ Visionaire Studio Luadocs] for any script related topics not (yet) covered here in the Wiki.&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Scripting|Scripting Basics]] &amp;lt;small&amp;gt;(currently under revision)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Data Structure]]&lt;br /&gt;
* Commands (Methods and Fields)&lt;br /&gt;
** [[Global Commands]]&lt;br /&gt;
* [[Ilios|Ilios &amp;amp; Visual Scripting]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced Features ===&lt;br /&gt;
* [[Particle System]]&lt;br /&gt;
* [[Audio System]]&lt;br /&gt;
* [[Curves]]&lt;br /&gt;
* [[3D Models]] &amp;lt;small&amp;gt;(not up-to-date)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Shaders]]&lt;br /&gt;
* [[Box2D]]&lt;br /&gt;
* [[Steam and GOG APIs]]&lt;br /&gt;
* [[Team Files]]&lt;br /&gt;
* [[Plugins]]&lt;br /&gt;
&lt;br /&gt;
=== Test, Debug and Release ===&lt;br /&gt;
* [[Console Documentation|Player Console]] &amp;lt;small&amp;gt;(not up-to-date)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Ini File]]&lt;br /&gt;
* [[Build Game|Build your Game (Compiling)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-grow:1;width:50%;padding-left:30px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Content ==&lt;br /&gt;
Here you can find tutorials, scripts, and other useful resources created by various members of the Visionaire Studio Team &amp;amp; its users.&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
* [[Tutorials|General Tutorials for Visionaire Studio 5]]&lt;br /&gt;
* [[Legacy Tutorials|Legacy Tutorials]] &amp;lt;small&amp;gt;(may be outdated, but worth a look)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Basic lua: Index|Learn Some Lua: The Basics]]&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* [[Compiled Index of Lua Scripts for Visionaire Studio|Community-made Lua Scripts]]&lt;br /&gt;
* [[Shader (CMS)|Shader Toolkit]]&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
* [[Templates|Templates / Demo Projects]]&lt;br /&gt;
* [[Action Part Plugins]]&lt;br /&gt;
&lt;br /&gt;
=== Tips &amp;amp; Tricks ===&lt;br /&gt;
* [[Naming Conventions and Structure]]&lt;br /&gt;
* [[Animation Tips and Tricks|Get More out of Your Animations]]&lt;br /&gt;
* [[An Event in Time|An Event in Time: About Events, Loops, &amp;amp; Timing]]&lt;br /&gt;
* [[Approaching Sound Design]]&lt;br /&gt;
* [[Game Optimization]]&lt;br /&gt;
* [[Remote Debugging]]&lt;br /&gt;
&lt;br /&gt;
=== About Game Development ===&lt;br /&gt;
* [[Motivation, Inspiration and Focus]]&lt;br /&gt;
* [[Riding the Waves: A Workflow Tip Guide]]&lt;br /&gt;
* [[Marketing and Promotion]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
We have many great references for games &amp;amp; studios utilizing Visionaire Studio as their game engine. Get a glimpse of what can be achieved through this [[Compiled Index of Games Made With Visionaire Studio|compiled index of games made with Visionaire Studio]].&lt;br /&gt;
&amp;lt;div id=&amp;quot;slideshow&amp;quot; style=&amp;quot;width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Goodbyedeponia_screenshot008.jpg|thumb|500px|Goodbye Deponia (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Lucy Dreaming.jpg|thumb|500px|Lucy Dreaming (Tall Story Games)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:The-night-of-the-rabbit-1.jpg|thumb|500px|The Night of the Rabbit (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Memoria_screen03_en.jpg|thumb|500px|Memoria (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:paradigm_1.jpg|thumb|500px|Paradigm (Jacob Janerka)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Harveys-new-eyes-2.jpg|thumb|500px|Edna &amp;amp; Harvey: Harvey's New Eyes (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Me-and-the-robot.png|thumb|500px|Me and the Robot (The Argonauts)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:StasisScreenshot3.jpg|thumb|500px|STASIS (THE BROTHERHOOD)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Asa_rm.jpg|thumb|500x500px|ASA: A Space Adventure (Simon Says: Watch! Play!)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:four_last_things.jpg|thumb|500px|Four Last Things (Joe Richardson)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:kf_pillars_of_the_earth.jpg|thumb|500px|Ken Follet's The Pillars of the Earth (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Midnight_at_the_celestial_palace.jpg|thumb|500px|Midnight at the Celestial Palace (Orrery Games)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{toc}}{{DISPLAYTITLE:Welcome to the Visionaire Studio Wiki}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Main_Page&amp;diff=12123</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Main_Page&amp;diff=12123"/>
				<updated>2023-08-09T14:58:56Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;ts&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:40%;&amp;quot; | &amp;lt;span class=&amp;quot;orng-shdw s20&amp;quot;&amp;gt;What is Visionaire Studio?&amp;lt;/span&amp;gt; || style=&amp;quot;text-align:center;vertical-align:middle;&amp;quot; | ''&amp;lt;span class=&amp;quot;orng-shdw s17&amp;quot;&amp;gt;It's great for beginners, yet powerful enough for professional developers!&amp;lt;/span&amp;gt;''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:40%;&amp;quot; | '''Visionaire Studio''' is a powerful multi-platform game engine specifically designed for the creation of 2D and 2.5D point &amp;amp; click adventure games. It allows ''virtually'' everyone to develop games, as no coding is required. The only ''limitation'' is your '''imagination'''!&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Bring your game to life in a matter of ''hours'' or ''days'', instead of ''weeks'' or ''months''. What would usually take you ages to achieve via programming can be done much faster due to our event system which allows you to effortlessly combine pre-made [[Action System|actions]], queries and [[Scripting|code]].&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[File:multi-platform_1.png|650px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;height:1px&amp;quot; | &amp;lt;html&amp;gt;&amp;lt;a href=&amp;quot;https://www.visionaire-studio.net/&amp;quot; target=&amp;quot;_blank&amp;quot;&amp;gt;&amp;lt;button class=&amp;quot;buy_lrg&amp;quot;&amp;gt;Visit the Visionaire Studio website&amp;lt;/button&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-grow:1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Manual ==&lt;br /&gt;
This is the (semi-)official documentation for '''Visionaire Studio''', created with input from members of the Visionaire community.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[An Introduction to Visionaire Studio: Adventure Game Engine|Introduction: What is Visionaire Studio all about?]]&lt;br /&gt;
* [[Getting Started with the Visionaire Studio Editor]]&lt;br /&gt;
&lt;br /&gt;
=== Game Creation ===&lt;br /&gt;
* [[Action System]]&lt;br /&gt;
** [[Action Parts|List of Action Parts]]&lt;br /&gt;
* [[Conditions and Values]]&lt;br /&gt;
* [[Text|Working with Text]]&lt;br /&gt;
* [[Game Properties]]&lt;br /&gt;
* [[Scenes and Objects]]&lt;br /&gt;
* [[Menus]]&lt;br /&gt;
* [[Animations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Interfaces]]&lt;br /&gt;
* [[Fonts]]&lt;br /&gt;
* [[Cursors]]&lt;br /&gt;
* [[Items]]&lt;br /&gt;
* File Formats and Encoding&lt;br /&gt;
** [[Image Encoding]]&lt;br /&gt;
** [[Audio Encoding]]&lt;br /&gt;
** [[Video Encoding]]&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&amp;lt;small&amp;gt;Please refer to the official [http://www.visionaire-studio.com/luadocs/ Visionaire Studio Luadocs] for any script related topics not (yet) covered here in the Wiki.&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Scripting|Scripting Basics]] &amp;lt;small&amp;gt;(currently under revision)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Data Structure]]&lt;br /&gt;
* Commands (Methods and Fields)&lt;br /&gt;
** [[Global Commands]]&lt;br /&gt;
* [[Ilios|Ilios &amp;amp; Visual Scripting]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced Features ===&lt;br /&gt;
* [[Particle System]]&lt;br /&gt;
* [[Audio System]]&lt;br /&gt;
* [[Curves]]&lt;br /&gt;
* [[3D Models]] &amp;lt;small&amp;gt;(not up-to-date)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Shaders]]&lt;br /&gt;
* [[Box2D]]&lt;br /&gt;
* [[Steam and GOG APIs]]&lt;br /&gt;
* [[Team Files]]&lt;br /&gt;
* [[Plugins]]&lt;br /&gt;
&lt;br /&gt;
=== Test, Debug and Release ===&lt;br /&gt;
* [[Console Documentation|Player Console]] &amp;lt;small&amp;gt;(not up-to-date)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Ini File]]&lt;br /&gt;
* [[Build Game|Build your Game (Compiling)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-grow:1;width:50%;padding-left:30px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Content ==&lt;br /&gt;
Here you can find tutorials, scripts, and other useful resources created by various members of the Visionaire Studio Team &amp;amp; its users.&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
* [[Tutorials|General Tutorials for Visionaire Studio 5]]&lt;br /&gt;
* [[Legacy Tutorials|Legacy Tutorials]] &amp;lt;small&amp;gt;(may be outdated, but worth a look)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Basic lua: Index|Learn Some Lua: The Basics]]&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* [[Compiled Index of Lua Scripts for Visionaire Studio|Community-made Lua Scripts]]&lt;br /&gt;
* [[Shader (CMS)|Shader Toolkit]]&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
* [[Templates|Templates / Demo Projects]]&lt;br /&gt;
* [[Action Part Plugins]]&lt;br /&gt;
&lt;br /&gt;
=== Tips &amp;amp; Tricks ===&lt;br /&gt;
* [[Naming Conventions and Structure]]&lt;br /&gt;
* [[Animation Tips and Tricks|Get More out of Your Animations]]&lt;br /&gt;
* [[An Event in Time|An Event in Time: About Events, Loops, &amp;amp; Timing]]&lt;br /&gt;
* [[Approaching Sound Design]]&lt;br /&gt;
* [[Game Optimization]]&lt;br /&gt;
* [[Remote Debugging]]&lt;br /&gt;
&lt;br /&gt;
=== About Game Development ===&lt;br /&gt;
* [[Motivation, Inspiration and Focus]]&lt;br /&gt;
* [[Riding the Waves: A Workflow Tip Guide]]&lt;br /&gt;
* [[Marketing and Promotion]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
We have many great references for games &amp;amp; studios utilizing Visionaire Studio as their game engine. Get a glimpse of what can be achieved through this [[Compiled Index of Games Made With Visionaire Studio|compiled index of games made with Visionaire Studio]].&lt;br /&gt;
&amp;lt;div id=&amp;quot;slideshow&amp;quot; style=&amp;quot;width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Goodbyedeponia_screenshot008.jpg|thumb|500px|Goodbye Deponia (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Lucy Dreaming.jpg|thumb|500px|Lucy Dreaming (Tall Story Games)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:The-night-of-the-rabbit-1.jpg|thumb|500px|The Night of the Rabbit (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Memoria_screen03_en.jpg|thumb|500px|Memoria (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:paradigm_1.jpg|thumb|500px|Paradigm (Jacob Janerka)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Harveys-new-eyes-2.jpg|thumb|500px|Edna &amp;amp; Harvey: Harvey's New Eyes (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Me-and-the-robot.png|thumb|500px|Me and the Robot (The Argonauts)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:StasisScreenshot3.jpg|thumb|500px|STASIS (THE BROTHERHOOD)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Asa_rm.jpg|thumb|500x500px|ASA: A Space Adventure (Simon Says: Watch! Play!)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:four_last_things.jpg|thumb|500px|Four Last Things (Joe Richardson)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:kf_pillars_of_the_earth.jpg|thumb|500px|Ken Follet's The Pillars of the Earth (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Midnight_at_the_celestial_palace.jpg|thumb|500px|Midnight at the Celestial Palace (Orrery Games)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{toc}}{{DISPLAYTITLE:Welcome to the Visionaire Studio Wiki&amp;lt;span style=&amp;quot;display: none&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Main_Page&amp;diff=12122</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Main_Page&amp;diff=12122"/>
				<updated>2023-08-09T14:57:53Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Welcome to the Visionaire Studio Wiki =&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot; &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:40%;&amp;quot; | &amp;lt;span class=&amp;quot;orng-shdw s20&amp;quot;&amp;gt;What is Visionaire Studio?&amp;lt;/span&amp;gt; || style=&amp;quot;text-align:center;vertical-align:middle;&amp;quot; | ''&amp;lt;span class=&amp;quot;orng-shdw s17&amp;quot;&amp;gt;It's great for beginners, yet powerful enough for professional developers!&amp;lt;/span&amp;gt;''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:40%;&amp;quot; | '''Visionaire Studio''' is a powerful multi-platform game engine specifically designed for the creation of 2D and 2.5D point &amp;amp; click adventure games. It allows ''virtually'' everyone to develop games, as no coding is required. The only ''limitation'' is your '''imagination'''!&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;Bring your game to life in a matter of ''hours'' or ''days'', instead of ''weeks'' or ''months''. What would usually take you ages to achieve via programming can be done much faster due to our event system which allows you to effortlessly combine pre-made [[Action System|actions]], queries and [[Scripting|code]].&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | &amp;lt;div style=&amp;quot;text-align:center;&amp;quot;&amp;gt;[[File:multi-platform_1.png|650px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align:bottom;height:1px&amp;quot; | &amp;lt;html&amp;gt;&amp;lt;a href=&amp;quot;https://www.visionaire-studio.net/&amp;quot; target=&amp;quot;_blank&amp;quot;&amp;gt;&amp;lt;button class=&amp;quot;buy_lrg&amp;quot;&amp;gt;Visit the Visionaire Studio website&amp;lt;/button&amp;gt;&amp;lt;/a&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;display:flex&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-grow:1&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Manual ==&lt;br /&gt;
This is the (semi-)official documentation for '''Visionaire Studio''', created with input from members of the Visionaire community.&lt;br /&gt;
&lt;br /&gt;
=== General ===&lt;br /&gt;
* [[An Introduction to Visionaire Studio: Adventure Game Engine|Introduction: What is Visionaire Studio all about?]]&lt;br /&gt;
* [[Getting Started with the Visionaire Studio Editor]]&lt;br /&gt;
&lt;br /&gt;
=== Game Creation ===&lt;br /&gt;
* [[Action System]]&lt;br /&gt;
** [[Action Parts|List of Action Parts]]&lt;br /&gt;
* [[Conditions and Values]]&lt;br /&gt;
* [[Text|Working with Text]]&lt;br /&gt;
* [[Game Properties]]&lt;br /&gt;
* [[Scenes and Objects]]&lt;br /&gt;
* [[Menus]]&lt;br /&gt;
* [[Animations]]&lt;br /&gt;
* [[Characters]]&lt;br /&gt;
* [[Interfaces]]&lt;br /&gt;
* [[Fonts]]&lt;br /&gt;
* [[Cursors]]&lt;br /&gt;
* [[Items]]&lt;br /&gt;
* File Formats and Encoding&lt;br /&gt;
** [[Image Encoding]]&lt;br /&gt;
** [[Audio Encoding]]&lt;br /&gt;
** [[Video Encoding]]&lt;br /&gt;
&lt;br /&gt;
=== Scripting ===&lt;br /&gt;
&amp;lt;small&amp;gt;Please refer to the official [http://www.visionaire-studio.com/luadocs/ Visionaire Studio Luadocs] for any script related topics not (yet) covered here in the Wiki.&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Scripting|Scripting Basics]] &amp;lt;small&amp;gt;(currently under revision)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Data Structure]]&lt;br /&gt;
* Commands (Methods and Fields)&lt;br /&gt;
** [[Global Commands]]&lt;br /&gt;
* [[Ilios|Ilios &amp;amp; Visual Scripting]]&lt;br /&gt;
&lt;br /&gt;
=== Advanced Features ===&lt;br /&gt;
* [[Particle System]]&lt;br /&gt;
* [[Audio System]]&lt;br /&gt;
* [[Curves]]&lt;br /&gt;
* [[3D Models]] &amp;lt;small&amp;gt;(not up-to-date)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Shaders]]&lt;br /&gt;
* [[Box2D]]&lt;br /&gt;
* [[Steam and GOG APIs]]&lt;br /&gt;
* [[Team Files]]&lt;br /&gt;
* [[Plugins]]&lt;br /&gt;
&lt;br /&gt;
=== Test, Debug and Release ===&lt;br /&gt;
* [[Console Documentation|Player Console]] &amp;lt;small&amp;gt;(not up-to-date)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Ini File]]&lt;br /&gt;
* [[Build Game|Build your Game (Compiling)]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;flex-grow:1;width:50%;padding-left:30px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Additional Content ==&lt;br /&gt;
Here you can find tutorials, scripts, and other useful resources created by various members of the Visionaire Studio Team &amp;amp; its users.&lt;br /&gt;
&lt;br /&gt;
=== Tutorials ===&lt;br /&gt;
* [[Tutorials|General Tutorials for Visionaire Studio 5]]&lt;br /&gt;
* [[Legacy Tutorials|Legacy Tutorials]] &amp;lt;small&amp;gt;(may be outdated, but worth a look)&amp;lt;/small&amp;gt;&lt;br /&gt;
* [[Basic lua: Index|Learn Some Lua: The Basics]]&lt;br /&gt;
&lt;br /&gt;
=== Scripts ===&lt;br /&gt;
* [[Compiled Index of Lua Scripts for Visionaire Studio|Community-made Lua Scripts]]&lt;br /&gt;
* [[Shader (CMS)|Shader Toolkit]]&lt;br /&gt;
&lt;br /&gt;
=== Downloads ===&lt;br /&gt;
* [[Templates|Templates / Demo Projects]]&lt;br /&gt;
* [[Action Part Plugins]]&lt;br /&gt;
&lt;br /&gt;
=== Tips &amp;amp; Tricks ===&lt;br /&gt;
* [[Naming Conventions and Structure]]&lt;br /&gt;
* [[Animation Tips and Tricks|Get More out of Your Animations]]&lt;br /&gt;
* [[An Event in Time|An Event in Time: About Events, Loops, &amp;amp; Timing]]&lt;br /&gt;
* [[Approaching Sound Design]]&lt;br /&gt;
* [[Game Optimization]]&lt;br /&gt;
* [[Remote Debugging]]&lt;br /&gt;
&lt;br /&gt;
=== About Game Development ===&lt;br /&gt;
* [[Motivation, Inspiration and Focus]]&lt;br /&gt;
* [[Riding the Waves: A Workflow Tip Guide]]&lt;br /&gt;
* [[Marketing and Promotion]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== References ==&lt;br /&gt;
We have many great references for games &amp;amp; studios utilizing Visionaire Studio as their game engine. Get a glimpse of what can be achieved through this [[Compiled Index of Games Made With Visionaire Studio|compiled index of games made with Visionaire Studio]].&lt;br /&gt;
&amp;lt;div id=&amp;quot;slideshow&amp;quot; style=&amp;quot;width:500px;&amp;quot;&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Goodbyedeponia_screenshot008.jpg|thumb|500px|Goodbye Deponia (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Lucy Dreaming.jpg|thumb|500px|Lucy Dreaming (Tall Story Games)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:The-night-of-the-rabbit-1.jpg|thumb|500px|The Night of the Rabbit (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Memoria_screen03_en.jpg|thumb|500px|Memoria (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:paradigm_1.jpg|thumb|500px|Paradigm (Jacob Janerka)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Harveys-new-eyes-2.jpg|thumb|500px|Edna &amp;amp; Harvey: Harvey's New Eyes (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Me-and-the-robot.png|thumb|500px|Me and the Robot (The Argonauts)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:StasisScreenshot3.jpg|thumb|500px|STASIS (THE BROTHERHOOD)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Asa_rm.jpg|thumb|500x500px|ASA: A Space Adventure (Simon Says: Watch! Play!)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:four_last_things.jpg|thumb|500px|Four Last Things (Joe Richardson)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:kf_pillars_of_the_earth.jpg|thumb|500px|Ken Follet's The Pillars of the Earth (Daedalic Entertainment)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
 &amp;lt;div&amp;gt;[[File:Midnight_at_the_celestial_palace.jpg|thumb|500px|Midnight at the Celestial Palace (Orrery Games)]]&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
{{toc}}{{DISPLAYTITLE:Example&amp;lt;span style=&amp;quot;display: none&amp;quot;&amp;gt;{{FULLPAGENAME}}&amp;lt;/span&amp;gt;}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Image_Encoding&amp;diff=12036</id>
		<title>Image Encoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Image_Encoding&amp;diff=12036"/>
				<updated>2023-07-20T14:46:08Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We recommend using the '''.png''' image format with Visionaire Studio, or the '''.webp''' image format. For the best optimization, we recommend using .webp due to the better compression &amp;amp; overall smaller file-sizes, which range from about 10-75% reduction depending on the export settings used.&lt;br /&gt;
&lt;br /&gt;
The only downside to the .webP format is that you will have to keep your original image files handy as they are not supported by the large majority of image editing applications. Also the only way to preview them outside of Visionaire Studio is by opening them in web browsers such as Chrome or in special applications.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: depending on the settings used for your .png  file in your image/3D application, your png image files might not display correctly in Visionaire Studio. For instance in Adobe Photoshop, the recommended settings are: '''color mode: rgb color &amp;gt; 8 bit''' &amp;amp; '''background contents: transparent'''.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! PNG !! WEBP&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Supports transparency using alpha channels/masks.&lt;br /&gt;
* Lossless image format.&lt;br /&gt;
* Decent compression.&lt;br /&gt;
* Can be edited in most image editing applications such as photoshop.&lt;br /&gt;
|&lt;br /&gt;
* Supports transparency using alpha channels/masks.&lt;br /&gt;
* Multiple image export formats options. (lossy/lossless)&lt;br /&gt;
* Great compression (compared to png) for lossy/lossless options. (from 10-80% difference)&lt;br /&gt;
* Great for reducing required hard-drive space requirements for game/project.&lt;br /&gt;
* Great for optimizing loading time of images/animations.&lt;br /&gt;
* &amp;lt;span class=&amp;quot;red&amp;quot;&amp;gt;Not supported by majority of image editing applications.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
We recommend using [http://www.xnview.com/en/xnconvert/ XnConvert] by [http://www.xnview.com/en/ XnView], which is a really awesome freeware batch image processor/converter, that comes with loads of macro actions &amp;amp; support for lots of different image formats including webP. Export/Conversion is fairly quick, whether you drag in an entire folder, multiple files or a single file.&lt;br /&gt;
&lt;br /&gt;
== Converting Images to webP ==&lt;br /&gt;
1. Open up XnConvert. &amp;lt;br/&amp;gt;&lt;br /&gt;
2. Drag in a folder, multiple files or a single file into the '''input''' tab. &amp;lt;br/&amp;gt;&lt;br /&gt;
3. Change to the '''output''' tab. &amp;lt;br/&amp;gt;&lt;br /&gt;
4. Set '''output''' to '''source folder'''. &amp;lt;br/&amp;gt;&lt;br /&gt;
5. Set '''filename''' as '''{Filename}''' &amp;amp; '''case''' to '''no change'''. &amp;lt;br/&amp;gt;&lt;br /&gt;
6. Set '''format''' to '''WEBP - WebP''' then click '''settings''' button... &amp;lt;br/&amp;gt;&lt;br /&gt;
7. Click on '''lossless''' radio button. &amp;lt;br/&amp;gt;&lt;br /&gt;
8. Set '''Compression method''' to '''6'''. &amp;lt;br/&amp;gt;&lt;br /&gt;
9. Leave rest of settings as they are &amp;amp; click '''ok'''. &amp;lt;br/&amp;gt;&lt;br /&gt;
10. Now press the '''convert''' button, sit back &amp;amp; relax for a second. &amp;lt;br/&amp;gt;&lt;br /&gt;
11. Rinse &amp;amp; repeat with any other files you need to convert.&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: XnConvert remembers your last used settings each time you open it up, so you only need to do steps 3 to 9 the first time you use the program.''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:image_conversion_0.png|140px]] [[File:image_conversion_4.png|140px]] [[File:image_conversion_1.png|140px]] [[File:image_conversion_2.png|140px]] [[File:image_conversion_3.png|140px]] [[File:image_conversion_5.png|140px]]&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Image_Encoding&amp;diff=12035</id>
		<title>Image Encoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Image_Encoding&amp;diff=12035"/>
				<updated>2023-07-20T14:45:44Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We recommend using the '''.png''' image format with Visionaire Studio, or the '''.webp''' image format. For the best optimization, we recommend using .webp due to the better compression &amp;amp; overall smaller file-sizes, which range from about 10-75% reduction depending on the export settings you use.&lt;br /&gt;
&lt;br /&gt;
The only downside to the .webP format is that you will have to keep your original image files handy as they are not supported by the large majority of image editing applications. Also the only way to preview them outside of Visionaire Studio is by opening them in web browsers such as Chrome or in special applications.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: depending on the settings used for your .png  file in your image/3D application, your png image files might not display correctly in Visionaire Studio. For instance in Adobe Photoshop, the recommended settings are: '''color mode: rgb color &amp;gt; 8 bit''' &amp;amp; '''background contents: transparent'''.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! PNG !! WEBP&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Supports transparency using alpha channels/masks.&lt;br /&gt;
* Lossless image format.&lt;br /&gt;
* Decent compression.&lt;br /&gt;
* Can be edited in most image editing applications such as photoshop.&lt;br /&gt;
|&lt;br /&gt;
* Supports transparency using alpha channels/masks.&lt;br /&gt;
* Multiple image export formats options. (lossy/lossless)&lt;br /&gt;
* Great compression (compared to png) for lossy/lossless options. (from 10-80% difference)&lt;br /&gt;
* Great for reducing required hard-drive space requirements for game/project.&lt;br /&gt;
* Great for optimizing loading time of images/animations.&lt;br /&gt;
* &amp;lt;span class=&amp;quot;red&amp;quot;&amp;gt;Not supported by majority of image editing applications.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
We recommend using [http://www.xnview.com/en/xnconvert/ XnConvert] by [http://www.xnview.com/en/ XnView], which is a really awesome freeware batch image processor/converter, that comes with loads of macro actions &amp;amp; support for lots of different image formats including webP. Export/Conversion is fairly quick, whether you drag in an entire folder, multiple files or a single file.&lt;br /&gt;
&lt;br /&gt;
== Converting Images to webP ==&lt;br /&gt;
1. Open up XnConvert. &amp;lt;br/&amp;gt;&lt;br /&gt;
2. Drag in a folder, multiple files or a single file into the '''input''' tab. &amp;lt;br/&amp;gt;&lt;br /&gt;
3. Change to the '''output''' tab. &amp;lt;br/&amp;gt;&lt;br /&gt;
4. Set '''output''' to '''source folder'''. &amp;lt;br/&amp;gt;&lt;br /&gt;
5. Set '''filename''' as '''{Filename}''' &amp;amp; '''case''' to '''no change'''. &amp;lt;br/&amp;gt;&lt;br /&gt;
6. Set '''format''' to '''WEBP - WebP''' then click '''settings''' button... &amp;lt;br/&amp;gt;&lt;br /&gt;
7. Click on '''lossless''' radio button. &amp;lt;br/&amp;gt;&lt;br /&gt;
8. Set '''Compression method''' to '''6'''. &amp;lt;br/&amp;gt;&lt;br /&gt;
9. Leave rest of settings as they are &amp;amp; click '''ok'''. &amp;lt;br/&amp;gt;&lt;br /&gt;
10. Now press the '''convert''' button, sit back &amp;amp; relax for a second. &amp;lt;br/&amp;gt;&lt;br /&gt;
11. Rinse &amp;amp; repeat with any other files you need to convert.&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: XnConvert remembers your last used settings each time you open it up, so you only need to do steps 3 to 9 the first time you use the program.''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:image_conversion_0.png|140px]] [[File:image_conversion_4.png|140px]] [[File:image_conversion_1.png|140px]] [[File:image_conversion_2.png|140px]] [[File:image_conversion_3.png|140px]] [[File:image_conversion_5.png|140px]]&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Image_Encoding&amp;diff=12034</id>
		<title>Image Encoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Image_Encoding&amp;diff=12034"/>
				<updated>2023-07-20T14:40:27Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;We recommend using the '''.png''' image format with Visionaire Studio, or the '''.webP''' image format because it can be lossless/hq at a fraction of the original size (.png), without being able to tell the difference in quality between the two file formats.&lt;br /&gt;
&lt;br /&gt;
The only downside to the .webP format is that you will have to keep your original image files handy as they are not supported by the large majority of image editing applications. Also the only way to preview them outside of Visionaire Studio is by opening them in web browsers such as Chrome or in special applications.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: depending on the settings used for your .png  file in your image/3D application, your png image files might not display correctly in Visionaire Studio. For instance in Adobe Photoshop, the recommended settings are: '''color mode: rgb color &amp;gt; 8 bit''' &amp;amp; '''background contents: transparent'''.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! PNG !! WEBP&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* Supports transparency using alpha channels/masks.&lt;br /&gt;
* Lossless image format.&lt;br /&gt;
* Decent compression.&lt;br /&gt;
* Can be edited in most image editing applications such as photoshop.&lt;br /&gt;
|&lt;br /&gt;
* Supports transparency using alpha channels/masks.&lt;br /&gt;
* Multiple image export formats options. (lossy/lossless)&lt;br /&gt;
* Great compression (compared to png) for lossy/lossless options. (from 10-80% difference)&lt;br /&gt;
* Great for reducing required hard-drive space requirements for game/project.&lt;br /&gt;
* Great for optimizing loading time of images/animations.&lt;br /&gt;
* &amp;lt;span class=&amp;quot;red&amp;quot;&amp;gt;Not supported by majority of image editing applications.&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tools ==&lt;br /&gt;
We recommend using [http://www.xnview.com/en/xnconvert/ XnConvert] by [http://www.xnview.com/en/ XnView], which is a really awesome freeware batch image processor/converter, that comes with loads of macro actions &amp;amp; support for lots of different image formats including webP. Export/Conversion is fairly quick, whether you drag in an entire folder, multiple files or a single file.&lt;br /&gt;
&lt;br /&gt;
== Converting Images to webP ==&lt;br /&gt;
1. Open up XnConvert. &amp;lt;br/&amp;gt;&lt;br /&gt;
2. Drag in a folder, multiple files or a single file into the '''input''' tab. &amp;lt;br/&amp;gt;&lt;br /&gt;
3. Change to the '''output''' tab. &amp;lt;br/&amp;gt;&lt;br /&gt;
4. Set '''output''' to '''source folder'''. &amp;lt;br/&amp;gt;&lt;br /&gt;
5. Set '''filename''' as '''{Filename}''' &amp;amp; '''case''' to '''no change'''. &amp;lt;br/&amp;gt;&lt;br /&gt;
6. Set '''format''' to '''WEBP - WebP''' then click '''settings''' button... &amp;lt;br/&amp;gt;&lt;br /&gt;
7. Click on '''lossless''' radio button. &amp;lt;br/&amp;gt;&lt;br /&gt;
8. Set '''Compression method''' to '''6'''. &amp;lt;br/&amp;gt;&lt;br /&gt;
9. Leave rest of settings as they are &amp;amp; click '''ok'''. &amp;lt;br/&amp;gt;&lt;br /&gt;
10. Now press the '''convert''' button, sit back &amp;amp; relax for a second. &amp;lt;br/&amp;gt;&lt;br /&gt;
11. Rinse &amp;amp; repeat with any other files you need to convert.&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: XnConvert remembers your last used settings each time you open it up, so you only need to do steps 3 to 9 the first time you use the program.''&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| [[File:image_conversion_0.png|140px]] [[File:image_conversion_4.png|140px]] [[File:image_conversion_1.png|140px]] [[File:image_conversion_2.png|140px]] [[File:image_conversion_3.png|140px]] [[File:image_conversion_5.png|140px]]&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Self_Looping_Function_with_Delay_(CMS)&amp;diff=12030</id>
		<title>Self Looping Function with Delay (CMS)</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Self_Looping_Function_with_Delay_(CMS)&amp;diff=12030"/>
				<updated>2023-07-07T13:25:55Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;ts&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Type !! style=&amp;quot;text-align:left&amp;quot; | By&lt;br /&gt;
|-&lt;br /&gt;
| Self Looping Function with Delay || Definition || AFRLme&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This script allows you to iterate through a list of actions/code via a self looping function with optional delay between each iteration. ''Visionaire Studio 5+ is required to run this script''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 1: Reusable Looping Function ==&lt;br /&gt;
&lt;br /&gt;
This version uses Lua tables/arrays for storing the lines of code you want to iterate through with each loop, as well as the delay value before the loop is recalled.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
&lt;br /&gt;
1. Add this script into the script section of the Visionaire Studio editor &amp;amp; set as a defintion type script... &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
--[[&lt;br /&gt;
Self Looping Function with Delay [v3] (29/08/2022)&lt;br /&gt;
Written by AFRLme [Lee Clarke]&lt;br /&gt;
-- + --&lt;br /&gt;
email: afrlme@outlook.com&lt;br /&gt;
paypal: afrlme@zoho.com&lt;br /&gt;
patreon: https://www.patreon.com/AFRLme&lt;br /&gt;
portfolio: https://afrl.me&lt;br /&gt;
-- + --&lt;br /&gt;
This script is donation optional. In game credit is non-negotiable.&lt;br /&gt;
You are free to: ¹ use it in your game(s). ² modify the script.&lt;br /&gt;
Do not remove - or edit - this comment block.&lt;br /&gt;
--]]&lt;br /&gt;
&lt;br /&gt;
function selfLoop(tbl, inc)&lt;br /&gt;
  tbl[inc].f() -- execute function&lt;br /&gt;
  -- + --&lt;br /&gt;
  if inc &amp;lt; #tbl then -- if incremental value is less than table total entries...&lt;br /&gt;
    inc = inc + 1 -- increment value by 1&lt;br /&gt;
    setDelay(tbl[inc].d, function() selfLoop(tbl, inc) end) -- reloop function after x delay&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
2. To use this script you need to create an '''execute a script''' action part somewhere, or an '''execution''' type script in the script section that you can call &amp;amp; then you would insert some code that looks like something along the lines of this...&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local t = {&lt;br /&gt;
&lt;br /&gt;
{f = function() print(&amp;quot;hello world!&amp;quot;) end}, -- first entry, no delay value needed&lt;br /&gt;
{f = function() startSound(&amp;quot;vispath:audio/example.ogg&amp;quot;) end, d = 1000}, -- f = function, d = delay&lt;br /&gt;
{f = function()&lt;br /&gt;
  print(&amp;quot;multi-line functions are also valid&amp;quot;)&lt;br /&gt;
  Conditions[&amp;quot;the_end&amp;quot;].Value = true&lt;br /&gt;
end, d = 1200},&lt;br /&gt;
{f = function()&lt;br /&gt;
  if Conditions[&amp;quot;the_end&amp;quot;].Value then startAction(Actions[&amp;quot;fin&amp;quot;]) end&lt;br /&gt;
end, d = 800}&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
selfLoop(t, 1) -- init the loop &amp;amp; incremental value&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2: Disposable Looping Function ==&lt;br /&gt;
&lt;br /&gt;
This version requires you to write a bunch of elseif queries inside of the looping function that you will use to determine which lines of code should be executed on each iteration of the loop. You will also need to use the setDelay function to update the incremental variable &amp;amp; recall the function after a specified delay value in milliseconds. Personally I quite like this method as it's much cleaner &amp;amp; easier to understand, however you can only use the function for iterating through one set of specific actions, unlike [[#Version_1:_Reusable_Looping_Function|version #1]] which uses Lua arrays/tables to for storing the lines of code in that you want to iterate through.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
&lt;br /&gt;
1. Add this script into the script section of the Visionaire Studio editor &amp;amp; set as a defintion type script... &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
--[[&lt;br /&gt;
Self Looping Function with Delay [v1] (29/08/2022)&lt;br /&gt;
Written by AFRLme [Lee Clarke]&lt;br /&gt;
-- + --&lt;br /&gt;
email: afrlme@outlook.com&lt;br /&gt;
paypal: afrlme@zoho.com&lt;br /&gt;
patreon: https://www.patreon.com/AFRLme&lt;br /&gt;
portfolio: https://afrl.me&lt;br /&gt;
-- + --&lt;br /&gt;
This script is donation optional. In game credit is non-negotiable.&lt;br /&gt;
You are free to: ¹ use it in your game(s). ² modify the script.&lt;br /&gt;
Do not remove - or edit - this comment block.&lt;br /&gt;
--]]&lt;br /&gt;
&lt;br /&gt;
local val = 1 -- init incremental value&lt;br /&gt;
&lt;br /&gt;
function selfLoop()&lt;br /&gt;
  if val == 1 then -- check if incremental value equals 1&lt;br /&gt;
    print(&amp;quot;hello world!&amp;quot;) -- some lines of code&lt;br /&gt;
    setDelay(2000, function() val = val + 1; selfLoop() end) -- update incremental value &amp;amp; reloop&lt;br /&gt;
  elseif val == 2 then&lt;br /&gt;
    startSound(&amp;quot;vispath:audio/example.ogg&amp;quot;)&lt;br /&gt;
    setDelay(1000, function() val = val + 1; selfLoop() end)&lt;br /&gt;
  elseif val == 3 then&lt;br /&gt;
    startAction(Actions[&amp;quot;fin&amp;quot;])&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
2. To use this script you need to create an '''execute a script''' action part somewhere &amp;amp; then you would insert a line of code that looks like something along the lines of this...&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
selfLoop()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[media:self_looping_function_w_delay.zip|self_looping_function_w_delay.zip]] || A working example of the script in action. ''Visionaire Studio 5.1.9.2+'' required to run the included .ved file(s).&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Self_Looping_Function_with_Delay_(CMS)&amp;diff=12029</id>
		<title>Self Looping Function with Delay (CMS)</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Self_Looping_Function_with_Delay_(CMS)&amp;diff=12029"/>
				<updated>2023-07-07T13:23:06Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;ts&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Type !! style=&amp;quot;text-align:left&amp;quot; | By&lt;br /&gt;
|-&lt;br /&gt;
| Self Looping Function with Delay || Definition || AFRLme&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This script allows you to iterate through a list of actions/code via a self looping function with optional delay between each iteration. ''Visionaire Studio 5+ is required to run this script''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 1: Reusable Looping Function ==&lt;br /&gt;
&lt;br /&gt;
This version uses Lua tables/arrays for storing the lines of code you want to iterate through with each loop, as well as the delay value before the loop is recalled.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
&lt;br /&gt;
1. Add this script into the script section of the Visionaire Studio editor &amp;amp; set as a defintion type script... &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
--[[&lt;br /&gt;
Self Looping Function with Delay [v3] (29/08/2022)&lt;br /&gt;
Written by AFRLme [Lee Clarke]&lt;br /&gt;
-- + --&lt;br /&gt;
email: afrlme@outlook.com | paypal: afrlme@zoho.com | portfolio: https://afrl.me&lt;br /&gt;
-- + --&lt;br /&gt;
This script is donation optional. In game credit is non-negotiable.&lt;br /&gt;
You are free to: ¹ use it in your game(s). ² modify the script.&lt;br /&gt;
Do not remove - or edit - this comment block.&lt;br /&gt;
--]]&lt;br /&gt;
&lt;br /&gt;
function selfLoop(tbl, inc)&lt;br /&gt;
  tbl[inc].f() -- execute function&lt;br /&gt;
  -- + --&lt;br /&gt;
  if inc &amp;lt; #tbl then -- if incremental value is less than table total entries...&lt;br /&gt;
    inc = inc + 1 -- increment value by 1&lt;br /&gt;
    setDelay(tbl[inc].d, function() selfLoop(tbl, inc) end) -- reloop function after x delay&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
2. To use this script you need to create an '''execute a script''' action part somewhere, or an '''execution''' type script in the script section that you can call &amp;amp; then you would insert some code that looks like something along the lines of this...&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local t = {&lt;br /&gt;
&lt;br /&gt;
{f = function() print(&amp;quot;hello world!&amp;quot;) end}, -- first entry, no delay value needed&lt;br /&gt;
{f = function() startSound(&amp;quot;vispath:audio/example.ogg&amp;quot;) end, d = 1000}, -- f = function, d = delay&lt;br /&gt;
{f = function()&lt;br /&gt;
  print(&amp;quot;multi-line functions are also valid&amp;quot;)&lt;br /&gt;
  Conditions[&amp;quot;the_end&amp;quot;].Value = true&lt;br /&gt;
end, d = 1200},&lt;br /&gt;
{f = function()&lt;br /&gt;
  if Conditions[&amp;quot;the_end&amp;quot;].Value then startAction(Actions[&amp;quot;fin&amp;quot;]) end&lt;br /&gt;
end, d = 800}&lt;br /&gt;
&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
selfLoop(t, 1) -- init the loop &amp;amp; incremental value&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Version 2: Disposable Looping Function ==&lt;br /&gt;
&lt;br /&gt;
This version requires you to write a bunch of elseif queries inside of the looping function that you will use to determine which lines of code should be executed on each iteration of the loop. You will also need to use the setDelay function to update the incremental variable &amp;amp; recall the function after a specified delay value in milliseconds. Personally I quite like this method as it's much cleaner &amp;amp; easier to understand, however you can only use the function for iterating through one set of specific actions, unlike [[#Version_1:_Reusable_Looping_Function|version #1]] which uses Lua arrays/tables to for storing the lines of code in that you want to iterate through.&lt;br /&gt;
&lt;br /&gt;
=== Instructions ===&lt;br /&gt;
&lt;br /&gt;
1. Add this script into the script section of the Visionaire Studio editor &amp;amp; set as a defintion type script... &lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
--[[&lt;br /&gt;
Self Looping Function with Delay [v1] (29/08/2022)&lt;br /&gt;
Written by AFRLme [Lee Clarke]&lt;br /&gt;
-- + --&lt;br /&gt;
email: afrlme@outlook.com | paypal: afrlme@zoho.com | portfolio: https://afrl.me&lt;br /&gt;
-- + --&lt;br /&gt;
This script is donation optional. In game credit is non-negotiable.&lt;br /&gt;
You are free to: ¹ use it in your game(s). ² modify the script.&lt;br /&gt;
Do not remove - or edit - this comment block.&lt;br /&gt;
--]]&lt;br /&gt;
&lt;br /&gt;
local val = 1 -- init incremental value&lt;br /&gt;
&lt;br /&gt;
function selfLoop()&lt;br /&gt;
  if val == 1 then -- check if incremental value equals 1&lt;br /&gt;
    print(&amp;quot;hello world!&amp;quot;) -- some lines of code&lt;br /&gt;
    setDelay(2000, function() val = val + 1; selfLoop() end) -- update incremental value &amp;amp; reloop&lt;br /&gt;
  elseif val == 2 then&lt;br /&gt;
    startSound(&amp;quot;vispath:audio/example.ogg&amp;quot;)&lt;br /&gt;
    setDelay(1000, function() val = val + 1; selfLoop() end)&lt;br /&gt;
  elseif val == 3 then&lt;br /&gt;
    startAction(Actions[&amp;quot;fin&amp;quot;])&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
2. To use this script you need to create an '''execute a script''' action part somewhere &amp;amp; then you would insert a line of code that looks like something along the lines of this...&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
selfLoop()&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[media:self_looping_function_w_delay.zip|self_looping_function_w_delay.zip]] || A working example of the script in action. ''Visionaire Studio 5.1.9.2+'' required to run the included .ved file(s).&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Animation_Tips_and_Tricks&amp;diff=12014</id>
		<title>Animation Tips and Tricks</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Animation_Tips_and_Tricks&amp;diff=12014"/>
				<updated>2023-06-09T17:22:34Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;On this page you will find a bunch of different tips &amp;amp; tricks that you can apply to animations that you have imported into the '''animation frame sequencer'''; some of these tips &amp;amp; tricks '''might be applicable''' to Spine sprite part animation models &amp;amp; 3D character models.&lt;br /&gt;
&lt;br /&gt;
The whole point in this page is give you ideas on how you can optimize your animations &amp;amp; your game overall by reducing the amount of animation frames needed to create smooth looking animations.&lt;br /&gt;
&lt;br /&gt;
Anyway, let's crack on...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== What is the Animation Frame Sequencer? ==&lt;br /&gt;
&lt;br /&gt;
I'm just going to assume that most of you already know what it is, but just in case you don't, it's the animation form you can find around various sections of the Visionaire Studio editor that let's you import or batch import animation frame images into the engine. By default you can control the global duration of the frames, the duration of individual frames, the playback mode of the frames, &amp;amp; the amount of loops the animation should perform - however, we can get a lot more creative with what's possible via action parts, scripting, &amp;amp; some clever edits to the duration of individual frames.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_anim_frame_sequencer.png|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
Now before I go over the various animation tips &amp;amp; tricks, we need to setup a few things first that we will need further down the road for some of the methods listed below. This involves a bit of scripting, but don't worry it's nothing complicated. I just need you to navigate to the script section of the Visionaire Studio editor, create a new definition type script, rename it to '''workflow_functions''', &amp;amp; then paste the code below into it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
math.randomseed( os.time() ) -- init math.random (make sure math.random is actually random each session)&lt;br /&gt;
math.random(); math.random(); math.random() -- shake things up a bit &amp;amp; make sure it is actually random&lt;br /&gt;
&lt;br /&gt;
-- * function used to force animation frame range; i.e: frame 2 to 4 or frame 1 to 1, etc. * --&lt;br /&gt;
function setAnimFrames(anim, f, t) -- syntax: setAnimFrames(animation name, from, to)&lt;br /&gt;
  t = t or f -- fallback in case t equals nil&lt;br /&gt;
  if f &amp;gt; t then f = t end -- fallback in case f is greater than t&lt;br /&gt;
  ActiveAnimations[anim].FirstFrame = f -- update from animation frame range&lt;br /&gt;
  ActiveAnimations[anim].LastFrame =  t -- update to animation frame range&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: Not everything on this animation tips &amp;amp; tricks wiki page contains in-depth step by step guides. To be honest some of the methods are complicated &amp;amp; are very difficult to explain in small steps in layman terms that &amp;lt;strong&amp;gt;everyone&amp;lt;/strong&amp;gt; should be able to understand &amp;amp; thus are just short summaries containing images or diagrams. However, I have created &amp;amp; shared a ved project file in the [[#Resources|resources]] section that contains working examples of almost everything I have mentioned on this page.''&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Individual Frame Duration ==&lt;br /&gt;
&lt;br /&gt;
By default animations will automatically use the global pause (duration) value specified in the [[File:Anim_propertiesv2.png|16px|link=]] properties section for the animation, however you can enable the option '''set pause for each frame''', which will allow you to specify a unique duration value for each animation frame. Only frames that have a value other than '''-1''' will be affected by this option. All frames that contain a value of '''-1''' will use the global pause (duration) value.&lt;br /&gt;
&lt;br /&gt;
Using this option lets you create dynamic looking animations where you can give your animations the appearance that they have some weight behind them. It's also a useful method for reducing the amount of animation frames you need to use for an animation, for example... let's say that you want a specific frame to play 3 times in a row, well in other programs you might need to import the same image 3 times to do that, but in Visionaire you can just adjust the duration of that specific animation to last 3x the global pause (duration) value.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;iframe width=&amp;quot;560&amp;quot; height=&amp;quot;315&amp;quot; src=&amp;quot;https://www.youtube.com/embed/zRKT_1E1Hqs&amp;quot; title=&amp;quot;YouTube video player&amp;quot; frameborder=&amp;quot;0&amp;quot; allow=&amp;quot;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&amp;quot; allowfullscreen&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Dynamic Frame Duration ==&lt;br /&gt;
&lt;br /&gt;
This next tip is a bit of a tricky one, but it's one of my favorite methods for turn borning repetitive animations into animations that feel &amp;amp; look more natural by applying a dynamically generated duration value between specific animation frames - it also works a treat for adding a dynamic delay between animation loops.&lt;br /&gt;
&lt;br /&gt;
1. Select the animation frame you want to apply a dynamic duration to. Edit the animation frame via [[File:Anim_editframev2.png|16px|link=]] &amp;amp; open up the action modal box via [[File:Aktionenv2.png|16px|link=]].&lt;br /&gt;
&lt;br /&gt;
2. Inside of the action modal box create a new action via [[File:Addv2.png|16px|link=]] &amp;amp; then create a new '''execute a script''' action part &amp;amp; add something along the lines of this into it...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
Animations[&amp;quot;example&amp;quot;].Pause = math.random(1000, 3000) -- set dynamic duration of frame between 1 &amp;amp; 3 seconds&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
3. Close the action modal box &amp;amp; the animation frame editor modal box &amp;amp; then select the animation to the right of the one you have just edited &amp;amp; repeat the same steps, except in the execute a script action part you want to reset the pause value back to whatever the global pause (duration) value is that you specified inside of the [[File:Anim_propertiesv2.png|16px|link=]] properties for the animation, which should look like something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
Animations[&amp;quot;example&amp;quot;].Pause = 40 -- change frame duration back to global pause (duration) value&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; that's it. You can use this method on multiple animation frames or even specific ranges of animation frames. Have fun experimenting with dynamic frame durations &amp;amp; don't be afraid to get creative.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;iframe width=&amp;quot;560&amp;quot; height=&amp;quot;315&amp;quot; src=&amp;quot;https://www.youtube.com/embed/kG-tuxhgl_Y&amp;quot; title=&amp;quot;YouTube video player&amp;quot; frameborder=&amp;quot;0&amp;quot; allow=&amp;quot;accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture&amp;quot; allowfullscreen&amp;gt;&amp;lt;/iframe&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animation Frame Range ==&lt;br /&gt;
&lt;br /&gt;
With a little bit of scripting magic we can force the engine to loop the animation between a specific range of animation frames or even loop a single frame. This can be useful for controling states, such as: door closed vs door open, etc. though you can alternatively do this via multiple scene objects &amp;amp; linking a condition or value to them to determine which object should be active/visible.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note #1: This method will only work on animations that are set to loop infinitely, because non-looping animations are hidden after they have finished their specified loop amount.''&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note #2: We will be using the setAnimFrames() function that I shared with you earlier in &amp;lt;strong&amp;gt;Getting Started&amp;lt;/strong&amp;gt;.''&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note #3: Animations have to be already playing/active for this method to work.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
To loop a single frame you can do something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
setAnimFrames(&amp;quot;example&amp;quot;, 1) -- loop the 1st frame in the animation &amp;quot;example&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Or to loop a specific range of animation frames you can do something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
setAnimFrames(&amp;quot;example&amp;quot;, 2, 4) -- loop between the 2nd &amp;amp; 4th animation frame in the animation &amp;quot;example&amp;quot; &lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; just to show you how it can be done '''without''' the setAnimFrames() workflow function...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
-- loop the 1st frame belonging to the animation &amp;quot;example&amp;quot;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].FirstFrame = 1&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].LastFrame = 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animation Playback Order ==&lt;br /&gt;
&lt;br /&gt;
Animations can be played forwards, backwards, or the animation frames can be played in a random order. Taking that into consideration it's possible to create pendulum animations that play in one direction then reverse back in the other direction, however we will be saving that for the next section of this tips &amp;amp; tricks guide.&lt;br /&gt;
&lt;br /&gt;
You can specify the default playback direction/order inside of the animation [[File:Anim_propertiesv2.png|16px|link=]] properties. '''Forwards''' will play the animation in the order it was created in. '''Backwards''' will play the animation from the last frame back to the first frame. '''Random''' will play the animation frames in a random order, which can be really useful for creating dynamic looking animations or for mixing up talk animations so they are less boring to look at if you aren't planning on adding lip sync to your game.&lt;br /&gt;
&lt;br /&gt;
You can change the playback direction of any active/playing animation during runtime with a line of code that looks like something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].PlayOppositeDirection = true -- true = inverse direction; false = default direction&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pendulum Loop ==&lt;br /&gt;
&lt;br /&gt;
What is a pendulum loop? A pendulum loop is when you play an animation in one direction &amp;amp; then play it back in the opposite direction.&lt;br /&gt;
&lt;br /&gt;
There are multiple ways you could achieve this.&lt;br /&gt;
&lt;br /&gt;
1. You could animate the entire thing, but this is bad in terms of optimization.&lt;br /&gt;
&lt;br /&gt;
2. You could call a '''called by other action''' action via the execute action when animation ends option that's found inside of the [[File:Anim_propertiesv2.png|16px|link=]] animation properties.&lt;br /&gt;
&lt;br /&gt;
3. You could do this with the play animation action part, by setting it to play in one direction &amp;amp; wait, then same again but in the opposite direction &amp;amp; wait, &amp;amp; then you would jump back to  the initial action part via the '''jump to action part #?''' action part to create a loop; providing you want it to loop, of course.&lt;br /&gt;
&lt;br /&gt;
4a. You could insert a line of code into the first frame of the animation, which would be something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].PlayOppositeDirection = false -- play default direction&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
4b. &amp;amp; then the same again with the final frame of the animation with a line of code that is something along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].PlayOppositeDirection = true -- play inverse direction&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Move Animation ==&lt;br /&gt;
&lt;br /&gt;
How can you make your animations move across the screen? Well besides the obvious answer of animating the movement inside of the animation itself, there's actually a few other options you can use for making your animations dance across the across the screen.&lt;br /&gt;
&lt;br /&gt;
=== The Move Object Action Part ===&lt;br /&gt;
&lt;br /&gt;
There's technically 2 move object action parts, but we are going to ignore '''move object''' as that one is based on relative offset from the default position, &amp;amp; we are instead going to be using '''move object to''' as that one uses absolute positioning, which makes things a lot simpler.&lt;br /&gt;
&lt;br /&gt;
Anyway, this one is simple to use, just create a '''move object to''' action part, link it to an object then tell it where to go &amp;amp; specify a duration of how long it should take to get from starting position to the target position.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== The Tweening Function ===&lt;br /&gt;
&lt;br /&gt;
The tweening function aka the to() function is very useful for creating transitions from the current state of an object/animation/etc to another state, which could be a new position, a new transparency value, or a new scale value, etc. It can take multiple arguments &amp;amp; anything that requires an integer or float number input can be manipulated by it. Here is the syntax for it...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
to(duration, {arguments}, easing, loop, pendulum)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; here is an example of how to move an animation from its current position to a new position...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;]:to(2500, { CurrentPosition = {x = 500, y = 700} }, easeQuintInOut) -- move animation &amp;quot;example&amp;quot; over 2.5 seconds from starting position to 500 by 700 with a slow build up &amp;amp; ending&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''Quick note: Check out this [https://www.visionaire-studio.com/luadocs/lua.html#easing page] for a list of available easing options.''&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== The Curve System ===&lt;br /&gt;
&lt;br /&gt;
The bézier curve system is really useful for creating smooth &amp;amp;/or complex paths. It's really great for simulating a bird swooping down into the scene &amp;amp; then back up &amp;amp; out of the scene. You could also use it to control falling snowflakes or leaves, etc.&lt;br /&gt;
&lt;br /&gt;
There are 3 available types of curves in Visionaire Studio that you can use &amp;amp; they are...&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Curve ====&lt;br /&gt;
&lt;br /&gt;
This curve mode will allow you to draw a curve that has a starting point &amp;amp; an end point. You can add as many node points as you like &amp;amp; drag them around to manipulate the curve until you end up with something you like.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_curve.png|300px]]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Continuous Curve ====&lt;br /&gt;
&lt;br /&gt;
This curve mode will allow you to create one massive curve that you connect back to the first curve node to create a loop. Have fun creating infinity symbols &amp;amp; snakes (ouroboros) eating their own tales.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_curve_cont.png|300px]]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
==== Curve Via Control Points ====&lt;br /&gt;
&lt;br /&gt;
This curve mode will let you create a single really smooth curve that you can adjust after creating by dragging the 2 outer most nodes around. Once you create the initial shape all but 4 of the nodes will be automatically hidden. I'm not really sure what use this curve mode is as you can do the same thing with the first curve option, however this curve mode allows you to create smoother curves overall.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_curve_control.png|300px]]&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
Finally in regards to curves I would like to point out that they are an advanced mechanic &amp;amp; currently there's no way other than scripting available for linking them to scene objects, animations, interfaces, particle systems, etc. If you want to see some curves in action then I would recommend downloading the ved &amp;amp; resource file linked down at the [[#Resources|bottom]] of this page, but just in case you don't want to do that, here's the syntax... &lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
startCallbackTween(duration, function(x), easing, loop, pendulum)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; here's an example script...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local n = &amp;quot;curve_example&amp;quot; -- variable containing curve name&lt;br /&gt;
&lt;br /&gt;
-- * move animation along curve over 10 seconds with rotation of parent scene object enabled * --&lt;br /&gt;
startCallbackTween(10000, function(x) -- init curve loop function&lt;br /&gt;
  local pos = game.CurrentScene.Curves[n]:curveAt(x) -- calculate current curve position&lt;br /&gt;
  local direction = game.CurrentScene.Curves[n]:curveDirection(x) -- calculate rotation based on curve position&lt;br /&gt;
  game.CurrentScene.Objects[&amp;quot;obj_example&amp;quot;].Rotation = direction -- rotates scene object with curve&lt;br /&gt;
  ActiveAnimations[&amp;quot;anim_example&amp;quot;].CurrentPosition = {x = pos.x, y = pos.y} -- update position of the animation&lt;br /&gt;
end, easeLinearIn, true, false)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Rotation ==&lt;br /&gt;
&lt;br /&gt;
Ideally rotation works best when the image/animation is flat to the screen as opposed skewed. Anyway, you can rotate objects with a line of code that looks something like this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
-- syntax: to(duration, {arguments}, easing, loop, pendulum)&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;]:to(5000, {Rotation = math.rad(360)}, easeLinearInOut, true) -- rotate 360º over 5 seconds &amp;amp; loop&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Pinned Rotation ==&lt;br /&gt;
&lt;br /&gt;
This one is different from rotation. This allows you to pin a point of an image/animation &amp;amp; then morph rotate the rest of the image/animation. The best way I can think of to describe exactly what this feature does would be to tell you to imagine a flower or a tree that's swaying about in the wind.&lt;br /&gt;
&lt;br /&gt;
[[File:Vs_pinned_rotation.png|400px]]&lt;br /&gt;
&lt;br /&gt;
I'm not going to provide you with a tutorial of how to do this, but I will link you to the [https://www.visionaire-studio.com/luadocs/#rotate-animation luadocs] page where you need to download &amp;amp; include the script found on the page I've linked to as a definition type script inside of your project. It also contains examples of usage too, so hopefully you will be able to figure it out, but if not you can check the reference ved &amp;amp; resource files I have included at the [[#Resources|bottom]] of this page, which also contains examples of everything else I've mentioned on this wiki page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Scale x Size ==&lt;br /&gt;
&lt;br /&gt;
There are multiple methods you can use for changing the size of animations &amp;amp; images during runtime, which might be useful in some situations for creating the illusion of depth or purely for the purpose of scaling up or down.&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Object Scaling ===&lt;br /&gt;
&lt;br /&gt;
You can scale scene objects (which includes the images/animations linked to them) up &amp;amp; down with a line of code along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;].Scale = 0.5 -- immediately scale object &amp;quot;example&amp;quot; down to 50%&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or if you want to tween the object scale from the current scale value to another one then you can do it like so...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;]:to(250, {Scale = 0.5}) -- scale object &amp;quot;example&amp;quot; down to 50% over 250ms&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&amp;lt;hr&amp;gt;&lt;br /&gt;
=== Animation Size ===&lt;br /&gt;
&lt;br /&gt;
You can scale animations up &amp;amp; down with a line of code along the lines of this...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;].Size = 50 -- immediately scale animation &amp;quot;example&amp;quot; down to 50%&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
or if you want to tween the animation size from the current scale value to another one then you can do it like so...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
ActiveAnimations[&amp;quot;example&amp;quot;]:to(250, {Size = 50}) -- scale animation &amp;quot;example&amp;quot; down to 50% over 250ms&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== ScaleXYZ ==&lt;br /&gt;
&lt;br /&gt;
Actually it's just X &amp;amp; Y, but I felt like completing the alphabet. Anyway, you can use scaleX &amp;amp; scaleY to flip any image or animation that's linked to a scene object or interface button.&lt;br /&gt;
&lt;br /&gt;
[[File:ScaleXY.png|382px]]&lt;br /&gt;
&lt;br /&gt;
Here's a quick scripting example of how to horizontally flip the image/animation belonging to a scene object...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;].ScaleX = -1 -- default = 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp; here's how to vertically flip an image/animation belonging to a scene object...&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentScene.Objects[&amp;quot;example&amp;quot;].ScaleY = -1 -- default = 1&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Final Notes ==&lt;br /&gt;
&lt;br /&gt;
I know I haven't covered all methods as there are other features you can use such as the action part plugin system, or components, or behaviours that you can create via the visual scripting system, but I've never used the visual scripting system before &amp;amp; wouldn't know where to start. Anyway, if anyone has any other tips &amp;amp; tricks they want to include then please let me (AFRLme) know on our [https://discord.gg/g5zFejW discord server]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[media:animation_tnt_v2.zip|animation_tnt_v2.zip]] || A working .ved file, complete with resources. Check out the readme.txt file for instructions. ''Visonaire Studio 5.1.9.1+ required''.&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Sliding_Puzzle_(CMS)&amp;diff=11929</id>
		<title>Sliding Puzzle (CMS)</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Sliding_Puzzle_(CMS)&amp;diff=11929"/>
				<updated>2023-05-15T17:03:21Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;ts&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Type !! style=&amp;quot;text-align:left&amp;quot; | By&lt;br /&gt;
|-&lt;br /&gt;
| Sliding Puzzle (3x3) || Definition || AFRLme&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This script is used to generate &amp;amp; control sliding puzzle consisting of a 3x3 grid. ''Visionaire Studio 5.1.9.1 + is required to run this script''. This script is just a basic example of a sliding puzzle, you should be able to easily modify it for any grid size. It should also be possible to generate from a randomized tile order providing you provide a table of known working tile positions. You could also add a move counter, or even limit the amount of moves that can be made if you want to make the puzzle harder.&lt;br /&gt;
&lt;br /&gt;
Check out this website [https://www.cs.princeton.edu/courses/archive/spring20/cos226/assignments/8puzzle/specification.php here], for more in depth information on sliding puzzle design.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
1. Add the [[#Main_Script|main script]] to the Visionaire Studio Script Editor &amp;amp; set the script as a definition script.&amp;lt;br/&amp;gt;&lt;br /&gt;
2a. First thing you should do is update the t[1] to t[9] tables with the correct x, y positions for where each tile should be placed (top left pixel).&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
 t[1] = { .. x = 288, y = 221&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
2b. The second thing you need to do is specify the initial order you want to set for the tiles, but be careful as certain tile orders can make the sliding puzzle unsolvable.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
 t[1] = { .. name = nil&lt;br /&gt;
 t[2] = { .. name = &amp;quot;anim_p1&amp;quot;&lt;br /&gt;
 t[3] = { .. name = &amp;quot;anim_p3&amp;quot;&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
2c. Next you should define where each tile is allowed to slide to in the '''move''' section of each of the tables. See the diagram below for an explanation of how I determined which tiles can move where.&amp;lt;br/&amp;gt;&lt;br /&gt;
{| style=&amp;quot;width:100%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;syntaxhighlight style=&amp;quot;height:200px;&amp;quot; lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
t[1] = { .. move = {2,4} -- grid position 1&lt;br /&gt;
t[2] = { .. move = {1,3,5} } -- grid position 2&lt;br /&gt;
t[3] = { .. move = {2,6} } -- grid position 3&lt;br /&gt;
t[4] = { .. move = {1,5,7} } -- grid position 4&lt;br /&gt;
t[5] = { .. move = {2,4,6,8} } -- grid position 5&lt;br /&gt;
t[6] = { .. move = {3,5,9} } -- grid position 6&lt;br /&gt;
t[7] = { .. move = {4,8} } -- grid position 7&lt;br /&gt;
t[8] = { .. move = {5,7,9} } -- grid position 8&lt;br /&gt;
t[9] = { .. move = {6,8} } -- grid position 9&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
| style=&amp;quot;width:200px;padding-left:5px;&amp;quot; | [[File:sliding_puzzle_grid.png|center|x200px]]&lt;br /&gt;
|}&amp;lt;br/&amp;gt;&lt;br /&gt;
3. Create a condition called '''puzzle_solved''', this will be used to determine if puzzle has been solved &amp;amp; whether or not you can move the tiles.&amp;lt;br/&amp;gt;&lt;br /&gt;
4. To check if a tile slot is empty or whether tile can be moved you should create an ''execute a script action'' inside of a ''left click (immediate)'' action containing...&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
canMove(i) -- replace i with the tile slot number.&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
5. Finally you should create a ''called by other action'' inside of the scene actions of the scene where the puzzle is located. Name it '''puzzle_solved''' &amp;amp; inside of this action add the actions that should be executed when the puzzle is solved, such as changing the '''puzzle_solved''' condition to true &amp;amp; playing a sound to indicate the puzzle was solved successfully.&lt;br /&gt;
&lt;br /&gt;
== Main Script ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
--[[&lt;br /&gt;
Sliding Puzzle (3x3) [v4] (28/04/2022)&lt;br /&gt;
Written by AFRLme [Lee Clarke]&lt;br /&gt;
-- + --&lt;br /&gt;
afrlme@outlook.com | https://afrl.me | patreon.com/AFRLme | ko-fi.com/afrlme&lt;br /&gt;
-- + --&lt;br /&gt;
This script is donation optional. In game credit is non-negotiable.&lt;br /&gt;
You are free to: ¹ use it in your game(s). ² modify the script.&lt;br /&gt;
Do not remove - or edit - this comment block.&lt;br /&gt;
--]]&lt;br /&gt;
&lt;br /&gt;
-- * tables * --&lt;br /&gt;
local t = {} -- init local table for storing tile coordinates, names, &amp;amp; move positions&lt;br /&gt;
&lt;br /&gt;
-- * function for initializing tiles * --&lt;br /&gt;
function initPuzzle()&lt;br /&gt;
 -- + initialize the grid properties + --&lt;br /&gt;
 t[1] = { x = 96, y = 77, name = nil, move = {2,4} }&lt;br /&gt;
 t[2] = { x = 246, y = 77, name = &amp;quot;anim_p1&amp;quot;, move = {1,3,5} }&lt;br /&gt;
 t[3] = { x = 396, y = 77, name = &amp;quot;anim_p3&amp;quot;, move = {2,6} }&lt;br /&gt;
 t[4] = { x = 96, y = 187, name = &amp;quot;anim_p4&amp;quot;, move = {1,5,7} }&lt;br /&gt;
 t[5] = { x = 246, y = 187, name = &amp;quot;anim_p2&amp;quot;, move = {2,4,6,8} }&lt;br /&gt;
 t[6] = { x = 396, y = 187, name = &amp;quot;anim_p5&amp;quot;, move = {3,5,9} }&lt;br /&gt;
 t[7] = { x = 96, y = 297, name = &amp;quot;anim_p7&amp;quot;, move = {4,8} }&lt;br /&gt;
 t[8] = { x = 246, y = 297, name = &amp;quot;anim_p8&amp;quot;, move = {5,7,9} }&lt;br /&gt;
 t[9] = { x = 396, y = 297, name = &amp;quot;anim_p6&amp;quot;, move = {6,8} }&lt;br /&gt;
 -- + move tiles to correct position if in wrong position + --&lt;br /&gt;
 for i = 2, 9 do ActiveAnimations[ t[i].name ]:to(0, { CurrentPosition = { x = t[i].x, y = t[i].y } }) end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- * function used to determine if player wins * --&lt;br /&gt;
function puzzleState(v)&lt;br /&gt;
 for i = 1, 8 do&lt;br /&gt;
  if t[i].name == &amp;quot;anim_p&amp;quot;..i then v = v + 1 end&lt;br /&gt;
  if i == 8 and v == 8 then startAction( game.CurrentScene.Actions[&amp;quot;puzzle_solved&amp;quot;] ) end&lt;br /&gt;
 end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- * function for updating tile positions * --&lt;br /&gt;
function canMove(v)&lt;br /&gt;
  for i = 1, #t[v][&amp;quot;move&amp;quot;] do&lt;br /&gt;
   if t[ t[v][&amp;quot;move&amp;quot;][i] ].name == nil and not Conditions[&amp;quot;puzzle_solved&amp;quot;].Value then moveTile(v, t[v][&amp;quot;move&amp;quot;][i], 200, easeLinearOut); break end&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&lt;br /&gt;
-- * function that is used to move the animation from one position to another with delay &amp;amp; easing * --&lt;br /&gt;
function moveTile(a, b, delay, easing)&lt;br /&gt;
 ActiveAnimations[ t[a].name ]:to(delay, { CurrentPosition = {x = t[b].x, y = t[b].y} }, easing)&lt;br /&gt;
 t[b].name = t[a].name; t[a].name = nil; puzzleState(0) -- update tile position names &amp;amp; check puzzle state&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Resources ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| [[:Media:3x3_sliding_puzzle_(v4).zip|3x3_sliding_puzzle_(v4).zip]] || A working example of the script in action. ''Visionaire Studio 5.1.9.1 +'' required to run the included .ved file.&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Data_Structure&amp;diff=11681</id>
		<title>Data Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Data_Structure&amp;diff=11681"/>
				<updated>2023-03-06T13:56:25Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure. ''For a more informative guide to scripting in Visionaire Studio, complete with an overview of the available functions - with examples, please see [[Scripting|here]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well (''mostly'') documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (.ved file). Not all fields in this documentation are stored in the .ved files (project files), some of them are only created during the game and stored in the save games. The column '''Storage''' describes where each field is saved. A field with Storage '''V''' is saved in the .ved file. If there is a '''S''' in this column then this field is stored in save games. If you want you can write your own tools which manipulate the .ved files to edit some settings differently than the Visionaire Editor (for fields with Storage type '''V''').&lt;br /&gt;
&lt;br /&gt;
Almost every field is accessible through scripting now. Theoretically every field can be read from or written to. However, in practice it does not make sense to edit the majority of them, because the Visionaire Player does not react to all changes (without first reloading the scene) and certain fields are not stored into the save game files; for this purpose there is a column '''Scriptable''' next to each field, which indicates whether or not the field can be manipulated. Fields which can be manipulated by the '''Scripting Language''' contain a green &amp;lt;div class=&amp;quot;tick2&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; symbol inside of the '''Scripting''' column. If you want to access a field through scripting you have to use the field constants. A field constant starts with a '''V''' followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: '''game:getLink(VGameCurrentScene)''').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''A new shorthand method for accessing &amp;amp; writing to the data structure fields / tables, was introduced in Visionaire Studio 4.1; however not all fields are currently supported by the new shorthand code. The way table names for accessing the fields are written can also be different.''&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentCharacter&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
''Versus the longhand getObject method...''&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
getObject(&amp;quot;Game.GameCurrentCharacter&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tables starting with '''Active''' contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&lt;br /&gt;
You may have noticed some of these &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;hello I'm a naughty little tooltip&amp;quot;&amp;gt;[?]&amp;lt;/span&amp;gt; symbols floating around here &amp;amp; there on this page. They represent information. To access said information, you just need to hover your mouse cursor over the symbol. - &amp;lt;small&amp;gt;''very informative, no?''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage !! | Version&lt;br /&gt;
|-&lt;br /&gt;
| ActionActionParts&lt;br /&gt;
| t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| ActionCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| Command which must be active to execute this action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| ActionExecutionType&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
'0': right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
'1': cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
'2': cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
'3': item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
'5': called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
'6': command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
'7': left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
'8': character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
'12': left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
'13': left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'14': left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
'15': left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'16': right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'17': command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'20': item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'21': command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
'22': command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'23': command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
'24': command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'25': item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
'26': item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'27': item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
'28': item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'29': character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
'30': character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| ActionFixture&lt;br /&gt;
| t_link to [[#Object|Object]]&lt;br /&gt;
| Item which is necessary to execute this action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ActionAreaActions&lt;br /&gt;
| t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionAreaPolygon&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartAltInt&lt;br /&gt;
| t_int&lt;br /&gt;
| Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartAltInt2&lt;br /&gt;
|t_int&lt;br /&gt;
| Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartAltLink&lt;br /&gt;
| t_link&lt;br /&gt;
| Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartCommand&lt;br /&gt;
| t_int&lt;br /&gt;
| Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartInt&lt;br /&gt;
| t_int&lt;br /&gt;
| Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartLink&lt;br /&gt;
| t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartPath&lt;br /&gt;
| t_path&lt;br /&gt;
| Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ActionActionPartIndex&lt;br /&gt;
| t_int&lt;br /&gt;
| Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ActionContinueWaitForEndIfElse&lt;br /&gt;
| t_int&lt;br /&gt;
| Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
|  class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ActionActionPartStarted&lt;br /&gt;
| t_bool&lt;br /&gt;
|True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ActionPauseTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ActionTimerStarted&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| AnimationActive&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| AnimationCalledTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationCurrentPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationCurrentSpriteIndex&lt;br /&gt;
| t_int&lt;br /&gt;
| Index of currently active frame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationCurrentSpritePos&lt;br /&gt;
| t_point&lt;br /&gt;
| Position on scene of currently active frame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationFirstFrame&lt;br /&gt;
| t_int&lt;br /&gt;
| First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameCount&lt;br /&gt;
| t_int&lt;br /&gt;
| Total number of frames already shown in the current animation loop.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationLastFrame&lt;br /&gt;
| t_int&lt;br /&gt;
| Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationLoops&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationPlayOppositeDirection&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the animation is played backwards.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationPreloaded&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| AnimationStartedByUser&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| AnimationWaiting&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationWaitingTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| TextActive&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the text is currently active.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | S&lt;br /&gt;
|-&lt;br /&gt;
| TextBackground&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextCurrentText&lt;br /&gt;
| t_string&lt;br /&gt;
| Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| Font used for displaying this text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| TextOwner&lt;br /&gt;
| t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Position on scene where the text is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextRemainingText&lt;br /&gt;
| t_string&lt;br /&gt;
| Remaining text after TextCurrentText.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| TextTimeElapsed&lt;br /&gt;
| t_int&lt;br /&gt;
| time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextTimeToWait&lt;br /&gt;
| t_int&lt;br /&gt;
| Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| TextWaitForAudio&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| AnimationAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| Action which is started when the animation is finished.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationCenter&lt;br /&gt;
| t_point&lt;br /&gt;
| Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationDirection&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the direction in degress ('0' - '359') this animation should be used for (only for character animations).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationLoopRandom&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationMirror&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationMove&lt;br /&gt;
| t_bool&lt;br /&gt;
| Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationNumberOfLoops&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of loops. '0' if it is an endless animation.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationPause&lt;br /&gt;
| t_int&lt;br /&gt;
| Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Upper left corner of animation on scene (or interface).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationPropertyFrames&lt;br /&gt;
| t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationReplay&lt;br /&gt;
| t_int&lt;br /&gt;
| eReplayNormal ('0'): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse ('1'): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom ('2'): all frames of an animation loop are shown in random order.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationSprites&lt;br /&gt;
| t_vsprites&lt;br /&gt;
| All sprites of the animation.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationUseIndividualPause&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationWalkSteps&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| An action which will be started when this frame is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameIndex&lt;br /&gt;
| t_int&lt;br /&gt;
| Frame number to identify the frame. This is the 'n'-th frame (index starting with '0') of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameSound&lt;br /&gt;
| t_path&lt;br /&gt;
| A sound which will be played when this frame is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameSoundBalance&lt;br /&gt;
| t_int&lt;br /&gt;
| Balance of the sound (AnimationFrameSound). Must be between '-100' (only left speaker) and '100' (only right speaker).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameSoundVolume&lt;br /&gt;
| t_int&lt;br /&gt;
| Volume of the sound (AnimationFrameSound). Must be between '0' (mute) and '100' (full volume).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| AreaActionAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either '29' (CharacterEntersArea) or '30' (CharacterLeavesArea)).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AreaActionCharacter&lt;br /&gt;
| t_link to [[#Character|Character]]&lt;br /&gt;
| If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AreaActionExecuteAlways&lt;br /&gt;
| t_bool&lt;br /&gt;
| If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ButtonActions&lt;br /&gt;
| t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| All actions of this button.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonActiveSprite&lt;br /&gt;
| t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| Sprite which is shown if the button is active. If ButtonType is '3' or '6' (command) and this button is currently selected then the button is active. If ButtonType is '1' or '2' (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| All animations of the button.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonCommandType&lt;br /&gt;
| t_int&lt;br /&gt;
| Only used if the button is a command (ButtonType = '3' or '6'). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eButtonNormal): normal command (e.g. 'Look at', 'Push'). &amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eButtonCombined): combined command (e.g. 'Use', 'Give').&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eButtonGive): give command (e.g. 'Give').&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonCondition&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonConditionNegate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonConjunction&lt;br /&gt;
| t_link to [[#Text|Text]]&lt;br /&gt;
| The conjunction word for the action text (e.g. 'with' in action text 'Use item with ...'). Only used if the button is a combined command (ButtonType = '3' or '6' and ButtonCommandType = '1' or '2').&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonCursor&lt;br /&gt;
| t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| Only used if button is a command (ButtonType = '3' or '6'). The cursor which is shown if the command is active.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonDraggable&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is '3').&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonGroup&lt;br /&gt;
| t_links to [[#Button|Button]]&lt;br /&gt;
| List of commands (ButtonType of the linked buttons must be '3' or '6') which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonInactiveSprite&lt;br /&gt;
| t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonName&lt;br /&gt;
| t_link to [[#Text|Text]]&lt;br /&gt;
| Only used if button is a command (ButtonType = '3' or '6'). The name of the command which is shown in the action text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonPolygon&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonType&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
'4' (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
'5' (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
'6' (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command ('3') with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonUse&lt;br /&gt;
| t_int&lt;br /&gt;
| Only used if button is a command (ButtonType = '3' or '6'). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonUseOnCurrentCharacter&lt;br /&gt;
| t_bool&lt;br /&gt;
| Only used if button is a command (ButtonType = '3' or '6') and ButtonUse is '1' or '2'. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:22%;&amp;quot; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| CharacterActions &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='Characters[&amp;quot;Tom&amp;quot;].Actions'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to action (parent)&amp;quot;&amp;gt;[[#Action|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All actions of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterActionDestPosition &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPoint(VCharacterActionDestPosition)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_point&lt;br /&gt;
| If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action. &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterActive &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getBool(VCharacterActive)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterActiveCommand &amp;lt;span class=&amp;quot;tooltip&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterActiveCommand)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to button&amp;quot;&amp;gt;[[#Button|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Currently active command for this character. The button must have ButtonType = '3'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterActiveDialogFont&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to font&amp;quot;&amp;gt;[[#Font|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Font which is used for a currently selected dialog part.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterAnimIndex &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterAnimIndex)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with '0' (default, use first animation).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterAnimState &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterAnimState)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
'0 (eNoAnim)': No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
'1 (eWalkAnim)': Walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
'2 (eTalkAnim)': Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
'3 (eStandingAnim)': Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
'4 (eCharacterAnim)': Character animations.&amp;lt;br&amp;gt;&lt;br /&gt;
'5 (eRandomAnim)': Random animations.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterCommentSets&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to comment sets (parent)&amp;quot;&amp;gt;[[#CommentSet|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All comment sets of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterConditions &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterConditions)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to condition (parent)&amp;quot;&amp;gt;[[#Condition|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All conditions of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterCurrentCommentSet &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterCurrentCommentSet)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to comment set&amp;quot;&amp;gt;[[#CommentSet|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Currently used comment set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterCurrentOutfit &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterCurrentOutfit)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to outfit&amp;quot;&amp;gt;[[#Outfit|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Currently used outfit.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterDestination &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPoint(VCharacterDestination)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_point&lt;br /&gt;
| Destination where the character is currently walking to.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterDestinationObject &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPoint(VCharacterDestinationObject)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_point&lt;br /&gt;
| Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterDestVisibility &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterDestVisibility)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| The visibility of the character is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the character will not be visible at all (but is still recognized by the cursor), '100' means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogActiveScrollDown&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogActiveScrollUp&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogArea&lt;br /&gt;
| t_rect&lt;br /&gt;
| Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogCursor&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to cursor&amp;quot;&amp;gt;[[#Cursor|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogInactiveScrollDown&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogInactiveScrollUp&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogs&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to dialog (parent)&amp;quot;&amp;gt;[[#Dialog|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All dialogs which can be spoken with this character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Sprite which is used as a background for dialogs.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogVerticalSpace&lt;br /&gt;
| t_int&lt;br /&gt;
| Distance between two dialog part selections (in pixel).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterDirection &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterDirection)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterFollowAction &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterFollowAction)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to action&amp;quot;&amp;gt;[[#Action|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterFollowCharacter &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterFollowCharacter)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to character&amp;quot;&amp;gt;[[#Character|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Character which this character is currently following.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterFollowReachDistance &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterFollowReachDistance)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterFont&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to font&amp;quot;&amp;gt;[[#Font|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterInactiveDialogFont&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to font&amp;quot;&amp;gt;[[#Font|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterInterfaces &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterInterfaces)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to interface&amp;quot;&amp;gt;[[#Interface|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All interfaces currently used for this character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterItems &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterItems)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to object&amp;quot;&amp;gt;[[#Object|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All items which are picked up by this character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterItemsScrollPosition&lt;br /&gt;
| t_int&lt;br /&gt;
| Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterName&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to text&amp;quot;&amp;gt;[[#Text|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| The name of the character (as shown in the action text).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterOutfits &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterOutfits)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to outfit (parent)&amp;quot;&amp;gt;[[#Outfit|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All outfits of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterPosition &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPoint(VCharacterPosition)'&amp;gt;&lt;br /&gt;
| t_point&lt;br /&gt;
| Current position of character. (if field is set and character is walking, then it will stop walking)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterScale &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getBool(VCharacterScale)'&amp;gt;&lt;br /&gt;
| t_bool&lt;br /&gt;
| If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterScaleFactor &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterScale)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Factor in % the character is scaled with. Must be &amp;gt; '0' (default '100').&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterScene &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterScene)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to scene&amp;quot;&amp;gt;[[#Scene|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Scene where the character is currently on.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterSize &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getFloat(VCharacterSize)'&amp;gt;&lt;br /&gt;
| t_float&lt;br /&gt;
| Current size of character in % ('100' = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterStartObject&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to object&amp;quot;&amp;gt;[[#Object|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterState  &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterState)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Current state of character: (only set to '2' to stop walking, do not set '3')&amp;lt;br&amp;gt;&lt;br /&gt;
'2': standing.&amp;lt;br&amp;gt;&lt;br /&gt;
'3': walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterTimeToDestVisibility &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterTimeToDestVisibility)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterTint &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterTint)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Color (bgr) the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterValues &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterValues)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to value (parent)&amp;quot;&amp;gt;[[#Value|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All values of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterVisibility &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterVisibility)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Visibility of the character in %. Must be between '0' and '100'. '0' means the character is not visible at all (but is still recognized by the cursor), '100' means the character is completely visible (default).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterWalkingSound &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPath(VCharacterWalkingSound)'&amp;gt;&lt;br /&gt;
| t_path&lt;br /&gt;
| Sound which is played if the character is walking.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| CommentSetEntries&lt;br /&gt;
| t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| All comment set entries of this comment set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| CommentSetEntryText&lt;br /&gt;
| t_link to [[#Text|Text]]&lt;br /&gt;
| Text for this comment.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CommentSetEntryCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be '3') then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ConditionCondition1&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionCondition1Negate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionCondition2&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionCondition2Negate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionIsVariable&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionOperator&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
'0': logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
'1': logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionReturnNegate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ConditionValue&lt;br /&gt;
| t_bool&lt;br /&gt;
| Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| CursorActiveAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation of the active cursor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CursorHotspot&lt;br /&gt;
| t_point&lt;br /&gt;
| Point on the cursor which defines the 'center' of the cursor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CursorInactiveAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation of the inactive cursor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| DialogDialogParts&lt;br /&gt;
| t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| All dialog part selections of this dialog.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartAltText&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartAnswerText&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| DialogPartAvailable&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartCondition&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartConditionNegate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartLinkedAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartNextDialog&lt;br /&gt;
| t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartRemove&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartReturn&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
'0' (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
'1' (eDialogReturnToUpper): the 'upper' dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
'2' (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartText&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartUseAltText&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| FontAlphabet&lt;br /&gt;
| t_string&lt;br /&gt;
| A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontAutoLineBreak&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontBorder&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true a font border will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontBorderColor&lt;br /&gt;
| t_int&lt;br /&gt;
| Color for font border. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontBorderSize&lt;br /&gt;
| t_float&lt;br /&gt;
| Size of font border in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontColor&lt;br /&gt;
| t_int&lt;br /&gt;
| Font color. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontFont&lt;br /&gt;
| t_link&lt;br /&gt;
| Font which will be used as reference. This can be useful to define a new font with own color, size, etc. based on an existing TrueType font (see FontTrueTypeFont). This can save a lot of resources compared to creating a new TrueType font.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontLetters&lt;br /&gt;
| t_vrect&lt;br /&gt;
| List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontLetterSpacing&lt;br /&gt;
| t_int&lt;br /&gt;
| Horizontal distance between two characters (in pixel).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontLineWidth&lt;br /&gt;
| t_int&lt;br /&gt;
| Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontShadow&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true a font shadow will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontShadowOffset&lt;br /&gt;
| t_point&lt;br /&gt;
| Offset in pixels for font shadow (see FontShadow).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontSize&lt;br /&gt;
| t_float&lt;br /&gt;
| Font size in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontSpaceWidth&lt;br /&gt;
| t_int&lt;br /&gt;
| Width of space (in pixels).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Sprite with all characters of the font.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontTrueTypeFont&lt;br /&gt;
| t_bool&lt;br /&gt;
| If set to true this is a TrueType font. Either FontTrueTypeFontPath or FontFont must be set for a valid font.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontTrueTypeFontPath&lt;br /&gt;
| t_path&lt;br /&gt;
| Path to TrueType font file. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontVerticalLetterSpacing&lt;br /&gt;
| t_int&lt;br /&gt;
| Vertical distance between two characters (in pixel).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| GameAbout&lt;br /&gt;
| t_string&lt;br /&gt;
| Long description of game, authors can make additional comments here.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameActions&lt;br /&gt;
| t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameActionTextFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| Font which will be used for the action text - only used if GameDrawActionText is '1' or '2'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameActionTextRect&lt;br /&gt;
| t_rect&lt;br /&gt;
| Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is '2'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameActiveCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| The currently active command.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameAlignCharacterOnImExecution&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the active character will be automatically aligned to the clicked object when an action with execution type 'immediate' is executed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameAlwaysAllowSkipText&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameAutoHideInterfacesInMenu&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameCharacterComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameCharacterComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameCharacterLinks&lt;br /&gt;
| t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| All characters of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameCommandBehaviour&lt;br /&gt;
| t_int&lt;br /&gt;
| Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
'0'(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameCompanyName&lt;br /&gt;
| t_string&lt;br /&gt;
| The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| GameCurrentCharacter&lt;br /&gt;
| t_link to [[#Character|Character]]&lt;br /&gt;
| Character which is currently controlled by the player (active character).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameCurrentObject&lt;br /&gt;
| t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| The object currently below the cursor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameCurrentScene&lt;br /&gt;
| t_link to [[#Scene|Scene]]&lt;br /&gt;
| Scene which is currently shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameCursorHorizontalScrollDistance&lt;br /&gt;
| t_int&lt;br /&gt;
| Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameCursorVerticalScrollDistance&lt;br /&gt;
| t_int&lt;br /&gt;
| Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameCursors&lt;br /&gt;
| t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| All cursors of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameCutsceneAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameDescription&lt;br /&gt;
| t_string&lt;br /&gt;
| Short description of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameDestinationCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameDestinationEvent&lt;br /&gt;
| t_int&lt;br /&gt;
| When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br/&amp;gt;&lt;br /&gt;
'0': no event.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1': left mousebutton click.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2': right mousebutton click.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3': left mousebutton double click.&amp;lt;br/&amp;gt;&lt;br /&gt;
'4': left mousebutton hold.&amp;lt;br/&amp;gt;&lt;br /&gt;
'5': mouse enters area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'6': mouse leaves area.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameDestinationItem&lt;br /&gt;
| t_link to [[#Object|Object]]&lt;br /&gt;
| When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameDestinationItemPicked&lt;br /&gt;
| t_bool&lt;br /&gt;
| When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameDialog&lt;br /&gt;
| t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| Currently displayed dialog.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameDialogAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| Running action which contains the text for the current dialog.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameDraggableItems&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if objects can be dragged from the interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameDrawActionText&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if and where the action text is drawn:&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eDrawNoActionText): do not draw action text.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameExecuteActionsDuringDialog&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| GameFadeDelay&lt;br /&gt;
| t_int&lt;br /&gt;
| Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameFadeEffect&lt;br /&gt;
| t_int&lt;br /&gt;
| Effect for fade in/out of a scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eFadeNo): no effect. display new scene immediately.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3' (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'4' (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'5' (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'6' (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'7' (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameFirstCharacter&lt;br /&gt;
| t_link to [[#Character|Character]]&lt;br /&gt;
| Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameFirstScene&lt;br /&gt;
| t_link to [[#Scene|Scene]]&lt;br /&gt;
| The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameFontLinks&lt;br /&gt;
| t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| All fonts of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameFullScreenIntro&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameGameComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameGameComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameGameName&lt;br /&gt;
| t_string&lt;br /&gt;
| The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameHiddenDialog&lt;br /&gt;
| t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameHideCursor&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the cursor is hidden and no cursor interaction is possible.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameHideInterfaces&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true all interfaces are hidden, independent of individual interface visibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameHoldTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Time in milli seconds until the event 'Mouse holding' (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameHorizontalScrollDistance&lt;br /&gt;
| t_int&lt;br /&gt;
| If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameId&lt;br /&gt;
| t_string&lt;br /&gt;
| Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameInterfaces&lt;br /&gt;
| t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| All interfaces of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameInterfaceClasses&lt;br /&gt;
| t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| All interface classes of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameInterfaceComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameInterfaceComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| GameIntro&lt;br /&gt;
| t_path&lt;br /&gt;
| Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameItems&lt;br /&gt;
| t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| All items of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLanguages&lt;br /&gt;
| t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| All languages of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftClickAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftDblClickAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftHoldAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which is started if the left mouse button is pressed for a certain time (GameHoldTime) and GameLeftMouseHold is set to '3' or '4'. The action is started when the mouse button is released.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftHoldingAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which is started if the left mouse button is pressed for a certain time (GameHoldTime) and GameLeftMouseHolding is set to '3'. The action is started when the mouse button is pressed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftHoldBehaviour&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if the character will be sent to the current position when the left button is released.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameLeftMouseHold&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines what the event 'left mouse button hold' is used for when the button is released.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eIndividualAction): used for individual actions.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3' (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br/&amp;gt;&lt;br /&gt;
'4' (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameLeftMouseHolding&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines what the event 'left mouse button hold' is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameLoading&lt;br /&gt;
| t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMinificationFilter&lt;br /&gt;
| t_int&lt;br /&gt;
| Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
'0': Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
'1': Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMagnificationFilter&lt;br /&gt;
| t_int&lt;br /&gt;
| Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMiddleClickAction&lt;br /&gt;
| t_link&lt;br /&gt;
| An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMiddleClickBehaviour&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameMouseWheelDownAction&lt;br /&gt;
| t_link&lt;br /&gt;
| An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMouseWheelUpAction&lt;br /&gt;
| t_link&lt;br /&gt;
| An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMovieComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMovieComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameObjectFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameParticleContainerLinks&lt;br /&gt;
| t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| All particle systems of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GamePicBufferSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GamePictureCacheSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GamePreloadPicThreads&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GamePreloadedPicBufferSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameQuake&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameQuakeForce&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameQuakeSpeed&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameRegisteredEventHandlers&lt;br /&gt;
| t_string&lt;br /&gt;
| All registered event handlers.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameReserved&lt;br /&gt;
| t_string&lt;br /&gt;
| Licence number.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameRightClickAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which is started if the right mouse button is pressed and GameRightMouseClick is set to '3' or '4'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameRightClickBehaviour&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if the character will be sent to the current position when the right mouse button is clicked.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameRightMouseClick&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
'4' (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameSavedObject&lt;br /&gt;
| t_link to [[#Object|Object]]&lt;br /&gt;
| Saved object. An action can be executed on this saved object. (see actionpart 'Execute command on saved object')&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameSaveGameName&lt;br /&gt;
| t_string&lt;br /&gt;
| Used to store name of current savegame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameSavegameScreenshot&lt;br /&gt;
| t_path&lt;br /&gt;
| Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameSceneComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameSceneComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameSceneLinks&lt;br /&gt;
| t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| All scenes of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameScriptLinks&lt;br /&gt;
| t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| All scripts of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollCenterCharacter&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollCharacter&lt;br /&gt;
| t_link to [[#Character|Character]]&lt;br /&gt;
| Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameScrollDirectionHorizontal&lt;br /&gt;
| t_int&lt;br /&gt;
| Horizontal direction the scene is currently scrolling.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0': currently no horizontal scrolling.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1': currently scrolling to the left.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2': currently scrolling to the right.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameScrollDirectionVertical&lt;br /&gt;
| t_int&lt;br /&gt;
| Vertical direction the scene is currently scrolling.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0': currently no vertical scrolling.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3': currently scrolling to the top.&amp;lt;br/&amp;gt;&lt;br /&gt;
'4': currently scrolling to the bottom.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollSpeed&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of pixels which will be scrolled in one second.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollToPoint&lt;br /&gt;
| t_point&lt;br /&gt;
| Upper left corner the current scene is scrolling to.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameScrollTo&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameShaderExclude&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines which components (scene, interfaces, texts, cursor) will be excluded from shader programs.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eShaderExcludeNothing): standard, exclude nothing.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eShaderExcludeInterfaces): exclude interfaces, text on top, cursor.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eShaderExcludeTextsAndCursor): exclude text on top, cursor.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3' (eShaderExcludeCursor): exclude cursor&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameShowBlackScreenAfterVideo&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameSpeakerSoundPanFactor&lt;br /&gt;
| t_int&lt;br /&gt;
| Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameSpeakerTextAlignment&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
'4' (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
'5' (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameSpeechLanguage&lt;br /&gt;
| t_link to [[#Language|Language]]&lt;br /&gt;
| Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameStandardLanguage&lt;br /&gt;
| t_link to [[#Language|Language]]&lt;br /&gt;
| Defines the currently used language.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameStartAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameTextAlignment&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
'4' (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
'5' (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameTextOutput&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| GameTextSpeed&lt;br /&gt;
| t_int&lt;br /&gt;
| Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameUsedItem&lt;br /&gt;
| t_link to [[#Object|Object]]&lt;br /&gt;
| The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameVersion&lt;br /&gt;
| t_string&lt;br /&gt;
| Version number of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameVerticalScrollDistance&lt;br /&gt;
| t_int&lt;br /&gt;
| If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameVideosEncrypted&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameWindowResolution&lt;br /&gt;
| t_point&lt;br /&gt;
| Screen resolution (e.g. 640x480).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceActionTextFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceActionTextRect&lt;br /&gt;
| t_rect&lt;br /&gt;
| Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceBorder&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceButtons&lt;br /&gt;
| t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceClass&lt;br /&gt;
| t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| The class this interface belongs to.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceConditions&lt;br /&gt;
| t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| The conditions of the interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceDestVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the interface will not be visible at all (but is still recognized by the cursor), '100' means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceDisplacement&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
'0': top.&amp;lt;br&amp;gt;&lt;br /&gt;
'1': bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
'2': left.&amp;lt;br&amp;gt;&lt;br /&gt;
'3': right.&amp;lt;br&amp;gt;&lt;br /&gt;
'4': absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
'5': relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceDrawActionText&lt;br /&gt;
| t_bool&lt;br /&gt;
| Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceLeaveAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceOffset&lt;br /&gt;
| t_point&lt;br /&gt;
| Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is '4' or '5')&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| InterfacePosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Absolute position of upper left corner of interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceScrollStepSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; '0' and InterfaceDisplacement is '0', '1', '2' or '3'. &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Background sprite of the interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceStandardCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| Button which is the standard command (usually 'Walk to') for this interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceTimeToDestVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceValues&lt;br /&gt;
| t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| The values of the interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| Visibility of the interface (and all of its buttons) in %. Must be between '0' and '100'. '0' means the interface is not visible at all, '100' means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceVisible&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceClassName&lt;br /&gt;
| t_string&lt;br /&gt;
| Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Language name is defined by name of each language object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| LoadingMusic&lt;br /&gt;
| t_path&lt;br /&gt;
| Music which is played while the loading screen is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| LoadingSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Background sprite of the loading screen.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| LoadingStatusCover&lt;br /&gt;
| t_bool&lt;br /&gt;
| If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| LoadingStatusSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Sprite for progress bar.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ObjectActions&lt;br /&gt;
| t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| All animations of the object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectCenter&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectCondition&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectConditionNegate&lt;br /&gt;
| t_bool&lt;br /&gt;
| falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectConditions&lt;br /&gt;
| t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ObjectDestVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| The visibility of the object is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the object will not be visible at all (but is still recognized by the cursor), '100' means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectDirection&lt;br /&gt;
| t_int&lt;br /&gt;
| Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectIsItem&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectIsWalkable&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectName&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| The name of the object (as shown in the action text).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectOffset&lt;br /&gt;
| t_point&lt;br /&gt;
| Offset for this object from its initial position. By changing the offset it is possible to move the object on a scene. The object image and all object animations will take the offset into account. Detecting an object (ObjectPolygon) by the cursor also considers the offset.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectParticleSystem&lt;br /&gt;
| t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectPolygon&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectRotation&lt;br /&gt;
| t_float&lt;br /&gt;
| Rotation for this object in radians (full rotation 2 pi, radian = degree * 180 / pi). The object image and all object animations will take the rotation into account.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectRotationCenter&lt;br /&gt;
| t_point&lt;br /&gt;
| Coordinates (on screen) which define the center for object rotation (see ObjectRotation). If set to -1,-1 (default) the image center is used as rotation center.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectScale&lt;br /&gt;
| t_float&lt;br /&gt;
| Defines scaling factor for this object. 1.0 means 100% (original size), 2.0 would be double size and 0.5 half size. The object image and all object animations will take the scaling into account.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectScrollFactorX&lt;br /&gt;
| t_int&lt;br /&gt;
| Horizontal scrolling-speed of this object in percent of screen's scrolling-speed (in %). If '100' then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; '100'), slower (&amp;lt; '100') or not at all (0).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectScrollFactorY&lt;br /&gt;
| t_int&lt;br /&gt;
| Vertical scrolling-speed of this object in percent of screen's scrolling-speed (in %). If '100' then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; '100'), slower (&amp;lt; '100') or not at all (0).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectShaderSet&lt;br /&gt;
| t_int&lt;br /&gt;
| sets shader configuration id for an object and all of its animations, see shaderSetOptions command.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectSnoopAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectSnoopAnimationPos&lt;br /&gt;
| t_point&lt;br /&gt;
| Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectSprite&lt;br /&gt;
| t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ObjectTimeToDestVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectValues&lt;br /&gt;
| t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| All values of the object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ObjectVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| Visibility of the object in %. Must be between '0' and '100'. '0' means the object is not visible at all (but is still recognized by the cursor), '100' means the object is completely visible (default).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitCameraAngle (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitCameraHeight (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitCharacterAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| Person animations, must be started manually.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| OutfitCharacterSpeed&lt;br /&gt;
| t_int&lt;br /&gt;
| Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitLightColor&lt;br /&gt;
| t_int&lt;br /&gt;
| The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitLightPosX (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitLightPosY (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitLightPosZ (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModel (v4.0)&lt;br /&gt;
| t_path&lt;br /&gt;
| Path to the 3D model file used for the outfit.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| The color used for the contours of 3D models.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| The width of contours of 3D models.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModelShadow (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow (2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelShowOutline (v4.0)&lt;br /&gt;
| t_bool&lt;br /&gt;
| This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModelTextures (v4.0)&lt;br /&gt;
| t_vpath&lt;br /&gt;
| This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelToonNuances (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| t_bool&lt;br /&gt;
| This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitRandomAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitRandomMinTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitRandomMaxTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitSlideWalkAnimation&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitStandingAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| Standing animations, shown when person is standing.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitTalkAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| Talk animations.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitWalkAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| Walk animations.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ParticleContainerCameraZoom&lt;br /&gt;
| t_float&lt;br /&gt;
| Zoom factor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleContainerCameraZPosition&lt;br /&gt;
| t_float&lt;br /&gt;
| Z-Position of 'camera' for showing particle system.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleContainerLeadTime&lt;br /&gt;
| t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| All particle emitters of this particle system.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleContainerParticles&lt;br /&gt;
| t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| All particle emitters of this particle system.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ParticleActiveStages&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColor0&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColor1&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColor2&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColor3&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColorCurve0&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColorCurve1&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColorCurve2&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColorCurve3&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendMaxTile&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendSizeCurve&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendTilesControlPoints&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendTilesCurve&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleCameraZPos&lt;br /&gt;
| t_float&lt;br /&gt;
| Distance of the 'camera' to the z-layer.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleCameraZoom&lt;br /&gt;
| t_float&lt;br /&gt;
| Focal width of 'camera'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleColorControlPoints0&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleColorControlPoints1&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleColorControlPoints2&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleColorControlPoints3&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleEmitterSizeX&lt;br /&gt;
| t_int&lt;br /&gt;
| Width of particle emitter space.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleEmitterSizeY&lt;br /&gt;
| t_int&lt;br /&gt;
| Height of particle emitter space.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleEmitterSizeZ&lt;br /&gt;
| t_int&lt;br /&gt;
| Depth of particle emitter space.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleEmitterType&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1': particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
'2': particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceBlend&lt;br /&gt;
| t_float&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceRotationX&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceRotationZ&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceStrength&lt;br /&gt;
| t_float&lt;br /&gt;
| Strength of force which affects all particles.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceType&lt;br /&gt;
| t_int&lt;br /&gt;
| Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
'0': directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
'1': directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
'2': point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceXPos&lt;br /&gt;
| t_float&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceYPos&lt;br /&gt;
| t_float&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceZPos&lt;br /&gt;
| t_float&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleLeadTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaterialMode&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxColor&lt;br /&gt;
| t_int&lt;br /&gt;
| The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxLife&lt;br /&gt;
| t_int&lt;br /&gt;
| Maximum lifetime of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxParticle&lt;br /&gt;
| t_int&lt;br /&gt;
| Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxSize&lt;br /&gt;
| t_float&lt;br /&gt;
| Maximum size of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxVelocity&lt;br /&gt;
| t_float&lt;br /&gt;
| Maximum velocity of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMinColor&lt;br /&gt;
| t_int&lt;br /&gt;
| The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMinLife&lt;br /&gt;
| t_int&lt;br /&gt;
| Minimum lifetime of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMinSize&lt;br /&gt;
| t_float&lt;br /&gt;
| Minimum size of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMinVelocity&lt;br /&gt;
| t_float&lt;br /&gt;
| Minimum velocity of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePerTime&lt;br /&gt;
| t_float&lt;br /&gt;
| New particles per time (with ~66 time units per second).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePhiX&lt;br /&gt;
| t_int&lt;br /&gt;
| Opening angle about the X-axis.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePhiY&lt;br /&gt;
| t_int&lt;br /&gt;
| Opening angle about the Z-axis.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePosX&lt;br /&gt;
| t_int&lt;br /&gt;
| X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePosY&lt;br /&gt;
| t_int&lt;br /&gt;
| Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleRotationX&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleRotationZ&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleSizeControlPoints&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleTexture&lt;br /&gt;
| t_path&lt;br /&gt;
| Sprite used for all particles.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleTilesX&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleTilesY&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleType&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| PointPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Position on the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| PointRelations&lt;br /&gt;
| t_links to [[#Point|Point]]&lt;br /&gt;
| Links to connected points for way system.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| PointSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Size for character on this point (in %).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| SceneActions&lt;br /&gt;
| t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneActionAreas&lt;br /&gt;
| t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneBackgroundMusic&lt;br /&gt;
| t_path&lt;br /&gt;
| Background music which is played in a loop.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| SceneBrightness&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the overall brightness of the scene (in %). Must be between '0' and '100'. '0' means this scene (with all its objects and characters) is completely dark (so everything is black), '100' means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| SceneConditions&lt;br /&gt;
| t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| All conditions of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneContinueMusic&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneCurrentWaySystem&lt;br /&gt;
| t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| SceneCursor&lt;br /&gt;
| t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneLightMap&lt;br /&gt;
| t_path&lt;br /&gt;
| Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| SceneIsMenu&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneMusicBalance&lt;br /&gt;
| t_int&lt;br /&gt;
| Balance of the background music (SceneBackgroundMusic). Must be between '-100' (only left speaker) and '100' (only right speaker).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| SceneMusicVolume&lt;br /&gt;
| t_int&lt;br /&gt;
| Volume of the background music (SceneBackgroundMusic). Must be between '0' (mute) and '100' (full volume).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| SceneName&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| The name of the scene (used for name in savegames).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneObjects&lt;br /&gt;
| t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| All objects of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneParticleSystem&lt;br /&gt;
| t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| Particle system of the scene which is always shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneSavegameAreas&lt;br /&gt;
| t_vrect&lt;br /&gt;
| All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneSavegameFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| Font which is used for the name of the savegame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneSavegameScreenshot&lt;br /&gt;
| t_path&lt;br /&gt;
| Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneSavegameScrollStep&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneScrollableArea&lt;br /&gt;
| t_rect&lt;br /&gt;
| Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| SceneScrollOnEdges&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| SceneSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Background sprite of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneValues&lt;br /&gt;
| t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| All values of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneWaySystems&lt;br /&gt;
| t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| All way systems of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ScriptScript&lt;br /&gt;
| t_string&lt;br /&gt;
| Script content.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| SpriteSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| TextTextLanguages&lt;br /&gt;
| t_vtext&lt;br /&gt;
| Language dependent texts for this text entry.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ValueInt&lt;br /&gt;
| t_int&lt;br /&gt;
| The current integer value.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | V/S&lt;br /&gt;
|-&lt;br /&gt;
| ValueRandom&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ValueRandomMax&lt;br /&gt;
| t_int&lt;br /&gt;
| Upper bound for random value (see ValueRandom).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ValueRandomMin&lt;br /&gt;
| t_int&lt;br /&gt;
| Lower bound for random value (see ValueRandom).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ValueString&lt;br /&gt;
| t_string&lt;br /&gt;
| The current string value.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| WaySystemBorder&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| WaySystemPoints&lt;br /&gt;
| t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Data_Structure&amp;diff=11680</id>
		<title>Data Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Data_Structure&amp;diff=11680"/>
				<updated>2023-03-06T13:55:30Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure. ''For a more informative guide to scripting in Visionaire Studio, complete with an overview of the available functions - with examples, please see [[Scripting|here]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well (''mostly'') documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (.ved file). Not all fields in this documentation are stored in the .ved files (project files), some of them are only created during the game and stored in the save games. The column '''Storage''' describes where each field is saved. A field with Storage '''V''' is saved in the .ved file. If there is a '''S''' in this column then this field is stored in save games. If you want you can write your own tools which manipulate the .ved files to edit some settings differently than the Visionaire Editor (for fields with Storage type '''V''').&lt;br /&gt;
&lt;br /&gt;
Almost every field is accessible through scripting now. Theoretically every field can be read from or written to. However, in practice it does not make sense to edit the majority of them, because the Visionaire Player does not react to all changes (without first reloading the scene) and certain fields are not stored into the save game files; for this purpose there is a column '''Scriptable''' next to each field, which indicates whether or not the field can be manipulated. Fields which can be manipulated by the '''Scripting Language''' contain a green &amp;lt;div class=&amp;quot;tick2&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; symbol inside of the '''Scripting''' column. If you want to access a field through scripting you have to use the field constants. A field constant starts with a '''V''' followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: '''game:getLink(VGameCurrentScene)''').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''A new shorthand method for accessing &amp;amp; writing to the data structure fields / tables, was introduced in Visionaire Studio 4.1; however not all fields are currently supported by the new shorthand code. The way table names for accessing the fields are written can also be different.''&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentCharacter&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
''Versus the longhand getObject method...''&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
getObject(&amp;quot;Game.GameCurrentCharacter&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tables starting with '''Active''' contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&lt;br /&gt;
You may have noticed some of these &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;hello I'm a naughty little tooltip&amp;quot;&amp;gt;[?]&amp;lt;/span&amp;gt; symbols floating around here &amp;amp; there on this page. They represent information. To access said information, you just need to hover your mouse cursor over the symbol. - &amp;lt;small&amp;gt;''very informative, no?''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage !! | Version&lt;br /&gt;
|-&lt;br /&gt;
| ActionActionParts&lt;br /&gt;
| t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| ActionCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| Command which must be active to execute this action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| ActionExecutionType&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
'0': right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
'1': cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
'2': cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
'3': item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
'5': called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
'6': command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
'7': left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
'8': character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
'12': left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
'13': left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'14': left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
'15': left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'16': right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'17': command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'20': item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'21': command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
'22': command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'23': command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
'24': command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'25': item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
'26': item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'27': item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
'28': item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'29': character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
'30': character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| ActionFixture&lt;br /&gt;
| t_link to [[#Object|Object]]&lt;br /&gt;
| Item which is necessary to execute this action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ActionAreaActions&lt;br /&gt;
| t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionAreaPolygon&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartAltInt&lt;br /&gt;
| t_int&lt;br /&gt;
| Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartAltInt2&lt;br /&gt;
|t_int&lt;br /&gt;
| Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartAltLink&lt;br /&gt;
| t_link&lt;br /&gt;
| Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartCommand&lt;br /&gt;
| t_int&lt;br /&gt;
| Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartInt&lt;br /&gt;
| t_int&lt;br /&gt;
| Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartLink&lt;br /&gt;
| t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartPath&lt;br /&gt;
| t_path&lt;br /&gt;
| Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ActionActionPartIndex&lt;br /&gt;
| t_int&lt;br /&gt;
| Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ActionContinueWaitForEndIfElse&lt;br /&gt;
| t_int&lt;br /&gt;
| Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
|  class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ActionActionPartStarted&lt;br /&gt;
| t_bool&lt;br /&gt;
|True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ActionPauseTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ActionTimerStarted&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| AnimationActive&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| AnimationCalledTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationCurrentPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationCurrentSpriteIndex&lt;br /&gt;
| t_int&lt;br /&gt;
| Index of currently active frame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationCurrentSpritePos&lt;br /&gt;
| t_point&lt;br /&gt;
| Position on scene of currently active frame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationFirstFrame&lt;br /&gt;
| t_int&lt;br /&gt;
| First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameCount&lt;br /&gt;
| t_int&lt;br /&gt;
| Total number of frames already shown in the current animation loop.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationLastFrame&lt;br /&gt;
| t_int&lt;br /&gt;
| Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationLoops&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationPlayOppositeDirection&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the animation is played backwards.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationPreloaded&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| AnimationStartedByUser&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| AnimationWaiting&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationWaitingTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| TextActive&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the text is currently active.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | S&lt;br /&gt;
|-&lt;br /&gt;
| TextBackground&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextCurrentText&lt;br /&gt;
| t_string&lt;br /&gt;
| Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| Font used for displaying this text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| TextOwner&lt;br /&gt;
| t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Position on scene where the text is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextRemainingText&lt;br /&gt;
| t_string&lt;br /&gt;
| Remaining text after TextCurrentText.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| TextTimeElapsed&lt;br /&gt;
| t_int&lt;br /&gt;
| time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextTimeToWait&lt;br /&gt;
| t_int&lt;br /&gt;
| Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| TextWaitForAudio&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| AnimationAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| Action which is started when the animation is finished.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationCenter&lt;br /&gt;
| t_point&lt;br /&gt;
| Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationDirection&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the direction in degress ('0' - '359') this animation should be used for (only for character animations).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationLoopRandom&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationMirror&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationMove&lt;br /&gt;
| t_bool&lt;br /&gt;
| Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationNumberOfLoops&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of loops. '0' if it is an endless animation.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationPause&lt;br /&gt;
| t_int&lt;br /&gt;
| Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Upper left corner of animation on scene (or interface).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationPropertyFrames&lt;br /&gt;
| t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationReplay&lt;br /&gt;
| t_int&lt;br /&gt;
| eReplayNormal ('0'): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse ('1'): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom ('2'): all frames of an animation loop are shown in random order.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationSprites&lt;br /&gt;
| t_vsprites&lt;br /&gt;
| All sprites of the animation.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationUseIndividualPause&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationWalkSteps&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| An action which will be started when this frame is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameIndex&lt;br /&gt;
| t_int&lt;br /&gt;
| Frame number to identify the frame. This is the 'n'-th frame (index starting with '0') of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameSound&lt;br /&gt;
| t_path&lt;br /&gt;
| A sound which will be played when this frame is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameSoundBalance&lt;br /&gt;
| t_int&lt;br /&gt;
| Balance of the sound (AnimationFrameSound). Must be between '-100' (only left speaker) and '100' (only right speaker).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameSoundVolume&lt;br /&gt;
| t_int&lt;br /&gt;
| Volume of the sound (AnimationFrameSound). Must be between '0' (mute) and '100' (full volume).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| AreaActionAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either '29' (CharacterEntersArea) or '30' (CharacterLeavesArea)).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AreaActionCharacter&lt;br /&gt;
| t_link to [[#Character|Character]]&lt;br /&gt;
| If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AreaActionExecuteAlways&lt;br /&gt;
| t_bool&lt;br /&gt;
| If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ButtonActions&lt;br /&gt;
| t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| All actions of this button.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonActiveSprite&lt;br /&gt;
| t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| Sprite which is shown if the button is active. If ButtonType is '3' or '6' (command) and this button is currently selected then the button is active. If ButtonType is '1' or '2' (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| All animations of the button.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonCommandType&lt;br /&gt;
| t_int&lt;br /&gt;
| Only used if the button is a command (ButtonType = '3' or '6'). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eButtonNormal): normal command (e.g. 'Look at', 'Push'). &amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eButtonCombined): combined command (e.g. 'Use', 'Give').&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eButtonGive): give command (e.g. 'Give').&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonCondition&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonConditionNegate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonConjunction&lt;br /&gt;
| t_link to [[#Text|Text]]&lt;br /&gt;
| The conjunction word for the action text (e.g. 'with' in action text 'Use item with ...'). Only used if the button is a combined command (ButtonType = '3' or '6' and ButtonCommandType = '1' or '2').&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonCursor&lt;br /&gt;
| t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| Only used if button is a command (ButtonType = '3' or '6'). The cursor which is shown if the command is active.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonDraggable&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is '3').&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonGroup&lt;br /&gt;
| t_links to [[#Button|Button]]&lt;br /&gt;
| List of commands (ButtonType of the linked buttons must be '3' or '6') which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonInactiveSprite&lt;br /&gt;
| t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonName&lt;br /&gt;
| t_link to [[#Text|Text]]&lt;br /&gt;
| Only used if button is a command (ButtonType = '3' or '6'). The name of the command which is shown in the action text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonPolygon&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonType&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
'4' (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
'5' (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
'6' (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command ('3') with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonUse&lt;br /&gt;
| t_int&lt;br /&gt;
| Only used if button is a command (ButtonType = '3' or '6'). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonUseOnCurrentCharacter&lt;br /&gt;
| t_bool&lt;br /&gt;
| Only used if button is a command (ButtonType = '3' or '6') and ButtonUse is '1' or '2'. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:22%;&amp;quot; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| CharacterActions &amp;lt;span class=&amp;quot;tip-r&amp;quot; title=&amp;quot;Characters[&amp;quot;Tom&amp;quot;].Actions&amp;quot;&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to action (parent)&amp;quot;&amp;gt;[[#Action|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All actions of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterActionDestPosition &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPoint(VCharacterActionDestPosition)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_point&lt;br /&gt;
| If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action. &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterActive &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getBool(VCharacterActive)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterActiveCommand &amp;lt;span class=&amp;quot;tooltip&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterActiveCommand)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to button&amp;quot;&amp;gt;[[#Button|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Currently active command for this character. The button must have ButtonType = '3'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterActiveDialogFont&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to font&amp;quot;&amp;gt;[[#Font|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Font which is used for a currently selected dialog part.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterAnimIndex &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterAnimIndex)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with '0' (default, use first animation).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterAnimState &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterAnimState)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
'0 (eNoAnim)': No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
'1 (eWalkAnim)': Walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
'2 (eTalkAnim)': Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
'3 (eStandingAnim)': Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
'4 (eCharacterAnim)': Character animations.&amp;lt;br&amp;gt;&lt;br /&gt;
'5 (eRandomAnim)': Random animations.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterCommentSets&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to comment sets (parent)&amp;quot;&amp;gt;[[#CommentSet|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All comment sets of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterConditions &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterConditions)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to condition (parent)&amp;quot;&amp;gt;[[#Condition|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All conditions of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterCurrentCommentSet &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterCurrentCommentSet)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to comment set&amp;quot;&amp;gt;[[#CommentSet|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Currently used comment set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterCurrentOutfit &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterCurrentOutfit)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to outfit&amp;quot;&amp;gt;[[#Outfit|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Currently used outfit.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterDestination &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPoint(VCharacterDestination)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_point&lt;br /&gt;
| Destination where the character is currently walking to.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterDestinationObject &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPoint(VCharacterDestinationObject)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_point&lt;br /&gt;
| Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterDestVisibility &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterDestVisibility)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| The visibility of the character is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the character will not be visible at all (but is still recognized by the cursor), '100' means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogActiveScrollDown&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogActiveScrollUp&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogArea&lt;br /&gt;
| t_rect&lt;br /&gt;
| Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogCursor&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to cursor&amp;quot;&amp;gt;[[#Cursor|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogInactiveScrollDown&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogInactiveScrollUp&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogs&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to dialog (parent)&amp;quot;&amp;gt;[[#Dialog|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All dialogs which can be spoken with this character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Sprite which is used as a background for dialogs.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogVerticalSpace&lt;br /&gt;
| t_int&lt;br /&gt;
| Distance between two dialog part selections (in pixel).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterDirection &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterDirection)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterFollowAction &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterFollowAction)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to action&amp;quot;&amp;gt;[[#Action|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterFollowCharacter &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterFollowCharacter)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to character&amp;quot;&amp;gt;[[#Character|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Character which this character is currently following.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterFollowReachDistance &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterFollowReachDistance)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterFont&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to font&amp;quot;&amp;gt;[[#Font|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterInactiveDialogFont&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to font&amp;quot;&amp;gt;[[#Font|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterInterfaces &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterInterfaces)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to interface&amp;quot;&amp;gt;[[#Interface|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All interfaces currently used for this character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterItems &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterItems)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to object&amp;quot;&amp;gt;[[#Object|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All items which are picked up by this character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterItemsScrollPosition&lt;br /&gt;
| t_int&lt;br /&gt;
| Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterName&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to text&amp;quot;&amp;gt;[[#Text|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| The name of the character (as shown in the action text).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterOutfits &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterOutfits)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to outfit (parent)&amp;quot;&amp;gt;[[#Outfit|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All outfits of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterPosition &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPoint(VCharacterPosition)'&amp;gt;&lt;br /&gt;
| t_point&lt;br /&gt;
| Current position of character. (if field is set and character is walking, then it will stop walking)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterScale &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getBool(VCharacterScale)'&amp;gt;&lt;br /&gt;
| t_bool&lt;br /&gt;
| If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterScaleFactor &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterScale)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Factor in % the character is scaled with. Must be &amp;gt; '0' (default '100').&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterScene &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterScene)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to scene&amp;quot;&amp;gt;[[#Scene|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Scene where the character is currently on.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterSize &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getFloat(VCharacterSize)'&amp;gt;&lt;br /&gt;
| t_float&lt;br /&gt;
| Current size of character in % ('100' = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterStartObject&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to object&amp;quot;&amp;gt;[[#Object|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterState  &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterState)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Current state of character: (only set to '2' to stop walking, do not set '3')&amp;lt;br&amp;gt;&lt;br /&gt;
'2': standing.&amp;lt;br&amp;gt;&lt;br /&gt;
'3': walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterTimeToDestVisibility &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterTimeToDestVisibility)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterTint &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterTint)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Color (bgr) the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterValues &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterValues)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to value (parent)&amp;quot;&amp;gt;[[#Value|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All values of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterVisibility &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterVisibility)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Visibility of the character in %. Must be between '0' and '100'. '0' means the character is not visible at all (but is still recognized by the cursor), '100' means the character is completely visible (default).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterWalkingSound &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPath(VCharacterWalkingSound)'&amp;gt;&lt;br /&gt;
| t_path&lt;br /&gt;
| Sound which is played if the character is walking.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| CommentSetEntries&lt;br /&gt;
| t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| All comment set entries of this comment set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| CommentSetEntryText&lt;br /&gt;
| t_link to [[#Text|Text]]&lt;br /&gt;
| Text for this comment.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CommentSetEntryCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be '3') then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ConditionCondition1&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionCondition1Negate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionCondition2&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionCondition2Negate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionIsVariable&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionOperator&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
'0': logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
'1': logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionReturnNegate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ConditionValue&lt;br /&gt;
| t_bool&lt;br /&gt;
| Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| CursorActiveAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation of the active cursor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CursorHotspot&lt;br /&gt;
| t_point&lt;br /&gt;
| Point on the cursor which defines the 'center' of the cursor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CursorInactiveAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation of the inactive cursor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| DialogDialogParts&lt;br /&gt;
| t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| All dialog part selections of this dialog.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartAltText&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartAnswerText&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| DialogPartAvailable&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartCondition&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartConditionNegate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartLinkedAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartNextDialog&lt;br /&gt;
| t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartRemove&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartReturn&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
'0' (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
'1' (eDialogReturnToUpper): the 'upper' dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
'2' (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartText&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartUseAltText&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| FontAlphabet&lt;br /&gt;
| t_string&lt;br /&gt;
| A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontAutoLineBreak&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontBorder&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true a font border will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontBorderColor&lt;br /&gt;
| t_int&lt;br /&gt;
| Color for font border. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontBorderSize&lt;br /&gt;
| t_float&lt;br /&gt;
| Size of font border in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontColor&lt;br /&gt;
| t_int&lt;br /&gt;
| Font color. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontFont&lt;br /&gt;
| t_link&lt;br /&gt;
| Font which will be used as reference. This can be useful to define a new font with own color, size, etc. based on an existing TrueType font (see FontTrueTypeFont). This can save a lot of resources compared to creating a new TrueType font.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontLetters&lt;br /&gt;
| t_vrect&lt;br /&gt;
| List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontLetterSpacing&lt;br /&gt;
| t_int&lt;br /&gt;
| Horizontal distance between two characters (in pixel).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontLineWidth&lt;br /&gt;
| t_int&lt;br /&gt;
| Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontShadow&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true a font shadow will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontShadowOffset&lt;br /&gt;
| t_point&lt;br /&gt;
| Offset in pixels for font shadow (see FontShadow).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontSize&lt;br /&gt;
| t_float&lt;br /&gt;
| Font size in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontSpaceWidth&lt;br /&gt;
| t_int&lt;br /&gt;
| Width of space (in pixels).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Sprite with all characters of the font.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontTrueTypeFont&lt;br /&gt;
| t_bool&lt;br /&gt;
| If set to true this is a TrueType font. Either FontTrueTypeFontPath or FontFont must be set for a valid font.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontTrueTypeFontPath&lt;br /&gt;
| t_path&lt;br /&gt;
| Path to TrueType font file. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontVerticalLetterSpacing&lt;br /&gt;
| t_int&lt;br /&gt;
| Vertical distance between two characters (in pixel).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| GameAbout&lt;br /&gt;
| t_string&lt;br /&gt;
| Long description of game, authors can make additional comments here.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameActions&lt;br /&gt;
| t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameActionTextFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| Font which will be used for the action text - only used if GameDrawActionText is '1' or '2'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameActionTextRect&lt;br /&gt;
| t_rect&lt;br /&gt;
| Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is '2'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameActiveCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| The currently active command.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameAlignCharacterOnImExecution&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the active character will be automatically aligned to the clicked object when an action with execution type 'immediate' is executed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameAlwaysAllowSkipText&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameAutoHideInterfacesInMenu&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameCharacterComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameCharacterComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameCharacterLinks&lt;br /&gt;
| t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| All characters of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameCommandBehaviour&lt;br /&gt;
| t_int&lt;br /&gt;
| Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
'0'(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameCompanyName&lt;br /&gt;
| t_string&lt;br /&gt;
| The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| GameCurrentCharacter&lt;br /&gt;
| t_link to [[#Character|Character]]&lt;br /&gt;
| Character which is currently controlled by the player (active character).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameCurrentObject&lt;br /&gt;
| t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| The object currently below the cursor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameCurrentScene&lt;br /&gt;
| t_link to [[#Scene|Scene]]&lt;br /&gt;
| Scene which is currently shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameCursorHorizontalScrollDistance&lt;br /&gt;
| t_int&lt;br /&gt;
| Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameCursorVerticalScrollDistance&lt;br /&gt;
| t_int&lt;br /&gt;
| Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameCursors&lt;br /&gt;
| t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| All cursors of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameCutsceneAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameDescription&lt;br /&gt;
| t_string&lt;br /&gt;
| Short description of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameDestinationCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameDestinationEvent&lt;br /&gt;
| t_int&lt;br /&gt;
| When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br/&amp;gt;&lt;br /&gt;
'0': no event.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1': left mousebutton click.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2': right mousebutton click.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3': left mousebutton double click.&amp;lt;br/&amp;gt;&lt;br /&gt;
'4': left mousebutton hold.&amp;lt;br/&amp;gt;&lt;br /&gt;
'5': mouse enters area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'6': mouse leaves area.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameDestinationItem&lt;br /&gt;
| t_link to [[#Object|Object]]&lt;br /&gt;
| When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameDestinationItemPicked&lt;br /&gt;
| t_bool&lt;br /&gt;
| When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameDialog&lt;br /&gt;
| t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| Currently displayed dialog.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameDialogAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| Running action which contains the text for the current dialog.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameDraggableItems&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if objects can be dragged from the interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameDrawActionText&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if and where the action text is drawn:&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eDrawNoActionText): do not draw action text.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameExecuteActionsDuringDialog&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| GameFadeDelay&lt;br /&gt;
| t_int&lt;br /&gt;
| Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameFadeEffect&lt;br /&gt;
| t_int&lt;br /&gt;
| Effect for fade in/out of a scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eFadeNo): no effect. display new scene immediately.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3' (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'4' (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'5' (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'6' (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'7' (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameFirstCharacter&lt;br /&gt;
| t_link to [[#Character|Character]]&lt;br /&gt;
| Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameFirstScene&lt;br /&gt;
| t_link to [[#Scene|Scene]]&lt;br /&gt;
| The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameFontLinks&lt;br /&gt;
| t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| All fonts of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameFullScreenIntro&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameGameComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameGameComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameGameName&lt;br /&gt;
| t_string&lt;br /&gt;
| The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameHiddenDialog&lt;br /&gt;
| t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameHideCursor&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the cursor is hidden and no cursor interaction is possible.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameHideInterfaces&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true all interfaces are hidden, independent of individual interface visibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameHoldTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Time in milli seconds until the event 'Mouse holding' (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameHorizontalScrollDistance&lt;br /&gt;
| t_int&lt;br /&gt;
| If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameId&lt;br /&gt;
| t_string&lt;br /&gt;
| Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameInterfaces&lt;br /&gt;
| t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| All interfaces of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameInterfaceClasses&lt;br /&gt;
| t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| All interface classes of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameInterfaceComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameInterfaceComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| GameIntro&lt;br /&gt;
| t_path&lt;br /&gt;
| Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameItems&lt;br /&gt;
| t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| All items of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLanguages&lt;br /&gt;
| t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| All languages of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftClickAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftDblClickAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftHoldAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which is started if the left mouse button is pressed for a certain time (GameHoldTime) and GameLeftMouseHold is set to '3' or '4'. The action is started when the mouse button is released.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftHoldingAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which is started if the left mouse button is pressed for a certain time (GameHoldTime) and GameLeftMouseHolding is set to '3'. The action is started when the mouse button is pressed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftHoldBehaviour&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if the character will be sent to the current position when the left button is released.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameLeftMouseHold&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines what the event 'left mouse button hold' is used for when the button is released.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eIndividualAction): used for individual actions.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3' (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br/&amp;gt;&lt;br /&gt;
'4' (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameLeftMouseHolding&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines what the event 'left mouse button hold' is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameLoading&lt;br /&gt;
| t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMinificationFilter&lt;br /&gt;
| t_int&lt;br /&gt;
| Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
'0': Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
'1': Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMagnificationFilter&lt;br /&gt;
| t_int&lt;br /&gt;
| Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMiddleClickAction&lt;br /&gt;
| t_link&lt;br /&gt;
| An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMiddleClickBehaviour&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameMouseWheelDownAction&lt;br /&gt;
| t_link&lt;br /&gt;
| An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMouseWheelUpAction&lt;br /&gt;
| t_link&lt;br /&gt;
| An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMovieComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMovieComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameObjectFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameParticleContainerLinks&lt;br /&gt;
| t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| All particle systems of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GamePicBufferSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GamePictureCacheSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GamePreloadPicThreads&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GamePreloadedPicBufferSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameQuake&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameQuakeForce&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameQuakeSpeed&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameRegisteredEventHandlers&lt;br /&gt;
| t_string&lt;br /&gt;
| All registered event handlers.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameReserved&lt;br /&gt;
| t_string&lt;br /&gt;
| Licence number.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameRightClickAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which is started if the right mouse button is pressed and GameRightMouseClick is set to '3' or '4'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameRightClickBehaviour&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if the character will be sent to the current position when the right mouse button is clicked.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameRightMouseClick&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
'4' (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameSavedObject&lt;br /&gt;
| t_link to [[#Object|Object]]&lt;br /&gt;
| Saved object. An action can be executed on this saved object. (see actionpart 'Execute command on saved object')&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameSaveGameName&lt;br /&gt;
| t_string&lt;br /&gt;
| Used to store name of current savegame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameSavegameScreenshot&lt;br /&gt;
| t_path&lt;br /&gt;
| Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameSceneComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameSceneComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameSceneLinks&lt;br /&gt;
| t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| All scenes of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameScriptLinks&lt;br /&gt;
| t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| All scripts of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollCenterCharacter&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollCharacter&lt;br /&gt;
| t_link to [[#Character|Character]]&lt;br /&gt;
| Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameScrollDirectionHorizontal&lt;br /&gt;
| t_int&lt;br /&gt;
| Horizontal direction the scene is currently scrolling.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0': currently no horizontal scrolling.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1': currently scrolling to the left.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2': currently scrolling to the right.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameScrollDirectionVertical&lt;br /&gt;
| t_int&lt;br /&gt;
| Vertical direction the scene is currently scrolling.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0': currently no vertical scrolling.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3': currently scrolling to the top.&amp;lt;br/&amp;gt;&lt;br /&gt;
'4': currently scrolling to the bottom.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollSpeed&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of pixels which will be scrolled in one second.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollToPoint&lt;br /&gt;
| t_point&lt;br /&gt;
| Upper left corner the current scene is scrolling to.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameScrollTo&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameShaderExclude&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines which components (scene, interfaces, texts, cursor) will be excluded from shader programs.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eShaderExcludeNothing): standard, exclude nothing.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eShaderExcludeInterfaces): exclude interfaces, text on top, cursor.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eShaderExcludeTextsAndCursor): exclude text on top, cursor.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3' (eShaderExcludeCursor): exclude cursor&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameShowBlackScreenAfterVideo&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameSpeakerSoundPanFactor&lt;br /&gt;
| t_int&lt;br /&gt;
| Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameSpeakerTextAlignment&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
'4' (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
'5' (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameSpeechLanguage&lt;br /&gt;
| t_link to [[#Language|Language]]&lt;br /&gt;
| Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameStandardLanguage&lt;br /&gt;
| t_link to [[#Language|Language]]&lt;br /&gt;
| Defines the currently used language.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameStartAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameTextAlignment&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
'4' (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
'5' (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameTextOutput&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| GameTextSpeed&lt;br /&gt;
| t_int&lt;br /&gt;
| Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameUsedItem&lt;br /&gt;
| t_link to [[#Object|Object]]&lt;br /&gt;
| The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameVersion&lt;br /&gt;
| t_string&lt;br /&gt;
| Version number of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameVerticalScrollDistance&lt;br /&gt;
| t_int&lt;br /&gt;
| If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameVideosEncrypted&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameWindowResolution&lt;br /&gt;
| t_point&lt;br /&gt;
| Screen resolution (e.g. 640x480).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceActionTextFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceActionTextRect&lt;br /&gt;
| t_rect&lt;br /&gt;
| Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceBorder&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceButtons&lt;br /&gt;
| t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceClass&lt;br /&gt;
| t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| The class this interface belongs to.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceConditions&lt;br /&gt;
| t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| The conditions of the interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceDestVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the interface will not be visible at all (but is still recognized by the cursor), '100' means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceDisplacement&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
'0': top.&amp;lt;br&amp;gt;&lt;br /&gt;
'1': bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
'2': left.&amp;lt;br&amp;gt;&lt;br /&gt;
'3': right.&amp;lt;br&amp;gt;&lt;br /&gt;
'4': absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
'5': relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceDrawActionText&lt;br /&gt;
| t_bool&lt;br /&gt;
| Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceLeaveAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceOffset&lt;br /&gt;
| t_point&lt;br /&gt;
| Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is '4' or '5')&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| InterfacePosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Absolute position of upper left corner of interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceScrollStepSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; '0' and InterfaceDisplacement is '0', '1', '2' or '3'. &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Background sprite of the interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceStandardCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| Button which is the standard command (usually 'Walk to') for this interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceTimeToDestVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceValues&lt;br /&gt;
| t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| The values of the interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| Visibility of the interface (and all of its buttons) in %. Must be between '0' and '100'. '0' means the interface is not visible at all, '100' means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceVisible&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceClassName&lt;br /&gt;
| t_string&lt;br /&gt;
| Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Language name is defined by name of each language object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| LoadingMusic&lt;br /&gt;
| t_path&lt;br /&gt;
| Music which is played while the loading screen is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| LoadingSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Background sprite of the loading screen.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| LoadingStatusCover&lt;br /&gt;
| t_bool&lt;br /&gt;
| If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| LoadingStatusSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Sprite for progress bar.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ObjectActions&lt;br /&gt;
| t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| All animations of the object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectCenter&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectCondition&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectConditionNegate&lt;br /&gt;
| t_bool&lt;br /&gt;
| falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectConditions&lt;br /&gt;
| t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ObjectDestVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| The visibility of the object is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the object will not be visible at all (but is still recognized by the cursor), '100' means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectDirection&lt;br /&gt;
| t_int&lt;br /&gt;
| Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectIsItem&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectIsWalkable&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectName&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| The name of the object (as shown in the action text).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectOffset&lt;br /&gt;
| t_point&lt;br /&gt;
| Offset for this object from its initial position. By changing the offset it is possible to move the object on a scene. The object image and all object animations will take the offset into account. Detecting an object (ObjectPolygon) by the cursor also considers the offset.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectParticleSystem&lt;br /&gt;
| t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectPolygon&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectRotation&lt;br /&gt;
| t_float&lt;br /&gt;
| Rotation for this object in radians (full rotation 2 pi, radian = degree * 180 / pi). The object image and all object animations will take the rotation into account.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectRotationCenter&lt;br /&gt;
| t_point&lt;br /&gt;
| Coordinates (on screen) which define the center for object rotation (see ObjectRotation). If set to -1,-1 (default) the image center is used as rotation center.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectScale&lt;br /&gt;
| t_float&lt;br /&gt;
| Defines scaling factor for this object. 1.0 means 100% (original size), 2.0 would be double size and 0.5 half size. The object image and all object animations will take the scaling into account.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectScrollFactorX&lt;br /&gt;
| t_int&lt;br /&gt;
| Horizontal scrolling-speed of this object in percent of screen's scrolling-speed (in %). If '100' then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; '100'), slower (&amp;lt; '100') or not at all (0).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectScrollFactorY&lt;br /&gt;
| t_int&lt;br /&gt;
| Vertical scrolling-speed of this object in percent of screen's scrolling-speed (in %). If '100' then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; '100'), slower (&amp;lt; '100') or not at all (0).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectShaderSet&lt;br /&gt;
| t_int&lt;br /&gt;
| sets shader configuration id for an object and all of its animations, see shaderSetOptions command.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectSnoopAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectSnoopAnimationPos&lt;br /&gt;
| t_point&lt;br /&gt;
| Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectSprite&lt;br /&gt;
| t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ObjectTimeToDestVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectValues&lt;br /&gt;
| t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| All values of the object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ObjectVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| Visibility of the object in %. Must be between '0' and '100'. '0' means the object is not visible at all (but is still recognized by the cursor), '100' means the object is completely visible (default).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitCameraAngle (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitCameraHeight (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitCharacterAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| Person animations, must be started manually.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| OutfitCharacterSpeed&lt;br /&gt;
| t_int&lt;br /&gt;
| Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitLightColor&lt;br /&gt;
| t_int&lt;br /&gt;
| The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitLightPosX (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitLightPosY (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitLightPosZ (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModel (v4.0)&lt;br /&gt;
| t_path&lt;br /&gt;
| Path to the 3D model file used for the outfit.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| The color used for the contours of 3D models.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| The width of contours of 3D models.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModelShadow (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow (2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelShowOutline (v4.0)&lt;br /&gt;
| t_bool&lt;br /&gt;
| This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModelTextures (v4.0)&lt;br /&gt;
| t_vpath&lt;br /&gt;
| This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelToonNuances (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| t_bool&lt;br /&gt;
| This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitRandomAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitRandomMinTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitRandomMaxTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitSlideWalkAnimation&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitStandingAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| Standing animations, shown when person is standing.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitTalkAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| Talk animations.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitWalkAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| Walk animations.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ParticleContainerCameraZoom&lt;br /&gt;
| t_float&lt;br /&gt;
| Zoom factor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleContainerCameraZPosition&lt;br /&gt;
| t_float&lt;br /&gt;
| Z-Position of 'camera' for showing particle system.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleContainerLeadTime&lt;br /&gt;
| t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| All particle emitters of this particle system.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleContainerParticles&lt;br /&gt;
| t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| All particle emitters of this particle system.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ParticleActiveStages&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColor0&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColor1&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColor2&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColor3&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColorCurve0&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColorCurve1&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColorCurve2&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColorCurve3&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendMaxTile&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendSizeCurve&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendTilesControlPoints&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendTilesCurve&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleCameraZPos&lt;br /&gt;
| t_float&lt;br /&gt;
| Distance of the 'camera' to the z-layer.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleCameraZoom&lt;br /&gt;
| t_float&lt;br /&gt;
| Focal width of 'camera'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleColorControlPoints0&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleColorControlPoints1&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleColorControlPoints2&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleColorControlPoints3&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleEmitterSizeX&lt;br /&gt;
| t_int&lt;br /&gt;
| Width of particle emitter space.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleEmitterSizeY&lt;br /&gt;
| t_int&lt;br /&gt;
| Height of particle emitter space.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleEmitterSizeZ&lt;br /&gt;
| t_int&lt;br /&gt;
| Depth of particle emitter space.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleEmitterType&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1': particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
'2': particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceBlend&lt;br /&gt;
| t_float&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceRotationX&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceRotationZ&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceStrength&lt;br /&gt;
| t_float&lt;br /&gt;
| Strength of force which affects all particles.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceType&lt;br /&gt;
| t_int&lt;br /&gt;
| Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
'0': directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
'1': directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
'2': point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceXPos&lt;br /&gt;
| t_float&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceYPos&lt;br /&gt;
| t_float&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceZPos&lt;br /&gt;
| t_float&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleLeadTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaterialMode&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxColor&lt;br /&gt;
| t_int&lt;br /&gt;
| The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxLife&lt;br /&gt;
| t_int&lt;br /&gt;
| Maximum lifetime of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxParticle&lt;br /&gt;
| t_int&lt;br /&gt;
| Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxSize&lt;br /&gt;
| t_float&lt;br /&gt;
| Maximum size of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxVelocity&lt;br /&gt;
| t_float&lt;br /&gt;
| Maximum velocity of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMinColor&lt;br /&gt;
| t_int&lt;br /&gt;
| The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMinLife&lt;br /&gt;
| t_int&lt;br /&gt;
| Minimum lifetime of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMinSize&lt;br /&gt;
| t_float&lt;br /&gt;
| Minimum size of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMinVelocity&lt;br /&gt;
| t_float&lt;br /&gt;
| Minimum velocity of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePerTime&lt;br /&gt;
| t_float&lt;br /&gt;
| New particles per time (with ~66 time units per second).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePhiX&lt;br /&gt;
| t_int&lt;br /&gt;
| Opening angle about the X-axis.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePhiY&lt;br /&gt;
| t_int&lt;br /&gt;
| Opening angle about the Z-axis.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePosX&lt;br /&gt;
| t_int&lt;br /&gt;
| X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePosY&lt;br /&gt;
| t_int&lt;br /&gt;
| Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleRotationX&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleRotationZ&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleSizeControlPoints&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleTexture&lt;br /&gt;
| t_path&lt;br /&gt;
| Sprite used for all particles.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleTilesX&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleTilesY&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleType&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| PointPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Position on the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| PointRelations&lt;br /&gt;
| t_links to [[#Point|Point]]&lt;br /&gt;
| Links to connected points for way system.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| PointSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Size for character on this point (in %).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| SceneActions&lt;br /&gt;
| t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneActionAreas&lt;br /&gt;
| t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneBackgroundMusic&lt;br /&gt;
| t_path&lt;br /&gt;
| Background music which is played in a loop.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| SceneBrightness&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the overall brightness of the scene (in %). Must be between '0' and '100'. '0' means this scene (with all its objects and characters) is completely dark (so everything is black), '100' means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| SceneConditions&lt;br /&gt;
| t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| All conditions of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneContinueMusic&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneCurrentWaySystem&lt;br /&gt;
| t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| SceneCursor&lt;br /&gt;
| t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneLightMap&lt;br /&gt;
| t_path&lt;br /&gt;
| Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| SceneIsMenu&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneMusicBalance&lt;br /&gt;
| t_int&lt;br /&gt;
| Balance of the background music (SceneBackgroundMusic). Must be between '-100' (only left speaker) and '100' (only right speaker).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| SceneMusicVolume&lt;br /&gt;
| t_int&lt;br /&gt;
| Volume of the background music (SceneBackgroundMusic). Must be between '0' (mute) and '100' (full volume).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| SceneName&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| The name of the scene (used for name in savegames).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneObjects&lt;br /&gt;
| t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| All objects of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneParticleSystem&lt;br /&gt;
| t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| Particle system of the scene which is always shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneSavegameAreas&lt;br /&gt;
| t_vrect&lt;br /&gt;
| All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneSavegameFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| Font which is used for the name of the savegame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneSavegameScreenshot&lt;br /&gt;
| t_path&lt;br /&gt;
| Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneSavegameScrollStep&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneScrollableArea&lt;br /&gt;
| t_rect&lt;br /&gt;
| Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| SceneScrollOnEdges&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| SceneSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Background sprite of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneValues&lt;br /&gt;
| t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| All values of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneWaySystems&lt;br /&gt;
| t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| All way systems of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ScriptScript&lt;br /&gt;
| t_string&lt;br /&gt;
| Script content.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| SpriteSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| TextTextLanguages&lt;br /&gt;
| t_vtext&lt;br /&gt;
| Language dependent texts for this text entry.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ValueInt&lt;br /&gt;
| t_int&lt;br /&gt;
| The current integer value.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | V/S&lt;br /&gt;
|-&lt;br /&gt;
| ValueRandom&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ValueRandomMax&lt;br /&gt;
| t_int&lt;br /&gt;
| Upper bound for random value (see ValueRandom).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ValueRandomMin&lt;br /&gt;
| t_int&lt;br /&gt;
| Lower bound for random value (see ValueRandom).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ValueString&lt;br /&gt;
| t_string&lt;br /&gt;
| The current string value.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| WaySystemBorder&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| WaySystemPoints&lt;br /&gt;
| t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Data_Structure&amp;diff=11679</id>
		<title>Data Structure</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Data_Structure&amp;diff=11679"/>
				<updated>2023-03-06T13:55:07Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Visionaire Data Structure ==&lt;br /&gt;
&lt;br /&gt;
This is the official documentation of the Visionaire Data Structure. ''For a more informative guide to scripting in Visionaire Studio, complete with an overview of the available functions - with examples, please see [[Scripting|here]].''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The complete data structure is now well (''mostly'') documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (.ved file). Not all fields in this documentation are stored in the .ved files (project files), some of them are only created during the game and stored in the save games. The column '''Storage''' describes where each field is saved. A field with Storage '''V''' is saved in the .ved file. If there is a '''S''' in this column then this field is stored in save games. If you want you can write your own tools which manipulate the .ved files to edit some settings differently than the Visionaire Editor (for fields with Storage type '''V''').&lt;br /&gt;
&lt;br /&gt;
Almost every field is accessible through scripting now. Theoretically every field can be read from or written to. However, in practice it does not make sense to edit the majority of them, because the Visionaire Player does not react to all changes (without first reloading the scene) and certain fields are not stored into the save game files; for this purpose there is a column '''Scriptable''' next to each field, which indicates whether or not the field can be manipulated. Fields which can be manipulated by the '''Scripting Language''' contain a green &amp;lt;div class=&amp;quot;tick2&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; symbol inside of the '''Scripting''' column. If you want to access a field through scripting you have to use the field constants. A field constant starts with a '''V''' followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: '''game:getLink(VGameCurrentScene)''').&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| ''A new shorthand method for accessing &amp;amp; writing to the data structure fields / tables, was introduced in Visionaire Studio 4.1; however not all fields are currently supported by the new shorthand code. The way table names for accessing the fields are written can also be different.''&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
game.CurrentCharacter&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
''Versus the longhand getObject method...''&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
getObject(&amp;quot;Game.GameCurrentCharacter&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The tables starting with '''Active''' contain dynamically created objects. For example all actions are stored in the table Action but once an action gets executed an object in ActiveAction will be created where the currently active action is stored.&lt;br /&gt;
&lt;br /&gt;
You may have noticed some of these &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;hello I'm a naughty little tooltip&amp;quot;&amp;gt;[?]&amp;lt;/span&amp;gt; symbols floating around here &amp;amp; there on this page. They represent information. To access said information, you just need to hover your mouse cursor over the symbol. - &amp;lt;small&amp;gt;''very informative, no?''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage !! | Version&lt;br /&gt;
|-&lt;br /&gt;
| ActionActionParts&lt;br /&gt;
| t_links to [[#ActionPart|ActionPart]] (parent)&lt;br /&gt;
| Actionparts of this action. The actionparts will be executed if this action is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| ActionCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| Command which must be active to execute this action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| ActionExecutionType&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines when the action is started.&amp;lt;br&amp;gt;&lt;br /&gt;
'0': right mouse button click.&amp;lt;br&amp;gt;&lt;br /&gt;
'1': cursor enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
'2': cursor leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
'3': item dropped.&amp;lt;br&amp;gt;&lt;br /&gt;
'5': called by an other action.&amp;lt;br&amp;gt;&lt;br /&gt;
'6': command executed.&amp;lt;br&amp;gt;&lt;br /&gt;
'7': left mouse click.&amp;lt;br&amp;gt;&lt;br /&gt;
'8': character reached object.&amp;lt;br&amp;gt;&lt;br /&gt;
'12': left mouse button double click.&amp;lt;br&amp;gt;&lt;br /&gt;
'13': left mouse button double click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'14': left mouse button hold.&amp;lt;br&amp;gt;&lt;br /&gt;
'15': left mouse button hold (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'16': right mouse button click (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'17': command executed (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'20': item dropped (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'21': command executed - both.&amp;lt;br&amp;gt;&lt;br /&gt;
'22': command executed - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'23': command executed - other.&amp;lt;br&amp;gt;&lt;br /&gt;
'24': command executed - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'25': item dropped - both.&amp;lt;br&amp;gt;&lt;br /&gt;
'26': item dropped - both (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'27': item dropped - other.&amp;lt;br&amp;gt;&lt;br /&gt;
'28': item dropped - other (immediate execution).&amp;lt;br&amp;gt;&lt;br /&gt;
'29': character enters area.&amp;lt;br&amp;gt;&lt;br /&gt;
'30': character leaves area.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| ActionFixture&lt;br /&gt;
| t_link to [[#Object|Object]]&lt;br /&gt;
| Item which is necessary to execute this action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionArea ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ActionAreaActions&lt;br /&gt;
| t_links to [[#AreaAction|AreaAction]] (parent)&lt;br /&gt;
| The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionAreaPolygon&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActionPart ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartAltInt&lt;br /&gt;
| t_int&lt;br /&gt;
| Parameter #2. Defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartAltInt2&lt;br /&gt;
|t_int&lt;br /&gt;
| Parameter #3. Defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartAltLink&lt;br /&gt;
| t_link&lt;br /&gt;
| Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartCommand&lt;br /&gt;
| t_int&lt;br /&gt;
| Actionpart type. See [[Actionparts Documentation]] for all action part types.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartInt&lt;br /&gt;
| t_int&lt;br /&gt;
| Parameter #1. Defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartLink&lt;br /&gt;
| t_link (parent if link to [[#Text|Text]])&lt;br /&gt;
| Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ActionPartPath&lt;br /&gt;
| t_path&lt;br /&gt;
| Path to a file (e.g. sound file, movie file, image file).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAction ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ActionActionPartIndex&lt;br /&gt;
| t_int&lt;br /&gt;
| Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ActionContinueWaitForEndIfElse&lt;br /&gt;
| t_int&lt;br /&gt;
| Total number of open if statements in this action at current position. Use with care.&lt;br /&gt;
|  class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ActionActionPartStarted&lt;br /&gt;
| t_bool&lt;br /&gt;
|True if the current action part is already started, e.g. if a text is shown but the action waits until the display of the text is finished. Only used internally for action parts which cause the action to wait.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ActionPauseTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Time past since last timer was started. Only valid if ActionTimerStarted is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ActionTimerStarted&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if there is currently a timer running (e.g. waiting for pause).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveAnimation ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| AnimationActive&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the animation was started. This value can be false if the animation was preloaded but not yet started. If set to false and the animation is not preloaded then it is deleted. If it is preloaded and set to false then the animation is hidden but kept alive. If set to true when the animation was not yet started (only possible if it was preloaded) then the animation is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| AnimationCalledTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Time (in msec) past since frame was first shown or animation loop finished.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationCurrentPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationCurrentSpriteIndex&lt;br /&gt;
| t_int&lt;br /&gt;
| Index of currently active frame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationCurrentSpritePos&lt;br /&gt;
| t_point&lt;br /&gt;
| Position on scene of currently active frame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationFirstFrame&lt;br /&gt;
| t_int&lt;br /&gt;
| First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameCount&lt;br /&gt;
| t_int&lt;br /&gt;
| Total number of frames already shown in the current animation loop.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationLastFrame&lt;br /&gt;
| t_int&lt;br /&gt;
| Last frame of the animation to show. Default value is the number of frames of the animation, so the animation is shown until the end.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationLoops&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationPlayOppositeDirection&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the animation is played backwards.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationPreloaded&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Scaling of animation in percent (100 means animation is played in original size, &amp;lt; 100: animation is shrinked, &amp;gt; 100: animation is enlarged).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| AnimationStartedByUser&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| AnimationWaiting&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| AnimationWaitingTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ActiveText ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| TextActive&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the text is currently active.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | S&lt;br /&gt;
|-&lt;br /&gt;
| TextBackground&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the text is shown in the background. If false then the text is shown in the foreground and no user interaction is possible (except skipping the text).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextCurrentText&lt;br /&gt;
| t_string&lt;br /&gt;
| Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| Font used for displaying this text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| TextOwner&lt;br /&gt;
| t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]&lt;br /&gt;
| Object which own this text. Only speaker texts do not have an owner. If an owner exists the text is only shown if the owner is currently active.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Position on scene where the text is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextRemainingText&lt;br /&gt;
| t_string&lt;br /&gt;
| Remaining text after TextCurrentText.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| TextTimeElapsed&lt;br /&gt;
| t_int&lt;br /&gt;
| time (in msec) elapsed since showing current part (TextCurrentText) of text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| TextTimeToWait&lt;br /&gt;
| t_int&lt;br /&gt;
| Total time (in msec) for showing current part (TextCurrentText) of text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt; &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| TextWaitForAudio&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if current part of text (TextCurrentText) is shown until the speech file for this text is finished. If value is true then TextTimeToWait will be ignored.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animation ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| AnimationAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| Action which is started when the animation is finished.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationCenter&lt;br /&gt;
| t_point&lt;br /&gt;
| Defines the center of the animation. If an animation is set to a position then the center will match this position (e.g. used for hotspot of cursor or feet center of character animation).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationDirection&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the direction in degress ('0' - '359') this animation should be used for (only for character animations).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationLoopRandom&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationMirror&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Link to an animation which will be shown mirrored (horizontally) instead of this animation. If the link is not empty all other settings of this animation are not used (because settings are used from the linked animation).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationModelAnimIndex (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| Index of the animation stored in a 3D model file that is chosen for the current animation. If the animation index is invalid, the first animation stored in the 3D model file is used.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationModelAnimSpeed (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| Replay speed of a 3D model animation in ticks per second. This field can be used to finetune the duration of individual animations without changing the 3D model file. The default value is 15.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationMove&lt;br /&gt;
| t_bool&lt;br /&gt;
| Effects drawing order of the animation. If true the drawing order depends on the current animation position, if false the drawing order depends on the object this animation belongs to (should only be set to true for animations which are moving vertically, or if the sprites have different height)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationNumberOfLoops&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of loops. '0' if it is an endless animation.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; |V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationPause&lt;br /&gt;
| t_int&lt;br /&gt;
| Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Upper left corner of animation on scene (or interface).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationPropertyFrames&lt;br /&gt;
| t_links to [[#AnimationFrame|AnimationFrame]] (parent)&lt;br /&gt;
| Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationReplay&lt;br /&gt;
| t_int&lt;br /&gt;
| eReplayNormal ('0'): animation loops are shown in normal order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayReverse ('1'): each loop of the animation is shown in reverse order.&amp;lt;br/&amp;gt;&lt;br /&gt;
eReplayRandom ('2'): all frames of an animation loop are shown in random order.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationSprites&lt;br /&gt;
| t_vsprites&lt;br /&gt;
| All sprites of the animation.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationUseIndividualPause&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationWalkSteps&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AnimationFrame ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| An action which will be started when this frame is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameIndex&lt;br /&gt;
| t_int&lt;br /&gt;
| Frame number to identify the frame. This is the 'n'-th frame (index starting with '0') of the animation which linked to this frame by AnimationPropertyFrames.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameSound&lt;br /&gt;
| t_path&lt;br /&gt;
| A sound which will be played when this frame is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameSoundBalance&lt;br /&gt;
| t_int&lt;br /&gt;
| Balance of the sound (AnimationFrameSound). Must be between '-100' (only left speaker) and '100' (only right speaker).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AnimationFrameSoundVolume&lt;br /&gt;
| t_int&lt;br /&gt;
| Volume of the sound (AnimationFrameSound). Must be between '0' (mute) and '100' (full volume).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== AreaAction ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| AreaActionAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either '29' (CharacterEntersArea) or '30' (CharacterLeavesArea)).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AreaActionCharacter&lt;br /&gt;
| t_link to [[#Character|Character]]&lt;br /&gt;
| If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| AreaActionExecuteAlways&lt;br /&gt;
| t_bool&lt;br /&gt;
| If false then the action is only executed if the scene of this area action is currently shown. If true then the action is always executed independently if the scene of this area action is currently shown or not.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Button ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ButtonActions&lt;br /&gt;
| t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| All actions of this button.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonActiveSprite&lt;br /&gt;
| t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| Sprite which is shown if the button is active. If ButtonType is '3' or '6' (command) and this button is currently selected then the button is active. If ButtonType is '1' or '2' (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation which will be played automatically if the button is shown (see ButtonCondition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| All animations of the button.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonCommandType&lt;br /&gt;
| t_int&lt;br /&gt;
| Only used if the button is a command (ButtonType = '3' or '6'). Defines the type of this command:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eButtonNormal): normal command (e.g. 'Look at', 'Push'). &amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eButtonCombined): combined command (e.g. 'Use', 'Give').&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eButtonGive): give command (e.g. 'Give').&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonCondition&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonConditionNegate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonConjunction&lt;br /&gt;
| t_link to [[#Text|Text]]&lt;br /&gt;
| The conjunction word for the action text (e.g. 'with' in action text 'Use item with ...'). Only used if the button is a combined command (ButtonType = '3' or '6' and ButtonCommandType = '1' or '2').&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonCursor&lt;br /&gt;
| t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| Only used if button is a command (ButtonType = '3' or '6'). The cursor which is shown if the command is active.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonDraggable&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then items can be dragged (the item is shown instead of the cursor and can be dropped on any object) with this command (only if GameDraggableItems is true and ButtonType of this button is '3').&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonGroup&lt;br /&gt;
| t_links to [[#Button|Button]]&lt;br /&gt;
| List of commands (ButtonType of the linked buttons must be '3' or '6') which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonInactiveSprite&lt;br /&gt;
| t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| Sprite which is shown if the button is inactive. (see ButtonActiveSprite)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonName&lt;br /&gt;
| t_link to [[#Text|Text]]&lt;br /&gt;
| Only used if button is a command (ButtonType = '3' or '6'). The name of the command which is shown in the action text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonPolygon&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonType&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the type of this button:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eButtonPlaceholder): Placeholder for an item.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eButtonCommand): Command.&amp;lt;br&amp;gt;&lt;br /&gt;
'4' (eButtonActionArea): Action area. (only used to define individual actions for an area)&amp;lt;br&amp;gt;&lt;br /&gt;
'5' (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)&amp;lt;br&amp;gt;&lt;br /&gt;
'6' (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command ('3') with the only difference that this command cannot be selected for actions (because it is only selected through its group).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonUse&lt;br /&gt;
| t_int&lt;br /&gt;
| Only used if button is a command (ButtonType = '3' or '6'). Defines on what the command can be used on:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eUseOnAll): on objects (scene objects and items) and characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eUseOnCharacters): only on characters.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eUseOnObjects): only on objects (scene objects and items).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ButtonUseOnCurrentCharacter&lt;br /&gt;
| t_bool&lt;br /&gt;
| Only used if button is a command (ButtonType = '3' or '6') and ButtonUse is '1' or '2'. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Character ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:22%;&amp;quot; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| CharacterActions &amp;lt;span class=&amp;quot;tip-r&amp;quot; title=&amp;quot;Characters[Tom].Actions&amp;quot;&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to action (parent)&amp;quot;&amp;gt;[[#Action|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All actions of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterActionDestPosition &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPoint(VCharacterActionDestPosition)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_point&lt;br /&gt;
| If this position is set and an action is executed on this character then the current character walks to this position (instead of directly to the character) to execute the action. &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterActive &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getBool(VCharacterActive)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the character is shown and detected by the cursor. (default)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterActiveCommand &amp;lt;span class=&amp;quot;tooltip&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterActiveCommand)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to button&amp;quot;&amp;gt;[[#Button|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Currently active command for this character. The button must have ButtonType = '3'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterActiveDialogFont&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to font&amp;quot;&amp;gt;[[#Font|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Font which is used for a currently selected dialog part.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterAnimIndex &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterAnimIndex)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Index for character animations. If there is more than one animation for a direction (e.g. two talk animations for direction 90 degrees) this value decides which animation is used. The index starts with '0' (default, use first animation).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterAnimState &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterAnimState)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Type of currently playing character animation:&amp;lt;br&amp;gt;&lt;br /&gt;
'0 (eNoAnim)': No animation.&amp;lt;br&amp;gt;&lt;br /&gt;
'1 (eWalkAnim)': Walk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
'2 (eTalkAnim)': Talk animation.&amp;lt;br&amp;gt;&lt;br /&gt;
'3 (eStandingAnim)': Standing animation.&amp;lt;br&amp;gt;&lt;br /&gt;
'4 (eCharacterAnim)': Character animations.&amp;lt;br&amp;gt;&lt;br /&gt;
'5 (eRandomAnim)': Random animations.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterCommentSets&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to comment sets (parent)&amp;quot;&amp;gt;[[#CommentSet|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All comment sets of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterConditions &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterConditions)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to condition (parent)&amp;quot;&amp;gt;[[#Condition|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All conditions of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterCurrentCommentSet &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterCurrentCommentSet)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to comment set&amp;quot;&amp;gt;[[#CommentSet|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Currently used comment set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterCurrentOutfit &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterCurrentOutfit)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to outfit&amp;quot;&amp;gt;[[#Outfit|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Currently used outfit.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterDestination &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPoint(VCharacterDestination)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_point&lt;br /&gt;
| Destination where the character is currently walking to.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterDestinationObject &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPoint(VCharacterDestinationObject)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_point&lt;br /&gt;
| Scene object the character is currently walking to. The character will be aligned to the scene object when it is reached and an action is executed (see GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterDestVisibility &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterDestVisibility)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| The visibility of the character is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the character will not be visible at all (but is still recognized by the cursor), '100' means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogActiveScrollDown&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogActiveScrollUp&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogArea&lt;br /&gt;
| t_rect&lt;br /&gt;
| Defines the absolute position on the screen where the dialog is displayed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogCursor&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to cursor&amp;quot;&amp;gt;[[#Cursor|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Cursor which will be displayed if a dialog is currently active.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogInactiveScrollDown&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogInactiveScrollUp&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogs&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to dialog (parent)&amp;quot;&amp;gt;[[#Dialog|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All dialogs which can be spoken with this character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Sprite which is used as a background for dialogs.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterDialogVerticalSpace&lt;br /&gt;
| t_int&lt;br /&gt;
| Distance between two dialog part selections (in pixel).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterDirection &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterDirection)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterFollowAction &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterFollowAction)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to action&amp;quot;&amp;gt;[[#Action|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterFollowCharacter &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterFollowCharacter)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to character&amp;quot;&amp;gt;[[#Character|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Character which this character is currently following.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterFollowReachDistance &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterFollowReachDistance)'&amp;gt;[?]&amp;lt;/span&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterFont&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to font&amp;quot;&amp;gt;[[#Font|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Font which is used for all texts which are spoken by this character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterInactiveDialogFont&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to font&amp;quot;&amp;gt;[[#Font|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterInterfaces &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterInterfaces)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to interface&amp;quot;&amp;gt;[[#Interface|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All interfaces currently used for this character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterItems &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterItems)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to object&amp;quot;&amp;gt;[[#Object|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All items which are picked up by this character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterItemsScrollPosition&lt;br /&gt;
| t_int&lt;br /&gt;
| Current scroll position of the items in the interface/inventory.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterName&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to text&amp;quot;&amp;gt;[[#Text|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| The name of the character (as shown in the action text).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CharacterOutfits &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterOutfits)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to outfit (parent)&amp;quot;&amp;gt;[[#Outfit|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All outfits of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterPosition &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPoint(VCharacterPosition)'&amp;gt;&lt;br /&gt;
| t_point&lt;br /&gt;
| Current position of character. (if field is set and character is walking, then it will stop walking)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterScale &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getBool(VCharacterScale)'&amp;gt;&lt;br /&gt;
| t_bool&lt;br /&gt;
| If false the character is not scaled and will always be drawn in the original size.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterScaleFactor &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterScale)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Factor in % the character is scaled with. Must be &amp;gt; '0' (default '100').&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterScene &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLink(VCharacterScene)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to scene&amp;quot;&amp;gt;[[#Scene|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Scene where the character is currently on.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterSize &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getFloat(VCharacterSize)'&amp;gt;&lt;br /&gt;
| t_float&lt;br /&gt;
| Current size of character in % ('100' = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterStartObject&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to object&amp;quot;&amp;gt;[[#Object|t_link]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| Scene object where the character is standing (ObjectPosition) at the beginning of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterState  &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterState)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Current state of character: (only set to '2' to stop walking, do not set '3')&amp;lt;br&amp;gt;&lt;br /&gt;
'2': standing.&amp;lt;br&amp;gt;&lt;br /&gt;
'3': walking.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterTimeToDestVisibility &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterTimeToDestVisibility)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterTint &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterTint)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Color (bgr) the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| CharacterValues &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getLinks(VCharacterValues)'&amp;gt;&lt;br /&gt;
| &amp;lt;span class=&amp;quot;tip-t&amp;quot; title=&amp;quot;to value (parent)&amp;quot;&amp;gt;[[#Value|t_links]]&amp;lt;/span&amp;gt;&lt;br /&gt;
| All values of the character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| CharacterVisibility &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getInt(VCharacterVisibility)'&amp;gt;&lt;br /&gt;
| t_int&lt;br /&gt;
| Visibility of the character in %. Must be between '0' and '100'. '0' means the character is not visible at all (but is still recognized by the cursor), '100' means the character is completely visible (default).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| CharacterWalkingSound &amp;lt;span class=&amp;quot;tip-r&amp;quot; title='getObject(&amp;quot;Characters[Tom]&amp;quot;):getPath(VCharacterWalkingSound)'&amp;gt;&lt;br /&gt;
| t_path&lt;br /&gt;
| Sound which is played if the character is walking.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSet ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| CommentSetEntries&lt;br /&gt;
| t_links to [[#CommentSetEntry|CommentSetEntry]]&lt;br /&gt;
| All comment set entries of this comment set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== CommentSetEntry ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| CommentSetEntryText&lt;br /&gt;
| t_link to [[#Text|Text]]&lt;br /&gt;
| Text for this comment.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CommentSetEntryCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be '3') then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Condition ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ConditionCondition1&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| First condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionCondition1Negate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionCondition2&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| Second condition for a combined condition (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionCondition2Negate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionIsVariable&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionOperator&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):&amp;lt;br&amp;gt;&lt;br /&gt;
'0': logical AND.&amp;lt;br&amp;gt;&lt;br /&gt;
'1': logical OR.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ConditionReturnNegate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ConditionValue&lt;br /&gt;
| t_bool&lt;br /&gt;
| Current value of condition. True or false. This is only used if ConditionIsVariable is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Cursor ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| CursorActiveAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation of the active cursor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CursorHotspot&lt;br /&gt;
| t_point&lt;br /&gt;
| Point on the cursor which defines the 'center' of the cursor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| CursorInactiveAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation of the inactive cursor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dialog ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| DialogDialogParts&lt;br /&gt;
| t_links to [[#DialogPart|DialogPart]] (parent)&lt;br /&gt;
| All dialog part selections of this dialog.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== DialogPart ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartAltText&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartAnswerText&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| DialogPartAvailable&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then this dialog part is still available (see DialogPartRemove).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartCondition&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartConditionNegate&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the condition DialogPartCondition is negated. (see DialogPartCondition)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartLinkedAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartNextDialog&lt;br /&gt;
| t_link to [[#Dialog|Dialog]] (parent)&lt;br /&gt;
| Dialog which is shown when this dialog part is selected.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartRemove&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartReturn&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):&amp;lt;br /&amp;gt;&lt;br /&gt;
'0' (eDialogReturnToSame): the same dialog will be shown again.&amp;lt;br /&amp;gt;&lt;br /&gt;
'1' (eDialogReturnToUpper): the 'upper' dialog (which linked to the current dialog) will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
'2' (eDialogReturnToEnd): no dialog will be shown.&amp;lt;br /&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartText&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| DialogPartUseAltText&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Font ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| FontAlphabet&lt;br /&gt;
| t_string&lt;br /&gt;
| A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontAutoLineBreak&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontBorder&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true a font border will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontBorderColor&lt;br /&gt;
| t_int&lt;br /&gt;
| Color for font border. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontBorderSize&lt;br /&gt;
| t_float&lt;br /&gt;
| Size of font border in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontColor&lt;br /&gt;
| t_int&lt;br /&gt;
| Font color. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontFont&lt;br /&gt;
| t_link&lt;br /&gt;
| Font which will be used as reference. This can be useful to define a new font with own color, size, etc. based on an existing TrueType font (see FontTrueTypeFont). This can save a lot of resources compared to creating a new TrueType font.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontLetters&lt;br /&gt;
| t_vrect&lt;br /&gt;
| List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontLetterSpacing&lt;br /&gt;
| t_int&lt;br /&gt;
| Horizontal distance between two characters (in pixel).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontLineWidth&lt;br /&gt;
| t_int&lt;br /&gt;
| Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontShadow&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true a font shadow will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontShadowOffset&lt;br /&gt;
| t_point&lt;br /&gt;
| Offset in pixels for font shadow (see FontShadow).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontSize&lt;br /&gt;
| t_float&lt;br /&gt;
| Font size in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontSpaceWidth&lt;br /&gt;
| t_int&lt;br /&gt;
| Width of space (in pixels).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Sprite with all characters of the font.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontTrueTypeFont&lt;br /&gt;
| t_bool&lt;br /&gt;
| If set to true this is a TrueType font. Either FontTrueTypeFontPath or FontFont must be set for a valid font.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontTrueTypeFontPath&lt;br /&gt;
| t_path&lt;br /&gt;
| Path to TrueType font file. This value is only used for TrueType fonts (see FontTrueTypeFont).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| FontVerticalLetterSpacing&lt;br /&gt;
| t_int&lt;br /&gt;
| Vertical distance between two characters (in pixel).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Game ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| GameAbout&lt;br /&gt;
| t_string&lt;br /&gt;
| Long description of game, authors can make additional comments here.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameActions&lt;br /&gt;
| t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| All actions which can be started with a key. The key value is stored in ActionExecutionType.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameActionTextFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| Font which will be used for the action text - only used if GameDrawActionText is '1' or '2'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameActionTextRect&lt;br /&gt;
| t_rect&lt;br /&gt;
| Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is '2'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameActiveCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| The currently active command.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameAlignCharacterOnImExecution&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the active character will be automatically aligned to the clicked object when an action with execution type 'immediate' is executed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameAlwaysAllowSkipText&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the active text can always be skipped with the left mouse button (even when the cursor is disabled or a cutscene is running).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameAutoHideInterfacesInMenu&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameCharacterComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the character when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameCharacterComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed character files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): All characters are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameCharacterLinks&lt;br /&gt;
| t_links to [[#Character|Character]] (parent)&lt;br /&gt;
| All characters of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameCommandBehaviour&lt;br /&gt;
| t_int&lt;br /&gt;
| Behavior for selecting the standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
'0'(eStdCommandAlways): set standard command after executing an action.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSetStdCommandNever): never set standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eSetStdCommandOnSuccess): set standard command after successful execution of an action.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameCompanyName&lt;br /&gt;
| t_string&lt;br /&gt;
| The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the main output file (.vis file) when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| GameCurrentCharacter&lt;br /&gt;
| t_link to [[#Character|Character]]&lt;br /&gt;
| Character which is currently controlled by the player (active character).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameCurrentObject&lt;br /&gt;
| t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]&lt;br /&gt;
| The object currently below the cursor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameCurrentScene&lt;br /&gt;
| t_link to [[#Scene|Scene]]&lt;br /&gt;
| Scene which is currently shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameCursorHorizontalScrollDistance&lt;br /&gt;
| t_int&lt;br /&gt;
| Distance of cursor to the left or right screen border where horizontal scrolling will be started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameCursorVerticalScrollDistance&lt;br /&gt;
| t_int&lt;br /&gt;
| Distance of cursor to the top or bottom screen border where vertical scrolling will be started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameCursors&lt;br /&gt;
| t_links to [[#Cursor|Cursor]] (parent)&lt;br /&gt;
| All cursors of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameCutsceneAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| If a cutscene is active this links to the action which started (and should stop) the cutscene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameDescription&lt;br /&gt;
| t_string&lt;br /&gt;
| Short description of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameDestinationCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameDestinationEvent&lt;br /&gt;
| t_int&lt;br /&gt;
| When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:&amp;lt;br/&amp;gt;&lt;br /&gt;
'0': no event.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1': left mousebutton click.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2': right mousebutton click.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3': left mousebutton double click.&amp;lt;br/&amp;gt;&lt;br /&gt;
'4': left mousebutton hold.&amp;lt;br/&amp;gt;&lt;br /&gt;
'5': mouse enters area.&amp;lt;br/&amp;gt;&lt;br /&gt;
'6': mouse leaves area.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameDestinationItem&lt;br /&gt;
| t_link to [[#Object|Object]]&lt;br /&gt;
| When the user clicked on an object and the character walks to this object, this item will be used on the object when it is reached.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameDestinationItemPicked&lt;br /&gt;
| t_bool&lt;br /&gt;
| When the user clicked on an object and the character walks to this object, this will be set to true in case an item was picked up (see GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameDialog&lt;br /&gt;
| t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| Currently displayed dialog.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameDialogAction&lt;br /&gt;
| t_link to [[#Action|Action]]&lt;br /&gt;
| Running action which contains the text for the current dialog.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameDraggableItems&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if objects can be dragged from the interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameDrawActionText&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if and where the action text is drawn:&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eDrawNoActionText): do not draw action text.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eDrawActionTextAtCurrentPos): draw action text at current cursor position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameExecuteActionsDuringDialog&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| GameFadeDelay&lt;br /&gt;
| t_int&lt;br /&gt;
| Delay in milli seconds for fade in/out of a scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameFadeEffect&lt;br /&gt;
| t_int&lt;br /&gt;
| Effect for fade in/out of a scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eFadeNo): no effect. display new scene immediately.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3' (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'4' (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'5' (eShiftLeft): shift left. Shift current scene to the left and show new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'6' (eShiftRight): shift right. Shift current scene to the right and show new scene.&amp;lt;br/&amp;gt;&lt;br /&gt;
'7' (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameFirstCharacter&lt;br /&gt;
| t_link to [[#Character|Character]]&lt;br /&gt;
| Character which is used for starting the game. This is the character which is controlled by the player.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameFirstScene&lt;br /&gt;
| t_link to [[#Scene|Scene]]&lt;br /&gt;
| The first scene of the game (which is shown after the loading screen)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameFontLinks&lt;br /&gt;
| t_links to [[#Font|Font]] (parent)&lt;br /&gt;
| All fonts of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameFullScreenIntro&lt;br /&gt;
| t_bool&lt;br /&gt;
| True if the intro movie is scaled to fullscreen.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameGameComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the game object and its actions (e.g. left mouse button action, right mouse button action) when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameGameComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed game files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): The game object is stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameGameName&lt;br /&gt;
| t_string&lt;br /&gt;
| The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&amp;amp;lt;UserName&amp;amp;gt;\AppData\Local\&amp;amp;lt;CompanyName&amp;amp;gt;\&amp;amp;lt;GameName&amp;amp;gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameHiddenDialog&lt;br /&gt;
| t_link to [[#Dialog|Dialog]]&lt;br /&gt;
| If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameHideCursor&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the cursor is hidden and no cursor interaction is possible.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameHideInterfaces&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true all interfaces are hidden, independent of individual interface visibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameHoldTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Time in milli seconds until the event 'Mouse holding' (for GameLeftHoldAction and GameLeftHoldingAction) is fired.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameHorizontalScrollDistance&lt;br /&gt;
| t_int&lt;br /&gt;
| If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameId&lt;br /&gt;
| t_string&lt;br /&gt;
| Unique Identification number. Used for savegames in order to only load savegames for correct game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameInterfaces&lt;br /&gt;
| t_links to [[#Interface|Interface]] (parent)&lt;br /&gt;
| All interfaces of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameInterfaceClasses&lt;br /&gt;
| t_links to [[#InterfaceClass|InterfaceClass]] (parent)&lt;br /&gt;
| All interface classes of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameInterfaceComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the interface when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameInterfaceComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed interface files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): All interfaces are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| GameIntro&lt;br /&gt;
| t_path&lt;br /&gt;
| Intro movie which will be played at the beginning of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameItems&lt;br /&gt;
| t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| All items of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLanguages&lt;br /&gt;
| t_links to [[#Language|Language]] (parent)&lt;br /&gt;
| All languages of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftClickAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| An action which will be started if the left mouse button is clicked.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftDblClickAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| An action which will be started if the left mouse button is double clicked.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftHoldAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which is started if the left mouse button is pressed for a certain time (GameHoldTime) and GameLeftMouseHold is set to '3' or '4'. The action is started when the mouse button is released.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftHoldingAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which is started if the left mouse button is pressed for a certain time (GameHoldTime) and GameLeftMouseHolding is set to '3'. The action is started when the mouse button is pressed.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameLeftHoldBehaviour&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if the character will be sent to the current position when the left button is released.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameLeftMouseHold&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines what the event 'left mouse button hold' is used for when the button is released.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eIndividualAction): used for individual actions.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3' (eStandardAction): used for standard action (GameLeftHoldAction).&amp;lt;br/&amp;gt;&lt;br /&gt;
'4' (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameLeftMouseHolding&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines what the event 'left mouse button hold' is used for when the button is pressed.&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eStandardAction): used for standard action (GameLeftHoldingAction).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameLoading&lt;br /&gt;
| t_link to [[#Loading|Loading]] (parent)&lt;br /&gt;
| The loading screen. (is shown on startup when the game is loaded)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMinificationFilter&lt;br /&gt;
| t_int&lt;br /&gt;
| Filter for minification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
'0': Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
'1': Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMagnificationFilter&lt;br /&gt;
| t_int&lt;br /&gt;
| Filter for magnification of textures (scaling of character images).&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eLinearInterpolation): Linear interpolation.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eNearestNeighborInterpolation): Nearest neighbor.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMiddleClickAction&lt;br /&gt;
| t_link&lt;br /&gt;
| An action which will be started if the middle mouse button is clicked.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMiddleClickBehaviour&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if the character will be sent to the current position when the middle mouse button is clicked.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameMouseWheelDownAction&lt;br /&gt;
| t_link&lt;br /&gt;
| An action which will be started if the mouse wheel is moved down.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMouseWheelUpAction&lt;br /&gt;
| t_link&lt;br /&gt;
| An action which will be started if the mouse wheel is moved up.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMovieComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the movies when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameMovieComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed movie files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): All movies are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameObjectFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| The font used when displaying an object text. An object text can be set with an action part which links a text to a scene object or an interface button.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameParticleContainerLinks&lt;br /&gt;
| t_links to [[#ParticleContainer|ParticleContainer]] (parent)&lt;br /&gt;
| All particle systems of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GamePicBufferSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GamePictureCacheSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Size in MB for cache which stores the recently loaded images.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GamePreloadPicThreads&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GamePreloadedPicBufferSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value &amp;gt;= 6563 (4 byte per pixel (red,green,blue and alpha channel), 1400 * 1200 * 4 = 6720000, divided by 1024 because unit is KB and not byte, 6720000 / 1024 = 6562.5).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameQuake&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameQuakeForce&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameQuakeSpeed&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameRegisteredEventHandlers&lt;br /&gt;
| t_string&lt;br /&gt;
| All registered event handlers.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameReserved&lt;br /&gt;
| t_string&lt;br /&gt;
| Licence number.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameRightClickAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which is started if the right mouse button is pressed and GameRightMouseClick is set to '3' or '4'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameRightClickBehaviour&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if the character will be sent to the current position when the right mouse button is clicked.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameRightMouseClick&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines what the right mouse button is used for.&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eIndividualAction): used for individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eActivateStandardCommand): activates standard command.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eActivateNextCommand): activates next command.&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eStandardAction): used for standard action (GameRightClickAction).&amp;lt;br&amp;gt;&lt;br /&gt;
'4' (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameSavedObject&lt;br /&gt;
| t_link to [[#Object|Object]]&lt;br /&gt;
| Saved object. An action can be executed on this saved object. (see actionpart 'Execute command on saved object')&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameSaveGameName&lt;br /&gt;
| t_string&lt;br /&gt;
| Used to store name of current savegame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameSavegameScreenshot&lt;br /&gt;
| t_path&lt;br /&gt;
| Image used as savegame screenshot for all scenes when game is played on a mobile device.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameSceneComposedFile&lt;br /&gt;
| t_path&lt;br /&gt;
| Defines the filename for composing the scenes when compiling the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameSceneComposedFiles&lt;br /&gt;
| t_int&lt;br /&gt;
| The number of composed scene files:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eMainContainer): All scenes are stored in the main container.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameSceneLinks&lt;br /&gt;
| t_links to [[#Scene|Scene]] (parent)&lt;br /&gt;
| All scenes of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameScriptLinks&lt;br /&gt;
| t_links to [[#Script|Script]] (parent)&lt;br /&gt;
| All scripts of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollCenterCharacter&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollCharacter&lt;br /&gt;
| t_link to [[#Character|Character]]&lt;br /&gt;
| Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameScrollDirectionHorizontal&lt;br /&gt;
| t_int&lt;br /&gt;
| Horizontal direction the scene is currently scrolling.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0': currently no horizontal scrolling.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1': currently scrolling to the left.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2': currently scrolling to the right.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameScrollDirectionVertical&lt;br /&gt;
| t_int&lt;br /&gt;
| Vertical direction the scene is currently scrolling.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0': currently no vertical scrolling.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3': currently scrolling to the top.&amp;lt;br/&amp;gt;&lt;br /&gt;
'4': currently scrolling to the bottom.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Upper left corner of current scroll position (on current scene).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollSpeed&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of pixels which will be scrolled in one second.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameScrollToPoint&lt;br /&gt;
| t_point&lt;br /&gt;
| Upper left corner the current scene is scrolling to.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameScrollTo&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the scene is currently scrolling to GameScrollToPoint.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameShaderExclude&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines which components (scene, interfaces, texts, cursor) will be excluded from shader programs.&amp;lt;br/&amp;gt;&lt;br /&gt;
'0' (eShaderExcludeNothing): standard, exclude nothing.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1' (eShaderExcludeInterfaces): exclude interfaces, text on top, cursor.&amp;lt;br/&amp;gt;&lt;br /&gt;
'2' (eShaderExcludeTextsAndCursor): exclude text on top, cursor.&amp;lt;br/&amp;gt;&lt;br /&gt;
'3' (eShaderExcludeCursor): exclude cursor&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameShowBlackScreenAfterVideo&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true a black screen will be shown after the video is finished (until the next game scene is ready and all images are loaded). Otherwise the last frame of the video is shown until the game is continued.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameSpeakerSoundPanFactor&lt;br /&gt;
| t_int&lt;br /&gt;
| Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameSpeakerTextAlignment&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines alignment of speaker text:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
'4' (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
'5' (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameSpeechLanguage&lt;br /&gt;
| t_link to [[#Language|Language]]&lt;br /&gt;
| Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| GameStandardLanguage&lt;br /&gt;
| t_link to [[#Language|Language]]&lt;br /&gt;
| Defines the currently used language.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| GameStartAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| This action will be executed once at the beginning of the game (after the game was loaded).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameTextAlignment&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines alignment of spoken text:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eAlignLeft): Align left.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eAlignRight): Align right.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eAlignCentered): Centered.&amp;lt;br&amp;gt;&lt;br /&gt;
'3' (eAlignLeftWithCenterPos): Align left (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
'4' (eAlignRightWithCenterPos): Align right (use center position).&amp;lt;br&amp;gt;&lt;br /&gt;
'5' (eAlignCenteredWithLeftPos): Centered (use left position).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| GameTextOutput&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines if spoken texts should be printed and/or spoken:&amp;lt;br&amp;gt;&lt;br /&gt;
'0' (eTextAndSpeechOutput): Display text and play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
'1' (eOnlySpeechOutput): Only play speech file.&amp;lt;br&amp;gt;&lt;br /&gt;
'2' (eOnlyTextOutput): Only display text.&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| GameTextSpeed&lt;br /&gt;
| t_int&lt;br /&gt;
| Speed for displaying texts (in %). Default is 100.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameUsedItem&lt;br /&gt;
| t_link to [[#Object|Object]]&lt;br /&gt;
| The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameVersion&lt;br /&gt;
| t_string&lt;br /&gt;
| Version number of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| GameVerticalScrollDistance&lt;br /&gt;
| t_int&lt;br /&gt;
| If the distance of the current character to the vertical scene border is equal or smaller than this value then the scene will be scrolled vertical to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| GameVideosEncrypted&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the videos are stored in an encrypted container. This field is only relevant for compiled games.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| GameWindowResolution&lt;br /&gt;
| t_point&lt;br /&gt;
| Screen resolution (e.g. 640x480).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Interface ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceActionTextFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| Font which will be used for the action text - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceActionTextRect&lt;br /&gt;
| t_rect&lt;br /&gt;
| Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceBorder&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceButtons&lt;br /&gt;
| t_links to [[#Button|Button]] (parent)&lt;br /&gt;
| All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceClass&lt;br /&gt;
| t_link to [[#InterfaceClass|InterfaceClass]]&lt;br /&gt;
| The class this interface belongs to.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceConditions&lt;br /&gt;
| t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| The conditions of the interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceDestVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the interface will not be visible at all (but is still recognized by the cursor), '100' means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceDisplacement&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines where the interface is shown:&amp;lt;br&amp;gt;&lt;br /&gt;
'0': top.&amp;lt;br&amp;gt;&lt;br /&gt;
'1': bottom.&amp;lt;br&amp;gt;&lt;br /&gt;
'2': left.&amp;lt;br&amp;gt;&lt;br /&gt;
'3': right.&amp;lt;br&amp;gt;&lt;br /&gt;
'4': absolute, position on screen defined by InterfaceOffset.&amp;lt;br&amp;gt;&lt;br /&gt;
'5': relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).&amp;lt;br&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceDrawActionText&lt;br /&gt;
| t_bool&lt;br /&gt;
| Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceLeaveAction&lt;br /&gt;
| t_link to [[#Action|Action]] (parent)&lt;br /&gt;
| Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceOffset&lt;br /&gt;
| t_point&lt;br /&gt;
| Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is '4' or '5')&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| InterfacePosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Absolute position of upper left corner of interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceScrollStepSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines how many item positions will be scrolled if a scroll arrow is pushed. 	&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if &amp;gt; '0' and InterfaceDisplacement is '0', '1', '2' or '3'. &lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Background sprite of the interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceStandardCommand&lt;br /&gt;
| t_link to [[#Button|Button]]&lt;br /&gt;
| Button which is the standard command (usually 'Walk to') for this interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceTimeToDestVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceValues&lt;br /&gt;
| t_links to [[#Values|Values]] (parent)&lt;br /&gt;
| The values of the interface.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| Visibility of the interface (and all of its buttons) in %. Must be between '0' and '100'. '0' means the interface is not visible at all, '100' means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|- &lt;br /&gt;
| InterfaceVisible&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the interface is visible - supposed the visibility is &amp;gt; 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== InterfaceClass ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| InterfaceClassName&lt;br /&gt;
| t_string&lt;br /&gt;
| Interface class name. The name of the object itself will be set to the translated class name.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Language ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| Language name is defined by name of each language object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Loading ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| LoadingMusic&lt;br /&gt;
| t_path&lt;br /&gt;
| Music which is played while the loading screen is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| LoadingSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Background sprite of the loading screen.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| LoadingStatusCover&lt;br /&gt;
| t_bool&lt;br /&gt;
| If false the status sprite will grow (from zero width to full width), if true the status sprite will shrink (from full width to zero width).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| LoadingStatusSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Sprite for progress bar.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Object ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ObjectActions&lt;br /&gt;
| t_links to [[#Action|Action]] (parent)&lt;br /&gt;
| All actions of the object. ActionExecutionType defines when the action is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation which is automatically started if this object is active (see ObjectCondition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| All animations of the object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectCenter&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the line number (y coordinate) which decides if a character is in front or behind this object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectCondition&lt;br /&gt;
| t_link to [[#Condition|Condition]]&lt;br /&gt;
| If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectConditionNegate&lt;br /&gt;
| t_bool&lt;br /&gt;
| falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectConditions&lt;br /&gt;
| t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| If true then the condition ButtonCondition is negated. (see ButtonCondition)&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ObjectDestVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| The visibility of the object is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the object will not be visible at all (but is still recognized by the cursor), '100' means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectDirection&lt;br /&gt;
| t_int&lt;br /&gt;
| Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectIsItem&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then this object is an item, otherwise it is a scene object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectIsWalkable&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectName&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| The name of the object (as shown in the action text).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectOffset&lt;br /&gt;
| t_point&lt;br /&gt;
| Offset for this object from its initial position. By changing the offset it is possible to move the object on a scene. The object image and all object animations will take the offset into account. Detecting an object (ObjectPolygon) by the cursor also considers the offset.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectParticleSystem&lt;br /&gt;
| t_link to [[#ParticleSystem|ParticleSystem]]&lt;br /&gt;
| Particle system which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectPolygon&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectRotation&lt;br /&gt;
| t_float&lt;br /&gt;
| Rotation for this object in radians (full rotation 2 pi, radian = degree * 180 / pi). The object image and all object animations will take the rotation into account.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectRotationCenter&lt;br /&gt;
| t_point&lt;br /&gt;
| Coordinates (on screen) which define the center for object rotation (see ObjectRotation). If set to -1,-1 (default) the image center is used as rotation center.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectScale&lt;br /&gt;
| t_float&lt;br /&gt;
| Defines scaling factor for this object. 1.0 means 100% (original size), 2.0 would be double size and 0.5 half size. The object image and all object animations will take the scaling into account.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectScrollFactorX&lt;br /&gt;
| t_int&lt;br /&gt;
| Horizontal scrolling-speed of this object in percent of screen's scrolling-speed (in %). If '100' then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; '100'), slower (&amp;lt; '100') or not at all (0).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectScrollFactorY&lt;br /&gt;
| t_int&lt;br /&gt;
| Vertical scrolling-speed of this object in percent of screen's scrolling-speed (in %). If '100' then the object scrolls with same speed as the screen itself, otherwise it scrolls faster (&amp;gt; '100'), slower (&amp;lt; '100') or not at all (0).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectShaderSet&lt;br /&gt;
| t_int&lt;br /&gt;
| sets shader configuration id for an object and all of its animations, see shaderSetOptions command.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectSnoopAnimation&lt;br /&gt;
| t_link to [[#Animation|Animation]]&lt;br /&gt;
| Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectSnoopAnimationPos&lt;br /&gt;
| t_point&lt;br /&gt;
| Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ObjectSprite&lt;br /&gt;
| t_link to [[#Sprite|Sprite]] (parent)&lt;br /&gt;
| Sprite which is shown if the object is active (see ObjectCondition).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ObjectTimeToDestVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| ObjectValues&lt;br /&gt;
| t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| All values of the object.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ObjectVisibility&lt;br /&gt;
| t_int&lt;br /&gt;
| Visibility of the object in %. Must be between '0' and '100'. '0' means the object is not visible at all (but is still recognized by the cursor), '100' means the object is completely visible (default).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Outfit ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| OutfitAmbientLightColor (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| The ambient light color can be used to shade a 3D model with a basic color to adapt it to the lighting conditions in the surrounding scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitCameraAngle (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| This field sets the angle in degrees from which the camera shows each individual 3D model. By default, each model is shown from the front (0°), but the value range allows a model to be viewed from directly above (90°) or below (-90°).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitCameraHeight (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| This field indicates the height of the camera relative to its 3D model. By default, the camera focuses on the center of the model, but the value range allows the camera to focus on the top (100 %) or bottom (-100 %) of the model.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitCharacterAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| Person animations, must be started manually.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| OutfitCharacterSpeed&lt;br /&gt;
| t_int&lt;br /&gt;
| Speed of character with this outfit (in pixel per second).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitLightColor&lt;br /&gt;
| t_int&lt;br /&gt;
| The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitLightPosX (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| The first coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitLightPosY (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| The second coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitLightPosZ (v4.0)&lt;br /&gt;
| t_float&lt;br /&gt;
| The third coordinate of the light source used to directly light 3D models. The model itself is positioned at the origin. The light position does not influence the position of shadows.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModel (v4.0)&lt;br /&gt;
| t_path&lt;br /&gt;
| Path to the 3D model file used for the outfit.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModelAmbientOcclusion (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelOutlineColor (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| The color used for the contours of 3D models.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelOutlineWidth (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| The width of contours of 3D models.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelScaleFactor (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| The size of the displayed 3D model in percent. This field can be used to finetune the size or a model in the scene without changing the 3D model file.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModelShadow (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| Indicates what type of shadow a 3D model casts. This can be either a simple blob shadow (1) or a realistic projected shadow (2). The value 0 disables shadows. Shadows are always cast straight downwards.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModelShadowVisibility (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelShowOutline (v4.0)&lt;br /&gt;
| t_bool&lt;br /&gt;
| This flag indicates whether outlines of a 3D model are drawn.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitModelTextures (v4.0)&lt;br /&gt;
| t_vpath&lt;br /&gt;
| This field contains a list of texture paths used to draw a 3D model. This can be used to override the texture information stored in the 3D model file.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelToonNuances (v4.0)&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of nuances of brightness used for toon shading. Using a relatively low number (2-5) creates more cartoon-like lighting of a 3D model.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| OutfitModelUseToonShading (v4.0)&lt;br /&gt;
| t_bool&lt;br /&gt;
| This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitRandomAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| For playable characters: (characters with an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown if the user did not interact for a longer random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&amp;lt;br /&amp;gt;&lt;br /&gt;
For non-playable characters (characters without an interface):&amp;lt;br /&amp;gt;&lt;br /&gt;
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitRandomMinTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitRandomMaxTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitSlideWalkAnimation&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true the character position will be updated continuously during walking, otherwise the position will only be updated if a new frame of the walk animation is shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| OutfitStandingAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| Standing animations, shown when person is standing.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitTalkAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| Talk animations.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| OutfitWalkAnimations&lt;br /&gt;
| t_links to [[#Animation|Animation]] (parent)&lt;br /&gt;
| Walk animations.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ParticleContainer ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ParticleContainerCameraZoom&lt;br /&gt;
| t_float&lt;br /&gt;
| Zoom factor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleContainerCameraZPosition&lt;br /&gt;
| t_float&lt;br /&gt;
| Z-Position of 'camera' for showing particle system.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleContainerLeadTime&lt;br /&gt;
| t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| All particle emitters of this particle system.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleContainerParticles&lt;br /&gt;
| t_links to [[#Particles|Particles]] (parent)&lt;br /&gt;
| All particle emitters of this particle system.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Particle ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ParticleActiveStages&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColor0&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColor1&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColor2&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColor3&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColorCurve0&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColorCurve1&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColorCurve2&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendColorCurve3&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendMaxTile&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendSizeCurve&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendTilesControlPoints&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleBlendTilesCurve&lt;br /&gt;
| t_vfloat&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleCameraZPos&lt;br /&gt;
| t_float&lt;br /&gt;
| Distance of the 'camera' to the z-layer.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleCameraZoom&lt;br /&gt;
| t_float&lt;br /&gt;
| Focal width of 'camera'.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleColorControlPoints0&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleColorControlPoints1&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleColorControlPoints2&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleColorControlPoints3&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleEmitterSizeX&lt;br /&gt;
| t_int&lt;br /&gt;
| Width of particle emitter space.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleEmitterSizeY&lt;br /&gt;
| t_int&lt;br /&gt;
| Height of particle emitter space.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleEmitterSizeZ&lt;br /&gt;
| t_int&lt;br /&gt;
| Depth of particle emitter space.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleEmitterType&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines where the particles emit.&amp;lt;br/&amp;gt;&lt;br /&gt;
'1': particles emit from one point in space (see ParticleXPos and ParticleYPos).&amp;lt;br/&amp;gt;&lt;br /&gt;
'2': particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceBlend&lt;br /&gt;
| t_float&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceRotationX&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceRotationZ&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceStrength&lt;br /&gt;
| t_float&lt;br /&gt;
| Strength of force which affects all particles.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceType&lt;br /&gt;
| t_int&lt;br /&gt;
| Type of force. Possible values are: &amp;lt;br/&amp;gt;&lt;br /&gt;
'0': directional. &amp;lt;br/&amp;gt;&lt;br /&gt;
'1': directional from point. &amp;lt;br/&amp;gt;&lt;br /&gt;
'2': point. &amp;lt;br /&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceXPos&lt;br /&gt;
| t_float&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceYPos&lt;br /&gt;
| t_float&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleForceZPos&lt;br /&gt;
| t_float&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleLeadTime&lt;br /&gt;
| t_int&lt;br /&gt;
| Number of seconds the particle system is preplayed before it is displayed for the first time.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaterialMode&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxColor&lt;br /&gt;
| t_int&lt;br /&gt;
| The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxLife&lt;br /&gt;
| t_int&lt;br /&gt;
| Maximum lifetime of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxParticle&lt;br /&gt;
| t_int&lt;br /&gt;
| Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxSize&lt;br /&gt;
| t_float&lt;br /&gt;
| Maximum size of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMaxVelocity&lt;br /&gt;
| t_float&lt;br /&gt;
| Maximum velocity of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMinColor&lt;br /&gt;
| t_int&lt;br /&gt;
| The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMinLife&lt;br /&gt;
| t_int&lt;br /&gt;
| Minimum lifetime of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMinSize&lt;br /&gt;
| t_float&lt;br /&gt;
| Minimum size of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleMinVelocity&lt;br /&gt;
| t_float&lt;br /&gt;
| Minimum velocity of a particle.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePerTime&lt;br /&gt;
| t_float&lt;br /&gt;
| New particles per time (with ~66 time units per second).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePhiX&lt;br /&gt;
| t_int&lt;br /&gt;
| Opening angle about the X-axis.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePhiY&lt;br /&gt;
| t_int&lt;br /&gt;
| Opening angle about the Z-axis.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePosX&lt;br /&gt;
| t_int&lt;br /&gt;
| X Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticlePosY&lt;br /&gt;
| t_int&lt;br /&gt;
| Y Position of particle emitter (in pixel coordinates).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleRotationX&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleRotationZ&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleSizeControlPoints&lt;br /&gt;
| t_vint&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleTexture&lt;br /&gt;
| t_path&lt;br /&gt;
| Sprite used for all particles.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleTilesX&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleTilesY&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ParticleType&lt;br /&gt;
| t_int&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Point ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| PointPosition&lt;br /&gt;
| t_point&lt;br /&gt;
| Position on the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| PointRelations&lt;br /&gt;
| t_links to [[#Point|Point]]&lt;br /&gt;
| Links to connected points for way system.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| PointSize&lt;br /&gt;
| t_int&lt;br /&gt;
| Size for character on this point (in %).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Scene ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| SceneActions&lt;br /&gt;
| t_links to [[#Actions|Actions]] (parent)&lt;br /&gt;
| All actions of the scene. These actions can only be started by another action.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneActionAreas&lt;br /&gt;
| t_links to [[#ActionArea|ActionArea]] (parent)&lt;br /&gt;
| All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneBackgroundMusic&lt;br /&gt;
| t_path&lt;br /&gt;
| Background music which is played in a loop.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| SceneBrightness&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines the overall brightness of the scene (in %). Must be between '0' and '100'. '0' means this scene (with all its objects and characters) is completely dark (so everything is black), '100' means  that everything is drawn with its original brightness (default).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | S&lt;br /&gt;
|-&lt;br /&gt;
| SceneConditions&lt;br /&gt;
| t_links to [[#Condition|Condition]] (parent)&lt;br /&gt;
| All conditions of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneContinueMusic&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneCurrentWaySystem&lt;br /&gt;
| t_link to [[#WaySystem|WaySystem]]&lt;br /&gt;
| Currently used way system (only relevant if SceneIsMenu is false).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| SceneCursor&lt;br /&gt;
| t_link to [[#Cursor|Cursor]]&lt;br /&gt;
| Cursor which is displayed on this scene (only used if SceneIsMenu is true).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneLightMap&lt;br /&gt;
| t_path&lt;br /&gt;
| Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| SceneIsMenu&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then this scene is a menu (for savegames, options, etc.) otherwise it is a playable scene (where characters can move, etc.).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneMusicBalance&lt;br /&gt;
| t_int&lt;br /&gt;
| Balance of the background music (SceneBackgroundMusic). Must be between '-100' (only left speaker) and '100' (only right speaker).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|- &lt;br /&gt;
| SceneMusicVolume&lt;br /&gt;
| t_int&lt;br /&gt;
| Volume of the background music (SceneBackgroundMusic). Must be between '0' (mute) and '100' (full volume).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| SceneName&lt;br /&gt;
| t_link to [[#Text|Text]] (parent)&lt;br /&gt;
| The name of the scene (used for name in savegames).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneObjects&lt;br /&gt;
| t_links to [[#Object|Object]] (parent)&lt;br /&gt;
| All objects of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneParticleSystem&lt;br /&gt;
| t_link to [[#ParticleContainer|ParticleContainer]]&lt;br /&gt;
| Particle system of the scene which is always shown.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneSavegameAreas&lt;br /&gt;
| t_vrect&lt;br /&gt;
| All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneSavegameFont&lt;br /&gt;
| t_link to [[#Font|Font]]&lt;br /&gt;
| Font which is used for the name of the savegame.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneSavegameScreenshot&lt;br /&gt;
| t_path&lt;br /&gt;
| Image used as savegame screenshot for this scene when game is played on a mobile device.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneSavegameScrollStep&lt;br /&gt;
| t_int&lt;br /&gt;
| Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| SceneScrollableArea&lt;br /&gt;
| t_rect&lt;br /&gt;
| Usually the scene can be scrolled to the edge in each direction. This area can limit the scrolling in each direction so the scene can not be scrolled to the edge.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
|- &lt;br /&gt;
| SceneScrollOnEdges&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the scene will be scrolled if the cursor is on the screen edge.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|-&lt;br /&gt;
| SceneSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| Background sprite of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneValues&lt;br /&gt;
| t_links to [[#Value|Value]] (parent)&lt;br /&gt;
| All values of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| SceneWaySystems&lt;br /&gt;
| t_links to [[#WaySystem|WaySystem]] (parent)&lt;br /&gt;
| All way systems of the scene.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Script ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ScriptScript&lt;br /&gt;
| t_string&lt;br /&gt;
| Script content.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sprite ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| SpriteSprite&lt;br /&gt;
| t_sprite&lt;br /&gt;
| -&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Text ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| TextTextLanguages&lt;br /&gt;
| t_vtext&lt;br /&gt;
| Language dependent texts for this text entry.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Value ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| ValueInt&lt;br /&gt;
| t_int&lt;br /&gt;
| The current integer value.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot;  | V/S&lt;br /&gt;
|-&lt;br /&gt;
| ValueRandom&lt;br /&gt;
| t_bool&lt;br /&gt;
| If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ValueRandomMax&lt;br /&gt;
| t_int&lt;br /&gt;
| Upper bound for random value (see ValueRandom).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| ValueRandomMin&lt;br /&gt;
| t_int&lt;br /&gt;
| Lower bound for random value (see ValueRandom).&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|- &lt;br /&gt;
| ValueString&lt;br /&gt;
| t_string&lt;br /&gt;
| The current string value.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;tick&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V/S&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== WaySystem ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;width:10%; | Field !! style=&amp;quot;width:10%;&amp;quot; | Type !! Description !! style=&amp;quot;width:5%;&amp;quot; | Scriptable !! style=&amp;quot;width:5%;&amp;quot; | Storage&lt;br /&gt;
|-&lt;br /&gt;
| WaySystemBorder&lt;br /&gt;
| t_vpoint&lt;br /&gt;
| Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|-&lt;br /&gt;
| WaySystemPoints&lt;br /&gt;
| t_links to [[#Point|Point]] (parent)&lt;br /&gt;
| Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | &amp;lt;div class=&amp;quot;cross&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| class=&amp;quot;cent&amp;quot; | V&lt;br /&gt;
|}&lt;br /&gt;
{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=An_Introduction_to_Visionaire_Studio:_Adventure_Game_Engine&amp;diff=11657</id>
		<title>An Introduction to Visionaire Studio: Adventure Game Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=An_Introduction_to_Visionaire_Studio:_Adventure_Game_Engine&amp;diff=11657"/>
				<updated>2023-02-24T14:54:44Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right; margin:0 0 30px 30px&amp;quot;&amp;gt;[[File:Visionaire Studio logo.png|300px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Visionaire Studio is an adventure game engine, which allows developers &amp;amp; artists to create point &amp;amp; click adventure games with '''ease'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easy-to-use Editor ===&lt;br /&gt;
&lt;br /&gt;
The '''editor''' is a very straightforward &amp;amp; logic based tool, which allows developers to visually create &amp;amp; design their games, as opposed to having to program them - in the classic sense. In theory: ''you'' could potentially create a game of commercial caliber, without having to type a single line of code; the caliber part is up to ''you'', the developer mind. All it requires, is a bit of logical thinking to program the game; everything else is down to artwork, music &amp;amp; sound design.&lt;br /&gt;
&lt;br /&gt;
On the other hand: Visionaire Studio is not all about the simple things of life; such as: what side of the bed, one should get out of bed in the morning, or which side of bread to butter. No, far from it in fact as: besides the available in-editor action parts &amp;amp; functions, we also have a built-in text editor which allows you to enhance your game further, by typing up custom functions &amp;amp; scripts in various programming languages. Visionaire Studio actually comes with multiple Lua script &amp;amp; illios script functions, already included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resources, Help &amp;amp; Support ===&lt;br /&gt;
&lt;br /&gt;
There are plenty of tutorials, project templates &amp;amp; Lua script examples available via this [[Main_Page|wiki]] for people to learn from. Support is available via the [http://visionaire-studio.net forum] and our [https://discord.gg/g5zFejW Discord]; so just pop on over, &amp;amp; ask away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&lt;br /&gt;
The Visionaire Studio: Adventure Game Engine, has been the driving force behind multiple commercial &amp;amp; award winning games, such as: '''The Whispered World''', '''A New Beginning''', '''Edna &amp;amp; Harvey''', '''Chains of Satinav''', '''Memoria''', '''The Night of the Rabbit''', &amp;amp; the '''Deponia''' series. Visionaire Studio has also been used by various indie developers of successful '''Kickstarter''' campaigns, such as: '''STASIS''', '''Paradigm''', &amp;amp; '''The Hand of Glory'''.&lt;br /&gt;
&lt;br /&gt;
[[Compiled Index of Games Made With Visionaire Studio]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In a Nutshell ===&lt;br /&gt;
&lt;br /&gt;
Here's a quick recap on what makes Visionaire Studio so great...&lt;br /&gt;
* Intuitive visual editor tool; geared towards beginners, visual designers, &amp;amp; artists.&lt;br /&gt;
* Built-in pre-made actions, functions, &amp;amp; queries; so you don't have to type any code.&lt;br /&gt;
* Built-in text editor for creating custom functions &amp;amp; scripts in various programming languages.&lt;br /&gt;
* Editor is available for Windows, Mac &amp;amp; Linux.&lt;br /&gt;
* Compile &amp;amp; export your games for various target platforms, such as: Windows, macOS, Linux, iOS, Android, HTML5, PlayStation&amp;amp;nbsp;4, XBox&amp;amp;nbsp;One, Nintendo Switch.&lt;br /&gt;
* Supports resolutions from 320x200 up to 4K; custom resolutions can be specified via the explorer tool.&lt;br /&gt;
* Multiple media support for images, videos, &amp;amp; audio.&lt;br /&gt;
* Both 2D &amp;amp; 2.5D enabled; supports 3D characters.&lt;br /&gt;
* Cross platform ready; sound &amp;amp; engine.&lt;br /&gt;
* &amp;amp; much more...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Visionaire Studio - All it takes is a bit of imagination!'''''{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=An_Introduction_to_Visionaire_Studio:_Adventure_Game_Engine&amp;diff=11656</id>
		<title>An Introduction to Visionaire Studio: Adventure Game Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=An_Introduction_to_Visionaire_Studio:_Adventure_Game_Engine&amp;diff=11656"/>
				<updated>2023-02-24T14:54:11Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right; margin:0 0 30px 30px&amp;quot;&amp;gt;[[File:Visionaire Studio logo.png|300px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Visionaire Studio is an adventure game engine, which allows developers &amp;amp; artists to create point &amp;amp; click adventure games with '''ease'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easy-to-use Editor ===&lt;br /&gt;
&lt;br /&gt;
The '''editor''' is a very straightforward &amp;amp; logic based tool, which allows developers to visually create &amp;amp; design their games, as opposed to having to program them - in the classic sense. In theory: ''you'' could potentially create a game of commercial caliber, without having to type a single line of code; the caliber part is up to ''you'', the developer mind. All it requires, is a bit of logical thinking to program the game; everything else is down to artwork, music &amp;amp; sound design.&lt;br /&gt;
&lt;br /&gt;
On the other hand: Visionaire Studio is not all about the simple things of life; such as: what side of the bed, one should get out of bed in the morning, or which side of bread to butter. No, far from it in fact as: besides the available in-editor action parts &amp;amp; functions, we also have a built-in text editor which allows you to enhance your game further, by typing up custom functions &amp;amp; scripts in various programming languages. Visionaire Studio actually comes with multiple Lua script &amp;amp; illios script functions, already included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resources, Help &amp;amp; Support ===&lt;br /&gt;
&lt;br /&gt;
There are plenty of tutorials, project templates &amp;amp; Lua script examples available via this [[Main_Page|wiki]] for people to learn from. Support is available via the [http://visionaire-studio.net forum] and our [https://discord.gg/g5zFejW Discord]; so just pop on over, &amp;amp; ask away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&lt;br /&gt;
The Visionaire Studio: Adventure Game Engine, has been the driving force behind multiple commercial &amp;amp; award winning games, such as: '''The Whispered World''', '''A New Beginning''', '''Edna &amp;amp; Harvey''', '''Chains of Satinav''', '''Memoria''', '''The Night of the Rabbit''', &amp;amp; the '''Deponia''' series. Visionaire Studio has also been used by various indie developers of successful ''Kickstarter'' campaigns, such as: '''STASIS''', '''Paradigm''', &amp;amp; '''The Hand of Glory'''.&lt;br /&gt;
&lt;br /&gt;
[[Compiled Index of Games Made With Visionaire Studio]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In a Nutshell ===&lt;br /&gt;
&lt;br /&gt;
Here's a quick recap on what makes Visionaire Studio so great...&lt;br /&gt;
* Intuitive visual editor tool; geared towards beginners, visual designers, &amp;amp; artists.&lt;br /&gt;
* Built-in pre-made actions, functions, &amp;amp; queries; so you don't have to type any code.&lt;br /&gt;
* Built-in text editor for creating custom functions &amp;amp; scripts in various programming languages.&lt;br /&gt;
* Editor is available for Windows, Mac &amp;amp; Linux.&lt;br /&gt;
* Compile &amp;amp; export your games for various target platforms, such as: Windows, macOS, Linux, iOS, Android, HTML5, PlayStation&amp;amp;nbsp;4, XBox&amp;amp;nbsp;One, Nintendo Switch.&lt;br /&gt;
* Supports resolutions from 320x200 up to 4K; custom resolutions can be specified via the explorer tool.&lt;br /&gt;
* Multiple media support for images, videos, &amp;amp; audio.&lt;br /&gt;
* Both 2D &amp;amp; 2.5D enabled; supports 3D characters.&lt;br /&gt;
* Cross platform ready; sound &amp;amp; engine.&lt;br /&gt;
* &amp;amp; much more...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Visionaire Studio - All it takes is a bit of imagination!'''''{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=An_Introduction_to_Visionaire_Studio:_Adventure_Game_Engine&amp;diff=11655</id>
		<title>An Introduction to Visionaire Studio: Adventure Game Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=An_Introduction_to_Visionaire_Studio:_Adventure_Game_Engine&amp;diff=11655"/>
				<updated>2023-02-24T14:53:24Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right; margin:0 0 30px 30px&amp;quot;&amp;gt;[[File:Visionaire Studio logo.png|300px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Visionaire Studio is an adventure game engine, which allows developers &amp;amp; artists to create point &amp;amp; click adventure games with '''ease'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easy-to-use Editor ===&lt;br /&gt;
&lt;br /&gt;
The '''editor''' is a very straightforward &amp;amp; logic based tool, which allows developers to visually create &amp;amp; design their games, as opposed to having to program them - in the classic sense. In theory: ''you'' could potentially create a game of commercial caliber, without having to type a single line of code; the caliber part is up to ''you'', the developer mind. All it requires, is a bit of logical thinking to program the game; everything else is down to artwork, music &amp;amp; sound design.&lt;br /&gt;
&lt;br /&gt;
On the other hand: Visionaire Studio is not all about the simple things of life; such as: what side of the bed, one should get out of bed in the morning, or which side of bread to butter. No, far from it in fact as: besides the available in-editor action parts &amp;amp; functions, we also have a built-in text editor which allows you to enhance your game further, by typing up custom functions &amp;amp; scripts in various programming languages. Visionaire Studio actually comes with multiple Lua script &amp;amp; illios script functions, already included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resources, Help &amp;amp; Support ===&lt;br /&gt;
&lt;br /&gt;
There are plenty of tutorials, project templates &amp;amp; Lua script examples available via this [[Main_Page|wiki]] for people to learn from. Support is available via the [http://visionaire-studio.net forum] and our [https://discord.gg/g5zFejW Discord]; so just pop on over, &amp;amp; ask away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&lt;br /&gt;
The Visionaire Studio: Adventure Game Engine, has been the driving force behind multiple commercial &amp;amp; award winning games, such as: '''The Whispered World''', '''A New Beginning''', '''Edna &amp;amp; Harvey''', '''Chains of Satinav''', '''Memoria''', '''The Night of the Rabbit''', &amp;amp; the '''Deponia''' tetralogy. Visionaire Studio has also been used by various indie developers of successful ''Kickstarter'' campaigns, such as: '''STASIS''', '''Paradigm''', &amp;amp; '''The Hand of Glory'''.&lt;br /&gt;
&lt;br /&gt;
[[Compiled Index of Games Made With Visionaire Studio]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In a Nutshell ===&lt;br /&gt;
&lt;br /&gt;
Here's a quick recap on what makes Visionaire Studio so great...&lt;br /&gt;
* Intuitive visual editor tool; geared towards beginners, visual designers, &amp;amp; artists.&lt;br /&gt;
* Built-in pre-made actions, functions, &amp;amp; queries; so you don't have to type any code.&lt;br /&gt;
* Built-in text editor for creating custom functions &amp;amp; scripts in various programming languages.&lt;br /&gt;
* Editor is available for Windows, Mac &amp;amp; Linux.&lt;br /&gt;
* Compile &amp;amp; export your games for various target platforms, such as: Windows, macOS, Linux, iOS, Android, HTML5, PlayStation&amp;amp;nbsp;4, XBox&amp;amp;nbsp;One, Nintendo Switch.&lt;br /&gt;
* Supports resolutions from 320x200 up to 4K; custom resolutions can be specified via the explorer tool.&lt;br /&gt;
* Multiple media support for images, videos, &amp;amp; audio.&lt;br /&gt;
* Both 2D &amp;amp; 2.5D enabled; supports 3D characters.&lt;br /&gt;
* Cross platform ready; sound &amp;amp; engine.&lt;br /&gt;
* &amp;amp; much more...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Visionaire Studio - All it takes is a bit of imagination!'''''{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=An_Introduction_to_Visionaire_Studio:_Adventure_Game_Engine&amp;diff=11654</id>
		<title>An Introduction to Visionaire Studio: Adventure Game Engine</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=An_Introduction_to_Visionaire_Studio:_Adventure_Game_Engine&amp;diff=11654"/>
				<updated>2023-02-24T14:51:02Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right; margin:0 0 30px 30px&amp;quot;&amp;gt;[[File:Visionaire Studio logo.png|300px]]&amp;lt;/div&amp;gt;&lt;br /&gt;
Visionaire Studio is an adventure game engine, which allows developers &amp;amp; artists to create point &amp;amp; click adventure games with ''ease''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Easy-to-use Editor ===&lt;br /&gt;
&lt;br /&gt;
The '''editor''' is a very straightforward &amp;amp; logic based tool, which allows developers to visually create &amp;amp; design their games, as opposed to having to program them - in the classic sense. In theory: ''you'' could potentially create a game of commercial caliber, without having to type a single line of code; the caliber part is up to ''you'', the developer mind. All it requires, is a bit of logical thinking to program the game; everything else is down to artwork, music &amp;amp; sound design.&lt;br /&gt;
&lt;br /&gt;
On the other hand: Visionaire Studio is not all about the simple things of life; such as: what side of the bed, one should get out of bed in the morning, or which side of bread to butter. No, far from it in fact as: besides the available in-editor action parts &amp;amp; functions, we also have a built-in text editor which allows you to enhance your game further, by typing up custom functions &amp;amp; scripts in various programming languages. Visionaire Studio actually comes with multiple Lua script functions, already included.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Resources, Help &amp;amp; Support ===&lt;br /&gt;
&lt;br /&gt;
There are plenty of tutorials, project templates &amp;amp; lua script examples available via this [[Main_Page|wiki]] for people to learn from. Support is available via the [http://visionaire-studio.net forum] and our [https://discord.gg/g5zFejW Discord]; so just pop on over, &amp;amp; ask away.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== References ===&lt;br /&gt;
&lt;br /&gt;
The Visionaire Studio: Adventure Game Engine, has been the driving force behind multiple commercial &amp;amp; award winning games, such as: '''The Whispered World''', '''A New Beginning''', '''Edna &amp;amp; Harvey''', '''Chains of Satinav''', '''Memoria''', '''The Night of the Rabbit''', &amp;amp; the '''Deponia''' tetralogy. Visionaire Studio has also been used by various indie developers of successful ''Kickstarter'' campaigns, such as: '''STASIS''', '''Paradigm''', &amp;amp; '''The Hand of Glory'''.&lt;br /&gt;
&lt;br /&gt;
[[Compiled Index of Games Made With Visionaire Studio]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== In a Nutshell ===&lt;br /&gt;
&lt;br /&gt;
Here's a quick recap on what makes Visionaire Studio so great...&lt;br /&gt;
* Intuitive visual editor tool; geared towards beginners, visual designers, &amp;amp; artists.&lt;br /&gt;
* Built-in pre-made actions, functions, &amp;amp; queries; so you don't have to type any code.&lt;br /&gt;
* Built-in text editor for creating custom functions &amp;amp; scripts in various programming languages.&lt;br /&gt;
* Editor is available for Windows, Mac &amp;amp; Linux.&lt;br /&gt;
* Compile &amp;amp; export your games for various target platforms, such as: Windows, macOS, Linux, iOS, Android, HTML5, PlayStation&amp;amp;nbsp;4, XBox&amp;amp;nbsp;One, Nintendo Switch.&lt;br /&gt;
* Supports resolutions from 320x200 up to 4K; custom resolutions can be specified via the explorer tool.&lt;br /&gt;
* Multiple media support for images, videos, &amp;amp; audio.&lt;br /&gt;
* Both 2D &amp;amp; 2.5D enabled; supports 3D characters.&lt;br /&gt;
* Cross platform ready; sound &amp;amp; engine.&lt;br /&gt;
* &amp;amp; much more...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''''Visionaire Studio - All it takes is a bit of imagination!'''''{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Sidebar&amp;diff=11650</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Sidebar&amp;diff=11650"/>
				<updated>2023-02-24T14:02:04Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|Home&lt;br /&gt;
** https://visionaire-studio.net|Official Website&lt;br /&gt;
** https://visionaire-studio.net/forum/|Forum&lt;br /&gt;
** https://discord.gg/g5zFejW|Discord&lt;br /&gt;
** Compiled_Index_of_Games_Made_With_Visionaire_Studio|Released Game Index&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Documentation&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
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&amp;lt;nowiki&amp;gt;** Tutorials|General Tutorials&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Visionaire_Studio_Basics|Visionaire Studio Basics&amp;lt;/nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Scripting&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Scripting|Scripting&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Data_Structure|Data Structure&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Player_Commands|Player Cmds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Common_Commands|Common Cmds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Remote_Debugging|Remote Debugging&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Basic_lua:_Index|Learn Some Lua&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio|Script Index&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** http://www.visionaire-studio.com/luadocs/|Luadocs&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* FAQ&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Ini_File|Ini File&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** CSV_files|CSV Files&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Team_files|Team files&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Player_FAQ|Player FAQ&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** 3D_models|3D Models&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Sidebar&amp;diff=11649</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Sidebar&amp;diff=11649"/>
				<updated>2023-02-24T13:40:15Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
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** Compiled_Index_of_Games_Made_With_Visionaire_Studio|Released Game Index&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Documentation&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Manual|Manual&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Getting_started|Getting Started&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Tutorials|General Tutorials&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Visionaire_Studio_Basics|Visionaire Studio Basics&amp;lt;/nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Scripting&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Scripting|Scripting&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Data_Structure|Data Structure&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Player_Commands|Player Cmds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Common_Commands|Common Cmds&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Remote_Debugging|Remote Debugging&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Basic_lua:_Index|Learn Some Lua&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio|Script Index&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** http://www.visionaire-studio.com/luadocs/|Luadocs&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* FAQ&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Ini_File|Ini File&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** CSV_files|CSV Files&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Team_files|Team files&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Player_FAQ|Player FAQ&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** 3D_models|3D Models&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Sidebar&amp;diff=11648</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Sidebar&amp;diff=11648"/>
				<updated>2023-02-24T13:36:25Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|Home&lt;br /&gt;
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** Compiled_Index_of_Games_Made_With_Visionaire_Studio|Released Game Index&lt;br /&gt;
&amp;lt;html&amp;gt;&amp;lt;!--&lt;br /&gt;
* Documentation&lt;br /&gt;
** Manual|Manual&lt;br /&gt;
** Getting_started|Getting Started&lt;br /&gt;
** Tutorials|General Tutorials&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Visionaire_Studio_Basics|Visionaire Studio Basics&amp;lt;/nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Scripting&lt;br /&gt;
** Scripting|Scripting&lt;br /&gt;
** Data_Structure|Data Structure&lt;br /&gt;
** Player_Commands|Player Cmds&lt;br /&gt;
** Common_Commands|Common Cmds&lt;br /&gt;
** Remote_Debugging|Remote Debugging&lt;br /&gt;
** Basic_lua:_Index|Learn Some Lua&lt;br /&gt;
** Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio|Script Index&lt;br /&gt;
** http://www.visionaire-studio.com/luadocs/|Luadocs&lt;br /&gt;
* FAQ&lt;br /&gt;
** Ini_File|Ini File&lt;br /&gt;
** CSV_files|CSV Files&lt;br /&gt;
** Team_files|Team files&lt;br /&gt;
** Player_FAQ|Player FAQ&lt;br /&gt;
** 3D_models|3D Models&lt;br /&gt;
--&amp;gt;&amp;lt;/html&amp;gt;&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Sidebar&amp;diff=11647</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Sidebar&amp;diff=11647"/>
				<updated>2023-02-24T13:35:16Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|Home&lt;br /&gt;
** https://visionaire-studio.net|Official Website&lt;br /&gt;
** https://visionaire-studio.net/forum/|Forum&lt;br /&gt;
** Compiled_Index_of_Games_Made_With_Visionaire_Studio|Released Game Index&lt;br /&gt;
&amp;lt;nowiki&amp;gt;* Documentation&lt;br /&gt;
** Manual|Manual&lt;br /&gt;
** Getting_started|Getting Started&lt;br /&gt;
** Tutorials|General Tutorials&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Visionaire_Studio_Basics|Visionaire Studio Basics&amp;lt;/nowiki&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* Scripting&lt;br /&gt;
** Scripting|Scripting&lt;br /&gt;
** Data_Structure|Data Structure&lt;br /&gt;
** Player_Commands|Player Cmds&lt;br /&gt;
** Common_Commands|Common Cmds&lt;br /&gt;
** Remote_Debugging|Remote Debugging&lt;br /&gt;
** Basic_lua:_Index|Learn Some Lua&lt;br /&gt;
** Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio|Script Index&lt;br /&gt;
** http://www.visionaire-studio.com/luadocs/|Luadocs&lt;br /&gt;
* FAQ&lt;br /&gt;
** Ini_File|Ini File&lt;br /&gt;
** CSV_files|CSV Files&lt;br /&gt;
** Team_files|Team files&lt;br /&gt;
** Player_FAQ|Player FAQ&lt;br /&gt;
** 3D_models|3D Models&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Sidebar&amp;diff=11646</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Sidebar&amp;diff=11646"/>
				<updated>2023-02-24T13:33:05Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* navigation&lt;br /&gt;
** mainpage|Home&lt;br /&gt;
** https://visionaire-studio.net|Official Website&lt;br /&gt;
** https://visionaire-studio.net/forum/|Forum&lt;br /&gt;
** Compiled_Index_of_Games_Made_With_Visionaire_Studio|Released Game Index&lt;br /&gt;
* Documentation&lt;br /&gt;
** Manual|Manual&lt;br /&gt;
** Getting_started|Getting Started&lt;br /&gt;
** Tutorials|General Tutorials&lt;br /&gt;
&amp;lt;nowiki&amp;gt;** Visionaire_Studio_Basics|Visionaire Studio Basics&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
* Scripting&lt;br /&gt;
** Scripting|Scripting&lt;br /&gt;
** Data_Structure|Data Structure&lt;br /&gt;
** Player_Commands|Player Cmds&lt;br /&gt;
** Common_Commands|Common Cmds&lt;br /&gt;
** Remote_Debugging|Remote Debugging&lt;br /&gt;
** Basic_lua:_Index|Learn Some Lua&lt;br /&gt;
** Compiled_Index_of_Lua_Scripts_for_Visionaire_Studio|Script Index&lt;br /&gt;
** http://www.visionaire-studio.com/luadocs/|Luadocs&lt;br /&gt;
* FAQ&lt;br /&gt;
** Ini_File|Ini File&lt;br /&gt;
** CSV_files|CSV Files&lt;br /&gt;
** Team_files|Team files&lt;br /&gt;
** Player_FAQ|Player FAQ&lt;br /&gt;
** 3D_models|3D Models&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
* TOOLBOX&lt;br /&gt;
* LANGUAGES&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Replace_Item_(CMS)&amp;diff=11619</id>
		<title>Replace Item (CMS)</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Replace_Item_(CMS)&amp;diff=11619"/>
				<updated>2023-02-17T12:17:30Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;ts&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Type !! style=&amp;quot;text-align:left&amp;quot; |&lt;br /&gt;
|-&lt;br /&gt;
| Replace Item Function || Definition || [https://www.patreon.com/AFRLme AFRLme]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This script allows you to replace one item with another while keeping the items position in the inventory. This script is especially useful for when you are replacing a manipulated item such as an empty bucket that has just been filled with water. By default Visionaire Studio would add the new item to the end of the inventory. This script requires Visionaire Studio 5.x plus.&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
1. Add the [[#Main_Script|main script]] to the Visionaire Studio Script Editor &amp;amp; set the script as a definition script.&amp;lt;br/&amp;gt;&lt;br /&gt;
2. To use this function you have to include both the names of the item you want to replace, &amp;amp; the item that that you will be replacing it with; item names are case &amp;amp; character sensitive.&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
replaceItem(&amp;quot;empty_bucket&amp;quot;, &amp;quot;bucket_of_water&amp;quot;)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Main Script ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
--[[&lt;br /&gt;
Replace item function [v2] (15/09/2022)&lt;br /&gt;
Written by AFRLme [Lee Clarke]&lt;br /&gt;
-- + --&lt;br /&gt;
email: afrlme@outlook.com&lt;br /&gt;
paypal: afrlme@zoho.com-&lt;br /&gt;
ko-fi: https://ko-fi.com/afrlme &lt;br /&gt;
patreon: https://www.patreon.com/AFRLme&lt;br /&gt;
portfolio: https://afrl.me&lt;br /&gt;
-- + --&lt;br /&gt;
This script is donation optional. In game credit is non-negotiable.&lt;br /&gt;
You are free to: ¹ use it in your game(s). ² modify the script.&lt;br /&gt;
Do not remove - or edit - this comment block.&lt;br /&gt;
--]]&lt;br /&gt;
&lt;br /&gt;
-- * tables * --&lt;br /&gt;
local itm = {} -- creates an empty table&lt;br /&gt;
itm[&amp;quot;_temporary_&amp;quot;] = &amp;quot;&amp;quot; -- set the table as temporary (we don't want it to store any data in the save files)&lt;br /&gt;
&lt;br /&gt;
-- * function for swapping 2 items while keeping the position of the current item * --&lt;br /&gt;
function replaceItem( init, repl )&lt;br /&gt;
 itm[&amp;quot;gItm&amp;quot;] = game.Items -- get all game items &amp;amp; store them in a table&lt;br /&gt;
 itm[&amp;quot;cItm&amp;quot;] = game.CurrentCharacter.Items -- get all character items &amp;amp; store them in a table&lt;br /&gt;
 itm[&amp;quot;rItm&amp;quot;] = nil&lt;br /&gt;
 -- + --&lt;br /&gt;
 for i = 1, #(itm.gItm) do -- run a check to see if replacement item exists in game item table &amp;amp; if so, store item link in variable&lt;br /&gt;
  if itm.gItm[i]:getName() == repl then itm[&amp;quot;rItm&amp;quot;] = game.Items[repl]; break end&lt;br /&gt;
 end&lt;br /&gt;
 -- + --&lt;br /&gt;
 for j = 1, #(itm.cItm) do -- if initial item exists and rItm is not empty then replace init item with replacement item&lt;br /&gt;
  if itm.cItm[j]:getName() == init and itm.rItm ~= nil then itm.cItm[j] = itm.rItm; break end&lt;br /&gt;
 end&lt;br /&gt;
 -- + --&lt;br /&gt;
 if itm.rItm ~= nil then game.CurrentCharacter.Items = itm.cItm end -- update character items&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=ObjVisibility_(CMS)&amp;diff=11520</id>
		<title>ObjVisibility (CMS)</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=ObjVisibility_(CMS)&amp;diff=11520"/>
				<updated>2022-11-16T21:59:38Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;ts&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Type !! style=&amp;quot;text-align:left&amp;quot; | By&lt;br /&gt;
|-&lt;br /&gt;
| objVisibility({t}, val, duration, easing) || Definition || AFRLme&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This small function allows you to quickly adjust the visibility of multiple scene objects, which can be useful for setting up scenes without having to create tons of set visibility action parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
1. Add the [[#Main_Script|main script]] to the Visionaire Studio Script Editor &amp;amp; set the script as a definition script.&amp;lt;br/&amp;gt;&lt;br /&gt;
2a. Usage example #1: immediately update the visibility of all listed scene objects to 0&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
objVisibility({&amp;quot;obj1&amp;quot;,  &amp;quot;obj2&amp;quot;, &amp;quot;obj3&amp;quot;}, 0)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
2b. Usage example #2: update the visibility of all listed scene objects in the linked table to 50% over 250ms with easeQuadOut easing&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local tbl = {&amp;quot;obj1&amp;quot;, &amp;quot;obj2&amp;quot;, &amp;quot;obj3&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
objVisibility(tbl, 50, 250, easeQuadOut)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Main Script ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
function objVisibility(t, val, duration, easing)&lt;br /&gt;
  duration = duration or 0 -- fallback in case duration equals nil or empty&lt;br /&gt;
  easing = easing or easeLinearInOut -- fallback in case easing equals nil&lt;br /&gt;
  -- + --&lt;br /&gt;
  for i = 1, #t do -- iterate through the tables&lt;br /&gt;
    game.CurrentScene.Objects[ t[i] ]:to(duration, {Visibility = val}, easing) -- update visibility of currently listed scene object&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Syntax Breakdown ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Type !! style=&amp;quot;text-align:left;width:80%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| t || table || This should be a table or linked table containing the &amp;quot;names&amp;quot; of the scene objects that you want to update visibility (opacity) value of.&lt;br /&gt;
|-&lt;br /&gt;
| val || integer || This should contain a number value between 0 &amp;amp; 100, with zero being invisible &amp;amp; 100 being fully visible.&lt;br /&gt;
|-&lt;br /&gt;
| duration || integer || This should contain a number value in milliseconds of how long you want the visibility to take to change from the current value to the target value.&lt;br /&gt;
|-&lt;br /&gt;
| easing || integer || This should contain a number value, or the variable name of the easing type that you want to use. Here is a list of available [https://www.visionaire-studio.com/luadocs/lua.html#easing easing options].&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=ObjVisibility_(CMS)&amp;diff=11519</id>
		<title>ObjVisibility (CMS)</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=ObjVisibility_(CMS)&amp;diff=11519"/>
				<updated>2022-11-16T21:57:55Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;ts&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Type !! style=&amp;quot;text-align:left&amp;quot; | By&lt;br /&gt;
|-&lt;br /&gt;
| objVisibility({t}, val, duration, easing) || Definition || AFRLme&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This small function allows you to quickly adjust the visibility of multiple scene objects, which can be useful for setting up scenes without having to create tons of set visibility action parts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Instructions ==&lt;br /&gt;
1. Add the [[#Main_Script|main script]] to the Visionaire Studio Script Editor &amp;amp; set the script as a definition script.&amp;lt;br/&amp;gt;&lt;br /&gt;
2a. Usage example #1: immediately update the visibility of all listed scene objects to 0&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
objVisibility({&amp;quot;obj1&amp;quot;,  &amp;quot;obj2&amp;quot;, &amp;quot;obj3&amp;quot;}, 0)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
2b. Usage example #2: update the visibility of all listed scene objects in the linked table to 50% over 250ms with easeQuadOut easing&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
local tbl = {&amp;quot;obj1&amp;quot;, &amp;quot;obj2&amp;quot;, &amp;quot;obj3&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
objVisibility(tbl, 50, 250, easeQuadOut)&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Main Script ==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot;&amp;gt;&lt;br /&gt;
function objVisibility(t, val, duration, easing)&lt;br /&gt;
  duration = duration or 0 -- fallback in case duration equals nil or empty&lt;br /&gt;
  easing = easing or easeLinearInOut -- fallback in case duration equals nil or emptyObject&lt;br /&gt;
  -- + --&lt;br /&gt;
  for i = 1, #t do -- iterate through the tables&lt;br /&gt;
    game.CurrentScene.Objects[ t[i] ]:to(duration, {Visibility = val}, easing) -- update visibility of currently listed scene object&lt;br /&gt;
  end&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Syntax Breakdown ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot; | Name !! style=&amp;quot;text-align:left&amp;quot; | Type !! style=&amp;quot;text-align:left;width:80%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| t || table || This should be a table or linked table containing the &amp;quot;names&amp;quot; of the scene objects that you want to update visibility (opacity) value of.&lt;br /&gt;
|-&lt;br /&gt;
| val || integer || This should contain a number value between 0 &amp;amp; 100, with zero being invisible &amp;amp; 100 being fully visible.&lt;br /&gt;
|-&lt;br /&gt;
| duration || integer || This should contain a number value in milliseconds of how long you want the visibility to take to change from the current value to the target value.&lt;br /&gt;
|-&lt;br /&gt;
| easing || integer || This should contain a number value, or the variable name of the easing type that you want to use. Here is a list of available [https://www.visionaire-studio.com/luadocs/lua.html#easing easing options].&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11490</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11490"/>
				<updated>2022-10-15T23:56:02Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
.mw-body div:not(.toc) &amp;gt; ul, .mw-body div:not(.toc) &amp;gt; ul ul {&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
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*/&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Compiled_Index_of_Games_Made_With_Visionaire_Studio&amp;diff=11489</id>
		<title>Compiled Index of Games Made With Visionaire Studio</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Compiled_Index_of_Games_Made_With_Visionaire_Studio&amp;diff=11489"/>
				<updated>2022-10-15T23:54:53Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of released games made by various studios, indie developers &amp;amp; hobbyists using the Visionaire Studio: Adventure Game Engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animatic Vision ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.dionous.com/not-another-weekend/ Not Another Weekend (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1432200/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arik Zurabian ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.dudewhereismybeer.com Dude, Where Is My Beer? (2020)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1288760/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://arikz.itch.io/dude-where-is-my-beer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BadTale Studios ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://badtalestudios.com Under That Rain (2017)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/601960/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Balazs Hrabacsik ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://creativecyle.wixsite.com/cowpocalypse Cowpocalypse (2019)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1075430/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== btf ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://gameroyale.de Das Neo Magazin Game Royale (2016)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://gameroyale.de]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://gameroyale.de/2 Das Neo Magazin Game Royale 2 (2016)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/567010/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Daedalic Entertainment ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/A_New_Beginning?lang_new=en A New Beginning (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/105000/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/a_new_beginning]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/a-new-beginning-final-cut]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/game/Annas_Quest?lang_new=en Anna's Quest (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/327220/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/annas_quest]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/annas-quest]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Deponia Deponia (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/214340/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/deponia]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/deponia]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Chaos_auf_Deponia Deponia 2: Chaos on Deponia (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/220740/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/deponia_2_chaos_on_deponia]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/chaos-on-deponia]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Goodbye_Deponia Deponia 3: Goodbye Deponia (2013)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/241910/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/goodbye_deponia]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/goodbye-deponia]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Deponia_Doomsday Deponia 4: Deponia Doomsday (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/421050/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/deponia_doomsday]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/deponia-doomsday]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/deponia-doomsday-1848dd]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Deponia_-_The_Complete_Journey Deponia: The Complete Journey (2014)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/292910/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/deponia-the-complete-journey]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/deponia-the-complete-journey]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Harveys-Neue-Augen Edna &amp;amp; Harvey: Harvey's New Eyes (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/219910/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/edna_harvey_harveys_new_eyes]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/edna-harvey-harveys-new-eyes]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.the-pillars-of-the-earth-game.com Ken Follett's The Pillars of the Earth (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/234270/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/ken_folletts_the_pillars_of_the_earth_season_pass]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/ken-folletts-the-pillars-of-the-earth]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/ken-follets-the-pillars-of-the-earth]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/DSA_Satinavs_Ketten The Dark Eye: Chains of Satinav (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/203830/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/the_dark_eye_chains_of_satinav]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/the-dark-eye-chains-of-satinav]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Memoria The Dark Eye: Memoria (2013)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/243200/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/memoria]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/memoria]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/The_Night_of_the_Rabbit The Night of the Rabbit (2013)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/230820/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/the_night_of_the_rabbit]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/the-night-of-the-rabbit]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/The_Whispered_World The Whispered World (2014)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/268540/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/the_whispered_world_special_edition]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/the-whispered-world-special-edition]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dead Blue Friends ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.dionous.com/not-another-weekend/ Not Another Weekend (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1432200/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Digital Seductions ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[https://digitalseductions.com/cockworkindustries/ Cockwork Industries (2019)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1172940/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[https://digitalseductions.com/countessincrimson/ Countess in Crimson (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1455070/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dionous Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.dionous.com/watch-over-christmas/ Watch Over Christmas (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/825060/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/watch-over-christmas]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Don Quixote Entertainment ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.indiedb.com/games/the-red-hat The Red Hat (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.indiedb.com/games/the-red-hat/downloads/the-red-hat-full-game-v10]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fasold Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://beetlequest.com BeetleQuest (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1414300/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feline Fuelled Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://thecursedadventure.com Sandra and Woo in the Cursed Adventure (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/619350/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flimmersoft ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://flimmersoft.com/index.php/markus-ritter/ Markus Ritter - The Lost Family (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1644310/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Insert Disk 22 ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://insertdisk22.com/ Born Punk (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/979480/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/born_punk]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== iWorld ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.aeonthegame.de/Project2.htm Captain Delta und die Quelle von Argos (2006)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.aeonthegame.de/Downloads.htm]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jacob Janerka ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.paradigmadventure.com Paradigm (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/600370/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/paradigm]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/paradigm]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/paradigm-875c5c]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Janne ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://store.steampowered.com/app/1882600/Knew_the_Beginning/ ...Knew the Beginning (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1882600/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Joe Richardson ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.joerichardson.games/fourlastthings Four Last Things (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/503400/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.tpaoe.com The Preposterous Awesomeness of Everything (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/435840/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== kaera_art ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://kaera-art.itch.io/lolas-adventure Lola's Adventure (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://kaera-art.itch.io/lolas-adventure]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== KAPA ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://thesilentsky.com/ The Silent Sky: Part I (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1632590/The_Silent_Sky_Part_I/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== KEXBOY ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[http://kexboy.com/Synthetic-Love Synthetic Love (2018)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/861260/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_download-logo.png|32px|link=http://kexboy.com/Synthetic-Love]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kung Fu Circus ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.kungfucircus.com/the-adventures-of-commander-shepard The Adventures of Commander Shepard (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://www.kungfucircus.com/the-adventures-of-commander-shepard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== LeseAdventure ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.ingrid-und-georg-hoeffer.de/LeseAdventure/index.htm Versteinertes Herz (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.ingrid-und-georg-hoeffer.de/setupVersteinertesHerzEL_5.zip]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Madit Entertainment ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.thehandofglory.com The Hand of Glory (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/961010/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://carlo-dt.itch.io/the-hand-of-glory]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Manuel Schenk Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.magiccauldron.de/index_en.php Nelson and the Magic Cauldron (2018)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/964750/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://manuelschenkgames.itch.io/nelson-and-the-magic-cauldron]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_apple-logo.png|32px|link=https://apps.apple.com/de/app/nelson-and-the-magic-cauldron/id1475663445]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.magiccauldron.de/index_en.php Nelson and the Magic Cauldron: The Journey (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1816650/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://manuelschenkgames.itch.io/nelson-and-the-magic-cauldron-the-journey]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mathieu Ratier ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://mathieu-ratier.itch.io/slipman Slipman (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://mathieu-ratier.itch.io/slipman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://mathieu-ratier.itch.io/psychoadventuregame Alfred Hitchcock's Psycho Adventure Game (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://mathieu-ratier.itch.io/psychoadventuregame]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mehrdad Rezaei ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://pershaland.wixsite.com/pershaland Just Take Your Left (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1459930/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MidnightCoffee, Inc. ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.midnightcoffeeinc.com/lighthouse.html Seek Not a Lighthouse (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.midnightcoffeeinc.com/lighthouse.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moods Plateau ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://triptobreakpoint.untergrund.net/index.html Trip to Breakpoint - The Game (2014)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://triptobreakpoint.untergrund.net/downloads.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moroi Springs ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.moroisprings.com Winterlore (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://moroisprings.itch.io/zestre]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_apple-logo.png|32px|link=https://apps.apple.com/us/app/winterlore-i/id1500119397]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_google-logo.png|32px|link=https://play.google.com/store/apps/details?id=com.moroisprings.winterlore]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== N3M Studios ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.n3m-adventure.com/index2.html Parco Azzurro (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.n3m-adventure.com/downloads.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Neckbolt ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://belladonnagame.com Belladonna (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/351340/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nenad Asanovic ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[https://wiki.eon-game.net/aowd Adventures of Willy D. (2021)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://www.patreon.com/nenadasanovic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nightly Studios ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.bunkerthegame.com Bunker - The Underground Game (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/354180/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Orrery Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://celestialpalace.net Midnight at the Celestial Palace: Chapter 1 (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/460140/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pan Sartre ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://pan-sartre.itch.io/onksventure Onksventure (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://pan-sartre.itch.io/onksventure/purchase]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paul Lawitzki ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.bigtimemonkey.de Big Time Monkey (2011)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.bigtimemonkey.de]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pirita Studio ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.piritastudio.com Mutropolis (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1037120/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/mutropolis]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://es.humblebundle.com/store/mutropolis]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_apple-logo.png|32px|link=https://apps.apple.com/us/app/mutropolis/id1544478087]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ptomaineart ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://gamejolt.com/games/rehearsalofdoom/551878 Rehearsal of Doom (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/rehearsalofdoom/551878]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Red Raincoat Workshop ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://mrbunting.weebly.com Mr. Bunting's Modest Adventure (2014)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://mrbunting.weebly.com/downloads.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rocking Toy ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.rocking-toy.com Beyond the Wall (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_apple-logo.png|32px|link=https://apps.apple.com/au/app/beyond-the-wall/id1642146415]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_google-logo.png|32px|link=https://play.google.com/store/apps/details?id=com.beyondthewall.game]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sillyfun Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://sillyfunvalley.tech Sillyfun Valley (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1493810/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Silvernode Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://nnlgame.com Nine Noir Lives (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/914890/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/nine_noir_lives]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/nine-noir-lives-496bf4]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Similia ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://similiaworld.wixsite.com/similia/the-ruins-of-riddoh The Ruins of Riddoh: Remastered Edition (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/Riddoh/218706]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Simon Says: Watch! Play! ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.theblackcube.fr/asa.html ASA: A Space Adventure (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/329980/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://the-icehouse.itch.io/asa2015]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.theblackcube.fr/catyph.html Catyph: The Kunci Experiment (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/396870/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://the-icehouse.itch.io/catyph-the-kunci-experiment]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.theblackcube.fr/boinihi.html Boinihi: The K'i Codex (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1298050/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://the-icehouse.itch.io/boinihi]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sinking Sheep ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://sinkingsheep.itch.io/yet-another-hero-story Yet Another Hero Story (2019)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1106150/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://sinkingsheep.itch.io/yet-another-hero-story]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/yet-another-hero-story/378884]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://twitter.com/sinking_sheep Enypnion (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1447540/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SOMG ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[https://store.steampowered.com/app/669770/Strangers_in_a_Strange_Land/ Strangers in a Strange Land (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/669770/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steve Fifield ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://minibigs.co.uk Escape - The Cellar (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://minibigs.co.uk/installers/Escape%20-%20The%20Cellar.zip]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://minibigs.co.uk Measure Up (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://minibigs.itch.io/measure-up]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://minibigs.co.uk The Minecraft Tribute Game (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://minibigs.itch.io/the-minecraft-tribute-game]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://minibigs.co.uk The Right Path (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://minibigs.itch.io/the-right-path]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== t&amp;amp;T Studios ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://store.steampowered.com/app/431280/tiny__Tall_Gleipnir/ tiny &amp;amp; Tall: Gleipnir (2018)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/431280/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tall Story Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://tallstorygames.com/portfolio/hair-of-the-dog/ Hair of the Dog (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://tallstorygames.itch.io/hair-of-the-dog]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/hairofthedog/564261]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Argonauts ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-argonauts.itch.io/me-and-the-robot Me and the Robot (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-argonauts.itch.io/me-and-the-robot]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/meandtherobot/493241]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-argonauts.itch.io/welcome-to-the-funky-fair Welcome to the Funky Fair (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-argonauts.itch.io/welcome-to-the-funky-fair]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/welcome-to-the-funky-fair/561422]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-argonauts.itch.io/imagine IMAGinE (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-argonauts.itch.io/imagine]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/imagine/617244]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-icehouse.itch.io/mon-village-est-magique-a-druidic-adventure Mon Village est Magique: A Druidic Adventure (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-icehouse.itch.io/mon-village-est-magique-a-druidic-adventure]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/mon-village-est-magique-a-druidic-adventure/645871]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-argonauts.itch.io/oh-my-god Oh My God (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-argonauts.itch.io/oh-my-god]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE BROTHERHOOD ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://stasisgame.com STASIS (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/380150/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/stasis]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Twice Effect ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.headupgames.com/conpresso/_rubric/index.php?rubric=EN+Games+The-Second-Guest The Second Guest (2012)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://www.amazon.de/gp/offer-listing/B004RKP0PE/ref=dp_olp_new?ie=UTF8&amp;amp;condition=new]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Visionaire Studio ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.mckracken.net/cms/between-timespace-english.html Zak McKracken 2: Between Time &amp;amp; Space (2015)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.mckracken.net/cms/directorscut.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Visual Arts ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://nickmann-adventure.de/Nickmann2.html Nickmann 2: Day of the Testicle (2016)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://nickmann-adventure.de/countdownloads_NM2.php]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Weizengaming ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.weizengaming.de/insights.html Insights - Maniac Vortex (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1494370/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== x86-Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://x86-games.de/spacegeekz.html Space Geekz - The Crunchy Flakes Conspiracy (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/661550/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== XR-21 Productions ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://ogni-xr21.itch.io Zak McKracken goes looking for Hot Coffee (in several wrong places) (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://ogni-xr21.itch.io/zak-mckracken-goes-looking-for-hot-coffee-in-several-wrong-places]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=File:Mws_logo_80.png&amp;diff=11462</id>
		<title>File:Mws logo 80.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=File:Mws_logo_80.png&amp;diff=11462"/>
				<updated>2022-10-13T20:13:59Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11454</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11454"/>
				<updated>2022-10-13T11:24:16Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
.mw-body div:not(.toc) &amp;gt; ul, .mw-body div:not(.toc) &amp;gt; ul ul {&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-ds {&lt;br /&gt;
background: #f5f5f5;&lt;br /&gt;
border: 1px dashed darkgrey;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-alt {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
/*border: 1px dashed darkgrey;*/&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gruen {&lt;br /&gt;
/*background: #B8FF94;*/&lt;br /&gt;
. info&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scriptable {&lt;br /&gt;
background: #7A7A7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#filetoc {&lt;br /&gt;
 background: rgba(155, 155, 155, 0.2);&lt;br /&gt;
 text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory {&lt;br /&gt;
 margin-top: 1em;&lt;br /&gt;
 margin-bottom: 1em;&lt;br /&gt;
 background: transparent;&lt;br /&gt;
 border-collapse: separate;&lt;br /&gt;
 border-spacing: 2px 2px;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 width: 100%;&lt;br /&gt;
 color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory td {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  border-color: transparent;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory tr:hover {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory th {&lt;br /&gt;
 background: #5bc0de;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 text-align:left;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 color: rgba(0,0,0,0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-dialog {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow { &lt;br /&gt;
    margin: 0px 0px; &lt;br /&gt;
    position: relative; &lt;br /&gt;
    top: -7px;&lt;br /&gt;
    width: 100%;  &lt;br /&gt;
    padding: 0px; &lt;br /&gt;
    /*box-shadow: 0 0 20px rgba(0,0,0,0.4);*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow &amp;gt; div { &lt;br /&gt;
    position: absolute; &lt;br /&gt;
    top: 0px; &lt;br /&gt;
    left: 0px; &lt;br /&gt;
    right: 0px; &lt;br /&gt;
    bottom: 0px; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbinner {&lt;br /&gt;
 background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
 border: 0px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 margin-bottom: 0; /* requested by einzelkämpfer */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbcaption {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
  font-size: 15px; /* requested by einzelkämpfer */&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-htmlform-submit {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
legend {&lt;br /&gt;
 color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
fieldset {&lt;br /&gt;
 border: 2px solid rgba(0,0,0,0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
kbd {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #ccc;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 0.1em 0.5em;&lt;br /&gt;
    margin: 0 0.2em;&lt;br /&gt;
    box-shadow: 0 1px 0px rgba(0, 0, 0, 0.2), 0 0 0 2px #fff inset;&lt;br /&gt;
    background-color: #f7f7f7;&lt;br /&gt;
    color: #1a1a1a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.vy th {&lt;br /&gt;
  border: 2px solid rgba(0, 0, 0, 0.1);&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  text-align:left;&lt;br /&gt;
  color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* social media icon bar */&lt;br /&gt;
&lt;br /&gt;
/* Fixed/sticky icon bar (vertically aligned 50% from the top of the screen) */&lt;br /&gt;
.icon-bar {&lt;br /&gt;
  background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  top: 53px;&lt;br /&gt;
  right: 0px;&lt;br /&gt;
  border-bottom-left-radius: 10px;&lt;br /&gt;
  -webkit-box-shadow: 2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  -moz-box-shadow:    2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  box-shadow:         2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style the icon bar links */&lt;br /&gt;
.icon-bar a {&lt;br /&gt;
  display: absolute;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  font-size: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.facebook { color:#ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.facebook:hover { color: #4267B2 !important; }&lt;br /&gt;
&lt;br /&gt;
.twitter { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.twitter:hover { color: #1DA1F2 !important; }&lt;br /&gt;
&lt;br /&gt;
.discord { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.discord:hover { color: #5965f1 !important; }&lt;br /&gt;
&lt;br /&gt;
/* footer section */&lt;br /&gt;
&lt;br /&gt;
#footer-places a { color: rgba(255, 153, 0, 0.7) !important; }&lt;br /&gt;
#footer-places a:hover { color: rgba(255, 153, 0, 0.9) !important; }&lt;br /&gt;
&lt;br /&gt;
/* syntaxhighlight */&lt;br /&gt;
&lt;br /&gt;
.mw-highlight pre {&lt;br /&gt;
font-size: 90%;&lt;br /&gt;
/*background-color: white;*/&lt;br /&gt;
/*border: 1px solid black;*/&lt;br /&gt;
background: #272822;&lt;br /&gt;
color: #f8f8f2;&lt;br /&gt;
max-height: 500px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .de1 {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: #fd971f;&lt;br /&gt;
	margin: 0 0 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .kw1 { &lt;br /&gt;
	color: #f92672;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .co1, .lua .coMULTI { &lt;br /&gt;
	color: #75715e;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .nu0 { &lt;br /&gt;
	color: #ae81ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .sy0 { &lt;br /&gt;
	color: #a6e22e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .st0 { &lt;br /&gt;
	color: #e6db74;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .br0 { &lt;br /&gt;
	color: #f8f8f2;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Compiled_Index_of_Games_Made_With_Visionaire_Studio&amp;diff=11434</id>
		<title>Compiled Index of Games Made With Visionaire Studio</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Compiled_Index_of_Games_Made_With_Visionaire_Studio&amp;diff=11434"/>
				<updated>2022-10-11T22:32:06Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of released games made by various studios, indie developers &amp;amp; hobbyists using the Visionaire Studio: Adventure Game Engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animatic Vision ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.dionous.com/not-another-weekend/ Not Another Weekend (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1432200/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arik Zurabian ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.dudewhereismybeer.com Dude, Where Is My Beer? (2020)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1288760/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://arikz.itch.io/dude-where-is-my-beer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BadTale Studios ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://badtalestudios.com Under That Rain (2017)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/601960/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Balazs Hrabacsik ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://creativecyle.wixsite.com/cowpocalypse Cowpocalypse (2019)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1075430/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== btf ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://gameroyale.de Das Neo Magazin Game Royale (2016)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://gameroyale.de]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://gameroyale.de/2 Das Neo Magazin Game Royale 2 (2016)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/567010/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Daedalic Entertainment ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/A_New_Beginning?lang_new=en A New Beginning (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/105000/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/a_new_beginning]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/a-new-beginning-final-cut]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/game/Annas_Quest?lang_new=en Anna's Quest (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/327220/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/annas_quest]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/annas-quest]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Deponia Deponia (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/214340/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/deponia]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/deponia]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Chaos_auf_Deponia Deponia 2: Chaos on Deponia (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/220740/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/deponia_2_chaos_on_deponia]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/chaos-on-deponia]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Goodbye_Deponia Deponia 3: Goodbye Deponia (2013)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/241910/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/goodbye_deponia]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/goodbye-deponia]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Deponia_Doomsday Deponia 4: Deponia Doomsday (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/421050/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/deponia_doomsday]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/deponia-doomsday]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/deponia-doomsday-1848dd]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Deponia_-_The_Complete_Journey Deponia: The Complete Journey (2014)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/292910/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/deponia-the-complete-journey]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/deponia-the-complete-journey]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Harveys-Neue-Augen Edna &amp;amp; Harvey: Harvey's New Eyes (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/219910/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/edna_harvey_harveys_new_eyes]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/edna-harvey-harveys-new-eyes]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.the-pillars-of-the-earth-game.com Ken Follett's The Pillars of the Earth (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/234270/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/ken_folletts_the_pillars_of_the_earth_season_pass]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/ken-folletts-the-pillars-of-the-earth]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/ken-follets-the-pillars-of-the-earth]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/DSA_Satinavs_Ketten The Dark Eye: Chains of Satinav (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/203830/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/the_dark_eye_chains_of_satinav]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/the-dark-eye-chains-of-satinav]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Memoria The Dark Eye: Memoria (2013)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/243200/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/memoria]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/memoria]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/The_Night_of_the_Rabbit The Night of the Rabbit (2013)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/230820/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/the_night_of_the_rabbit]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/the-night-of-the-rabbit]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/The_Whispered_World The Whispered World (2014)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/268540/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/the_whispered_world_special_edition]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/the-whispered-world-special-edition]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dead Blue Friends ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.dionous.com/not-another-weekend/ Not Another Weekend (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1432200/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Digital Seductions ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[https://digitalseductions.com/cockworkindustries/ Cockwork Industries (2019)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1172940/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[https://digitalseductions.com/countessincrimson/ Countess in Crimson (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1455070/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dionous Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.dionous.com/watch-over-christmas/ Watch Over Christmas (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/825060/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/watch-over-christmas]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Don Quixote Entertainment ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.indiedb.com/games/the-red-hat The Red Hat (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.indiedb.com/games/the-red-hat/downloads/the-red-hat-full-game-v10]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fasold Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://beetlequest.com BeetleQuest (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1414300/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feline Fuelled Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://thecursedadventure.com Sandra and Woo in the Cursed Adventure (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/619350/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flimmersoft ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://flimmersoft.com/index.php/markus-ritter/ Markus Ritter - The Lost Family (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1644310/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Insert Disk 22 ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://insertdisk22.com/ Born Punk (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/979480/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/born_punk]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== iWorld ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.aeonthegame.de/Project2.htm Captain Delta und die Quelle von Argos (2006)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.aeonthegame.de/Downloads.htm]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jacob Janerka ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.paradigmadventure.com Paradigm (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/600370/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/paradigm]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/paradigm]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/paradigm-875c5c]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Janne ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://store.steampowered.com/app/1882600/Knew_the_Beginning/ ...Knew the Beginning (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1882600/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Joe Richardson ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.joerichardson.games/fourlastthings Four Last Things (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/503400/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.tpaoe.com The Preposterous Awesomeness of Everything (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/435840/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== kaera_art ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://kaera-art.itch.io/lolas-adventure Lola's Adventure (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://kaera-art.itch.io/lolas-adventure]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== KAPA ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://thesilentsky.com/ The Silent Sky: Part I (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1632590/The_Silent_Sky_Part_I/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== KEXBOY ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[http://kexboy.com/Synthetic-Love Synthetic Love (2018)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/861260/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_download-logo.png|32px|link=http://kexboy.com/Synthetic-Love]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kung Fu Circus ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.kungfucircus.com/the-adventures-of-commander-shepard The Adventures of Commander Shepard (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://www.kungfucircus.com/the-adventures-of-commander-shepard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== LeseAdventure ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.ingrid-und-georg-hoeffer.de/LeseAdventure/index.htm Versteinertes Herz (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.ingrid-und-georg-hoeffer.de/setupVersteinertesHerzEL_5.zip]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Madit Entertainment ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.thehandofglory.com The Hand of Glory (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/961010/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://carlo-dt.itch.io/the-hand-of-glory]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Manuel Schenk Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.magiccauldron.de/index_en.php Nelson and the Magic Cauldron (2018)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/964750/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://manuelschenkgames.itch.io/nelson-and-the-magic-cauldron]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_apple-logo.png|32px|link=https://apps.apple.com/de/app/nelson-and-the-magic-cauldron/id1475663445]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.magiccauldron.de/index_en.php Nelson and the Magic Cauldron: The Journey (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1816650/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://manuelschenkgames.itch.io/nelson-and-the-magic-cauldron-the-journey]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mathieu Ratier ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://mathieu-ratier.itch.io/slipman Slipman (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://mathieu-ratier.itch.io/slipman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://mathieu-ratier.itch.io/psychoadventuregame Alfred Hitchcock's Psycho Adventure Game (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://mathieu-ratier.itch.io/psychoadventuregame]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mehrdad Rezaei ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://pershaland.wixsite.com/pershaland Just Take Your Left (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1459930/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MidnightCoffee, Inc. ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.midnightcoffeeinc.com/lighthouse.html Seek Not a Lighthouse (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.midnightcoffeeinc.com/lighthouse.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moods Plateau ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://triptobreakpoint.untergrund.net/index.html Trip to Breakpoint - The Game (2014)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://triptobreakpoint.untergrund.net/downloads.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moroi Springs ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.moroisprings.com Winterlore (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://moroisprings.itch.io/zestre]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_apple-logo.png|32px|link=https://apps.apple.com/us/app/winterlore-i/id1500119397]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_google-logo.png|32px|link=https://play.google.com/store/apps/details?id=com.moroisprings.winterlore]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== N3M Studios ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.n3m-adventure.com/index2.html Parco Azzurro (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.n3m-adventure.com/downloads.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Neckbolt ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://belladonnagame.com Belladonna (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/351340/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nenad Asanovic ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[https://wiki.eon-game.net/aowd Adventures of Willy D. (2021)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://www.patreon.com/nenadasanovic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nightly Studios ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.bunkerthegame.com Bunker - The Underground Game (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/354180/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Orrery Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://celestialpalace.net Midnight at the Celestial Palace: Chapter 1 (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/460140/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pan Sartre ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://pan-sartre.itch.io/onksventure Onksventure (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://pan-sartre.itch.io/onksventure/purchase]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paul Lawitzki ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.bigtimemonkey.de Big Time Monkey (2011)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.bigtimemonkey.de]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pirita Studio ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.piritastudio.com Mutropolis (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1037120/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/mutropolis]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://es.humblebundle.com/store/mutropolis]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_apple-logo.png|32px|link=https://apps.apple.com/us/app/mutropolis/id1544478087]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ptomaineart ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://gamejolt.com/games/rehearsalofdoom/551878 Rehearsal of Doom (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/rehearsalofdoom/551878]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Red Raincoat Workshop ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://mrbunting.weebly.com Mr. Bunting's Modest Adventure (2014)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://mrbunting.weebly.com/downloads.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rocking Toy ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.rocking-toy.com Beyond the Wall (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_apple-logo.png|32px|link=https://apps.apple.com/au/app/beyond-the-wall/id1642146415]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_google-logo.png|32px|link=https://play.google.com/store/apps/details?id=com.beyondthewall.game]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sillyfun Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://sillyfunvalley.tech Sillyfun Valley (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1493810/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Silvernode Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://nnlgame.com Nine Noir Lives (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/914890/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/nine_noir_lives]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/nine-noir-lives-496bf4]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Similia ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://similiaworld.wixsite.com/similia/the-ruins-of-riddoh The Ruins of Riddoh: Remastered Edition (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/Riddoh/218706]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Simon Says: Watch! Play! ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.theblackcube.fr/asa.html ASA: A Space Adventure (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/329980/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://the-icehouse.itch.io/asa2015]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.theblackcube.fr/catyph.html Catyph: The Kunci Experiment (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/396870/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://the-icehouse.itch.io/catyph-the-kunci-experiment]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.theblackcube.fr/boinihi.html Boinihi: The K'i Codex (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1298050/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://the-icehouse.itch.io/boinihi]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sinking Sheep ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://sinkingsheep.itch.io/yet-another-hero-story Yet Another Hero Story (2019)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1106150/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://sinkingsheep.itch.io/yet-another-hero-story]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/yet-another-hero-story/378884]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://twitter.com/sinking_sheep Enypnion (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1447540/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SOMG ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[https://store.steampowered.com/app/669770/Strangers_in_a_Strange_Land/ Strangers in a Strange Land {NSFW} (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/669770/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steve Fifield ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://minibigs.co.uk Escape - The Cellar (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://minibigs.co.uk/installers/Escape%20-%20The%20Cellar.zip]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://minibigs.co.uk Measure Up (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://minibigs.itch.io/measure-up]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://minibigs.co.uk The Minecraft Tribute Game (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://minibigs.itch.io/the-minecraft-tribute-game]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://minibigs.co.uk The Right Path (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://minibigs.itch.io/the-right-path]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== t&amp;amp;T Studios ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://store.steampowered.com/app/431280/tiny__Tall_Gleipnir/ tiny &amp;amp; Tall: Gleipnir (2018)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/431280/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tall Story Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://tallstorygames.com/portfolio/hair-of-the-dog/ Hair of the Dog (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://tallstorygames.itch.io/hair-of-the-dog]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/hairofthedog/564261]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Argonauts ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-argonauts.itch.io/me-and-the-robot Me and the Robot (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-argonauts.itch.io/me-and-the-robot]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/meandtherobot/493241]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-argonauts.itch.io/welcome-to-the-funky-fair Welcome to the Funky Fair (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-argonauts.itch.io/welcome-to-the-funky-fair]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/welcome-to-the-funky-fair/561422]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-argonauts.itch.io/imagine IMAGinE (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-argonauts.itch.io/imagine]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/imagine/617244]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-icehouse.itch.io/mon-village-est-magique-a-druidic-adventure Mon Village est Magique: A Druidic Adventure (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-icehouse.itch.io/mon-village-est-magique-a-druidic-adventure]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/mon-village-est-magique-a-druidic-adventure/645871]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-argonauts.itch.io/oh-my-god Oh My God (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-argonauts.itch.io/oh-my-god]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE BROTHERHOOD ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://stasisgame.com STASIS (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/380150/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/stasis]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Twice Effect ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.headupgames.com/conpresso/_rubric/index.php?rubric=EN+Games+The-Second-Guest The Second Guest (2012)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://www.amazon.de/gp/offer-listing/B004RKP0PE/ref=dp_olp_new?ie=UTF8&amp;amp;condition=new]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Visionaire Studio ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.mckracken.net/cms/between-timespace-english.html Zak McKracken 2: Between Time &amp;amp; Space (2015)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.mckracken.net/cms/directorscut.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Visual Arts ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://nickmann-adventure.de/Nickmann2.html Nickmann 2: Day of the Testicle (2016)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://nickmann-adventure.de/countdownloads_NM2.php]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Weizengaming ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.weizengaming.de/insights.html Insights - Maniac Vortex (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1494370/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== x86-Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://x86-games.de/spacegeekz.html Space Geekz - The Crunchy Flakes Conspiracy (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/661550/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== XR-21 Productions ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://ogni-xr21.itch.io Zak McKracken goes looking for Hot Coffee (in several wrong places) (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://ogni-xr21.itch.io/zak-mckracken-goes-looking-for-hot-coffee-in-several-wrong-places]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=Compiled_Index_of_Games_Made_With_Visionaire_Studio&amp;diff=11433</id>
		<title>Compiled Index of Games Made With Visionaire Studio</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=Compiled_Index_of_Games_Made_With_Visionaire_Studio&amp;diff=11433"/>
				<updated>2022-10-11T22:31:37Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a list of released games made by various studios, indie developers &amp;amp; hobbyists using the Visionaire Studio: Adventure Game Engine.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Animatic Vision ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.dionous.com/not-another-weekend/ Not Another Weekend (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1432200/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Arik Zurabian ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.dudewhereismybeer.com Dude, Where Is My Beer? (2020)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1288760/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://arikz.itch.io/dude-where-is-my-beer]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== BadTale Studios ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://badtalestudios.com Under That Rain (2017)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/601960/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Balazs Hrabacsik ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://creativecyle.wixsite.com/cowpocalypse Cowpocalypse (2019)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1075430/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== btf ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://gameroyale.de Das Neo Magazin Game Royale (2016)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://gameroyale.de]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://gameroyale.de/2 Das Neo Magazin Game Royale 2 (2016)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/567010/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Daedalic Entertainment ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/A_New_Beginning?lang_new=en A New Beginning (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/105000/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/a_new_beginning]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/a-new-beginning-final-cut]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/game/Annas_Quest?lang_new=en Anna's Quest (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/327220/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/annas_quest]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/annas-quest]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Deponia Deponia (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/214340/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/deponia]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/deponia]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Chaos_auf_Deponia Deponia 2: Chaos on Deponia (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/220740/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/deponia_2_chaos_on_deponia]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/chaos-on-deponia]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Goodbye_Deponia Deponia 3: Goodbye Deponia (2013)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/241910/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/goodbye_deponia]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/goodbye-deponia]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Deponia_Doomsday Deponia 4: Deponia Doomsday (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/421050/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/deponia_doomsday]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/deponia-doomsday]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/deponia-doomsday-1848dd]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Deponia_-_The_Complete_Journey Deponia: The Complete Journey (2014)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/292910/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/deponia-the-complete-journey]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/deponia-the-complete-journey]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Harveys-Neue-Augen Edna &amp;amp; Harvey: Harvey's New Eyes (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/219910/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/edna_harvey_harveys_new_eyes]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/edna-harvey-harveys-new-eyes]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.the-pillars-of-the-earth-game.com Ken Follett's The Pillars of the Earth (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/234270/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/ken_folletts_the_pillars_of_the_earth_season_pass]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/ken-folletts-the-pillars-of-the-earth]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/ken-follets-the-pillars-of-the-earth]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/DSA_Satinavs_Ketten The Dark Eye: Chains of Satinav (2012)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/203830/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/the_dark_eye_chains_of_satinav]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/the-dark-eye-chains-of-satinav]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/Memoria The Dark Eye: Memoria (2013)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/243200/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/memoria]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/memoria]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/The_Night_of_the_Rabbit The Night of the Rabbit (2013)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/230820/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/the_night_of_the_rabbit]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/the-night-of-the-rabbit]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.daedalic.de/en/Game/The_Whispered_World The Whispered World (2014)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/268540/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/the_whispered_world_special_edition]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/the-whispered-world-special-edition]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dead Blue Friends ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.dionous.com/not-another-weekend/ Not Another Weekend (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1432200/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Digital Seductions ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[https://digitalseductions.com/cockworkindustries/ Cockwork Industries (2019)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1172940/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[https://digitalseductions.com/countessincrimson/ Countess in Crimson (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1455070/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Dionous Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.dionous.com/watch-over-christmas/ Watch Over Christmas (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/825060/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/watch-over-christmas]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Don Quixote Entertainment ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.indiedb.com/games/the-red-hat The Red Hat (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.indiedb.com/games/the-red-hat/downloads/the-red-hat-full-game-v10]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Fasold Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://beetlequest.com BeetleQuest (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1414300/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Feline Fuelled Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://thecursedadventure.com Sandra and Woo in the Cursed Adventure (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/619350/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flimmersoft ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://flimmersoft.com/index.php/markus-ritter/ Markus Ritter - The Lost Family (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1644310/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Insert Disk 22 ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://insertdisk22.com/ Born Punk (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/979480/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/born_punk]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== iWorld ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.aeonthegame.de/Project2.htm Captain Delta und die Quelle von Argos (2006)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.aeonthegame.de/Downloads.htm]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Jacob Janerka ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.paradigmadventure.com Paradigm (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/600370/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/paradigm]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://www.humblebundle.com/store/paradigm]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/paradigm-875c5c]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Janne ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://store.steampowered.com/app/1882600/Knew_the_Beginning/ ...Knew the Beginning (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1882600/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Joe Richardson ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.joerichardson.games/fourlastthings Four Last Things (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/503400/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.tpaoe.com The Preposterous Awesomeness of Everything (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/435840/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== kaera_art ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://kaera-art.itch.io/lolas-adventure Lola's Adventure (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://kaera-art.itch.io/lolas-adventure]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== KAPA ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://thesilentsky.com/ The Silent Sky: Part I (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1632590/The_Silent_Sky_Part_I/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== KEXBOY ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[http://kexboy.com/Synthetic-Love Synthetic Love (2018)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/861260/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_download-logo.png|32px|link=http://kexboy.com/Synthetic-Love]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Kung Fu Circus ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.kungfucircus.com/the-adventures-of-commander-shepard The Adventures of Commander Shepard (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://www.kungfucircus.com/the-adventures-of-commander-shepard]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== LeseAdventure ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.ingrid-und-georg-hoeffer.de/LeseAdventure/index.htm Versteinertes Herz (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.ingrid-und-georg-hoeffer.de/setupVersteinertesHerzEL_5.zip]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Madit Entertainment ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.thehandofglory.com The Hand of Glory (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/961010/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://carlo-dt.itch.io/the-hand-of-glory]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Manuel Schenk Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.magiccauldron.de/index_en.php Nelson and the Magic Cauldron (2018)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/964750/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://manuelschenkgames.itch.io/nelson-and-the-magic-cauldron]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_apple-logo.png|32px|link=https://apps.apple.com/de/app/nelson-and-the-magic-cauldron/id1475663445]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.magiccauldron.de/index_en.php Nelson and the Magic Cauldron: The Journey (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1816650/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://manuelschenkgames.itch.io/nelson-and-the-magic-cauldron-the-journey]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mathieu Ratier ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://mathieu-ratier.itch.io/slipman Slipman (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://mathieu-ratier.itch.io/slipman]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://mathieu-ratier.itch.io/psychoadventuregame Alfred Hitchcock's Psycho Adventure Game (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://mathieu-ratier.itch.io/psychoadventuregame]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Mehrdad Rezaei ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://pershaland.wixsite.com/pershaland Just Take Your Left (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1459930/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== MidnightCoffee, Inc. ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.midnightcoffeeinc.com/lighthouse.html Seek Not a Lighthouse (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.midnightcoffeeinc.com/lighthouse.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moods Plateau ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://triptobreakpoint.untergrund.net/index.html Trip to Breakpoint - The Game (2014)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://triptobreakpoint.untergrund.net/downloads.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Moroi Springs ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.moroisprings.com Winterlore (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://moroisprings.itch.io/zestre]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_apple-logo.png|32px|link=https://apps.apple.com/us/app/winterlore-i/id1500119397]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_google-logo.png|32px|link=https://play.google.com/store/apps/details?id=com.moroisprings.winterlore]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== N3M Studios ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.n3m-adventure.com/index2.html Parco Azzurro (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.n3m-adventure.com/downloads.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Neckbolt ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://belladonnagame.com Belladonna (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/351340/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Nenad Asanovic ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[https://wiki.eon-game.net/aowd Adventures of Willy D. (2021)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download.png|32px|link=https://www.patreon.com/nenadasanovic]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nightly Studios ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.bunkerthegame.com Bunker - The Underground Game (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/354180/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Orrery Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://celestialpalace.net Midnight at the Celestial Palace: Chapter 1 (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/460140/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pan Sartre ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://pan-sartre.itch.io/onksventure Onksventure (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://pan-sartre.itch.io/onksventure/purchase]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Paul Lawitzki ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.bigtimemonkey.de Big Time Monkey (2011)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.bigtimemonkey.de]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Pirita Studio ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.piritastudio.com Mutropolis (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1037120/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/mutropolis]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_humble-logo.png|32px|link=https://es.humblebundle.com/store/mutropolis]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_apple-logo.png|32px|link=https://apps.apple.com/us/app/mutropolis/id1544478087]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== ptomaineart ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://gamejolt.com/games/rehearsalofdoom/551878 Rehearsal of Doom (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/rehearsalofdoom/551878]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Red Raincoat Workshop ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://mrbunting.weebly.com Mr. Bunting's Modest Adventure (2014)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://mrbunting.weebly.com/downloads.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Rocking Toy ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.rocking-toy.com Beyond the Wall (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_apple-logo.png|32px|link=https://apps.apple.com/au/app/beyond-the-wall/id1642146415]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_google-logo.png|32px|link=https://play.google.com/store/apps/details?id=com.beyondthewall.game]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sillyfun Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://sillyfunvalley.tech Sillyfun Valley (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1493810/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Silvernode Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://nnlgame.com Nine Noir Lives (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/914890/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/nine_noir_lives]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_epic-logo.png|32px|link=https://store.epicgames.com/p/nine-noir-lives-496bf4]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Similia ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://similiaworld.wixsite.com/similia/the-ruins-of-riddoh The Ruins of Riddoh: Remastered Edition (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/Riddoh/218706]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Simon Says: Watch! Play! ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.theblackcube.fr/asa.html ASA: A Space Adventure (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/329980/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://the-icehouse.itch.io/asa2015]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.theblackcube.fr/catyph.html Catyph: The Kunci Experiment (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/396870/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://the-icehouse.itch.io/catyph-the-kunci-experiment]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.theblackcube.fr/boinihi.html Boinihi: The K'i Codex (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1298050/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://the-icehouse.itch.io/boinihi]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sinking Sheep ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://sinkingsheep.itch.io/yet-another-hero-story Yet Another Hero Story (2019)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1106150/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_itch-logo.png|32px|link=https://sinkingsheep.itch.io/yet-another-hero-story]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/yet-another-hero-story/378884]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://twitter.com/sinking_sheep Enypnion (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1447540/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== SOMG ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;big title=&amp;quot;nsfw: adult content 18+&amp;quot;&amp;gt;🔞&amp;lt;/big&amp;gt; &amp;lt;strong&amp;gt;[https://store.steampowered.com/app/669770/Strangers_in_a_Strange_Land/ Strangers in a Strange Land {NSFW} (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/669770/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Steve Fifield ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://minibigs.co.uk Escape - The Cellar (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://minibigs.co.uk/installers/Escape%20-%20The%20Cellar.zip]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://minibigs.co.uk Measure Up (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://minibigs.itch.io/measure-up]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://minibigs.co.uk The Minecraft Tribute Game (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://minibigs.itch.io/the-minecraft-tribute-game]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://minibigs.co.uk The Right Path (2016)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://minibigs.itch.io/the-right-path]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== t&amp;amp;T Studios ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://store.steampowered.com/app/431280/tiny__Tall_Gleipnir/ tiny &amp;amp; Tall: Gleipnir (2018)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/431280/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tall Story Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://tallstorygames.com/portfolio/hair-of-the-dog/ Hair of the Dog (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://tallstorygames.itch.io/hair-of-the-dog]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/hairofthedog/564261]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Argonauts ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-argonauts.itch.io/me-and-the-robot Me and the Robot (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-argonauts.itch.io/me-and-the-robot]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/meandtherobot/493241]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-argonauts.itch.io/welcome-to-the-funky-fair Welcome to the Funky Fair (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-argonauts.itch.io/welcome-to-the-funky-fair]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/welcome-to-the-funky-fair/561422]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-argonauts.itch.io/imagine IMAGinE (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-argonauts.itch.io/imagine]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/imagine/617244]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-icehouse.itch.io/mon-village-est-magique-a-druidic-adventure Mon Village est Magique: A Druidic Adventure (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-icehouse.itch.io/mon-village-est-magique-a-druidic-adventure]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_jolt-logo.png|32px|link=https://gamejolt.com/games/mon-village-est-magique-a-druidic-adventure/645871]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://the-argonauts.itch.io/oh-my-god Oh My God (2022)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://the-argonauts.itch.io/oh-my-god]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== THE BROTHERHOOD ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://stasisgame.com STASIS (2015)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=http://store.steampowered.com/app/380150/]]&amp;amp;nbsp;&amp;amp;nbsp;[[File:Vsq_gog-logo.png|32px|link=https://www.gog.com/game/stasis]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Twice Effect ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.headupgames.com/conpresso/_rubric/index.php?rubric=EN+Games+The-Second-Guest The Second Guest (2012)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=https://www.amazon.de/gp/offer-listing/B004RKP0PE/ref=dp_olp_new?ie=UTF8&amp;amp;condition=new]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Visionaire Studio ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://www.mckracken.net/cms/between-timespace-english.html Zak McKracken 2: Between Time &amp;amp; Space (2015)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://www.mckracken.net/cms/directorscut.html]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Visual Arts ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://nickmann-adventure.de/Nickmann2.html Nickmann 2: Day of the Testicle (2016)]&amp;lt;/strong&amp;gt; || &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_download-logo.png|32px|link=http://nickmann-adventure.de/countdownloads_NM2.php]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==  Weizengaming ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://www.weizengaming.de/insights.html Insights - Maniac Vortex (2021)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/1494370/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== x86-Games ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[http://x86-games.de/spacegeekz.html Space Geekz - The Crunchy Flakes Conspiracy (2017)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_steam-logo.png|32px|link=https://store.steampowered.com/app/661550/]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== XR-21 Productions ==&lt;br /&gt;
{| class=&amp;quot;ts&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width:70%;vertical-align:middle;&amp;quot; | &amp;lt;strong&amp;gt;[https://ogni-xr21.itch.io Zak McKracken goes looking for Hot Coffee (in several wrong places) (2020)]&amp;lt;/strong&amp;gt;||  &amp;lt;div style=&amp;quot;text-align:right;&amp;quot;&amp;gt;[[File:Vsq_itch-logo.png|32px|link=https://ogni-xr21.itch.io/zak-mckracken-goes-looking-for-hot-coffee-in-several-wrong-places]]&amp;lt;/div&amp;gt;&lt;br /&gt;
|}{{toc}}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11422</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11422"/>
				<updated>2022-10-09T20:51:58Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
.mw-body div:not(.toc) &amp;gt; ul, .mw-body div:not(.toc) &amp;gt; ul ul {&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-ds {&lt;br /&gt;
background: #f5f5f5;&lt;br /&gt;
border: 1px dashed darkgrey;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-alt {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
/*border: 1px dashed darkgrey;*/&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gruen {&lt;br /&gt;
/*background: #B8FF94;*/&lt;br /&gt;
. info&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scriptable {&lt;br /&gt;
background: #7A7A7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#filetoc {&lt;br /&gt;
 background: rgba(155, 155, 155, 0.2);&lt;br /&gt;
 text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory {&lt;br /&gt;
 margin-top: 1em;&lt;br /&gt;
 margin-bottom: 1em;&lt;br /&gt;
 background: transparent;&lt;br /&gt;
 border-collapse: separate;&lt;br /&gt;
 border-spacing: 2px 2px;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 width: 100%;&lt;br /&gt;
 color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory td {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  border-color: transparent;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory tr:hover {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory th {&lt;br /&gt;
 background: #5bc0de;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 text-align:left;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 color: rgba(0,0,0,0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-dialog {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow { &lt;br /&gt;
    margin: 0px 0px; &lt;br /&gt;
    position: relative; &lt;br /&gt;
    top: -7px;&lt;br /&gt;
    width: 100%;  &lt;br /&gt;
    padding: 0px; &lt;br /&gt;
    /*box-shadow: 0 0 20px rgba(0,0,0,0.4);*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow &amp;gt; div { &lt;br /&gt;
    position: absolute; &lt;br /&gt;
    top: 0px; &lt;br /&gt;
    left: 0px; &lt;br /&gt;
    right: 0px; &lt;br /&gt;
    bottom: 0px; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbinner {&lt;br /&gt;
 background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
 border: 0px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbcaption {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-htmlform-submit {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
legend {&lt;br /&gt;
 color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
fieldset {&lt;br /&gt;
 border: 2px solid rgba(0,0,0,0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
kbd {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #ccc;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 0.1em 0.5em;&lt;br /&gt;
    margin: 0 0.2em;&lt;br /&gt;
    box-shadow: 0 1px 0px rgba(0, 0, 0, 0.2), 0 0 0 2px #fff inset;&lt;br /&gt;
    background-color: #f7f7f7;&lt;br /&gt;
    color: #1a1a1a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.vy th {&lt;br /&gt;
  border: 2px solid rgba(0, 0, 0, 0.1);&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  text-align:left;&lt;br /&gt;
  color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* social media icon bar */&lt;br /&gt;
&lt;br /&gt;
/* Fixed/sticky icon bar (vertically aligned 50% from the top of the screen) */&lt;br /&gt;
.icon-bar {&lt;br /&gt;
  background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  top: 53px;&lt;br /&gt;
  right: 0px;&lt;br /&gt;
  border-bottom-left-radius: 10px;&lt;br /&gt;
  -webkit-box-shadow: 2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  -moz-box-shadow:    2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  box-shadow:         2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style the icon bar links */&lt;br /&gt;
.icon-bar a {&lt;br /&gt;
  display: absolute;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  font-size: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.facebook { color:#ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.facebook:hover { color: #4267B2 !important; }&lt;br /&gt;
&lt;br /&gt;
.twitter { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.twitter:hover { color: #1DA1F2 !important; }&lt;br /&gt;
&lt;br /&gt;
.discord { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.discord:hover { color: #5965f1 !important; }&lt;br /&gt;
&lt;br /&gt;
/* footer section */&lt;br /&gt;
&lt;br /&gt;
#footer-places a { color: rgba(255, 153, 0, 0.7) !important; }&lt;br /&gt;
#footer-places a:hover { color: rgba(255, 153, 0, 0.9) !important; }&lt;br /&gt;
&lt;br /&gt;
/* syntaxhighlight */&lt;br /&gt;
&lt;br /&gt;
.mw-highlight pre {&lt;br /&gt;
font-size: 90%;&lt;br /&gt;
/*background-color: white;*/&lt;br /&gt;
/*border: 1px solid black;*/&lt;br /&gt;
background: #272822;&lt;br /&gt;
color: #f8f8f2;&lt;br /&gt;
max-height: 500px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .de1 {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: #fd971f;&lt;br /&gt;
	margin: 0 0 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .kw1 { &lt;br /&gt;
	color: #f92672;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .co1, .lua .coMULTI { &lt;br /&gt;
	color: #75715e;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .nu0 { &lt;br /&gt;
	color: #ae81ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .sy0 { &lt;br /&gt;
	color: #a6e22e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .st0 { &lt;br /&gt;
	color: #e6db74;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .br0 { &lt;br /&gt;
	color: #f8f8f2;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11421</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11421"/>
				<updated>2022-10-09T20:50:19Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
.mw-content div:not(.toc) &amp;gt; ul, .mw-content div:not(.toc) &amp;gt; ul ul {&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-ds {&lt;br /&gt;
background: #f5f5f5;&lt;br /&gt;
border: 1px dashed darkgrey;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-alt {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
/*border: 1px dashed darkgrey;*/&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gruen {&lt;br /&gt;
/*background: #B8FF94;*/&lt;br /&gt;
. info&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scriptable {&lt;br /&gt;
background: #7A7A7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#filetoc {&lt;br /&gt;
 background: rgba(155, 155, 155, 0.2);&lt;br /&gt;
 text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory {&lt;br /&gt;
 margin-top: 1em;&lt;br /&gt;
 margin-bottom: 1em;&lt;br /&gt;
 background: transparent;&lt;br /&gt;
 border-collapse: separate;&lt;br /&gt;
 border-spacing: 2px 2px;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 width: 100%;&lt;br /&gt;
 color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory td {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  border-color: transparent;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory tr:hover {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory th {&lt;br /&gt;
 background: #5bc0de;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 text-align:left;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 color: rgba(0,0,0,0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-dialog {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow { &lt;br /&gt;
    margin: 0px 0px; &lt;br /&gt;
    position: relative; &lt;br /&gt;
    top: -7px;&lt;br /&gt;
    width: 100%;  &lt;br /&gt;
    padding: 0px; &lt;br /&gt;
    /*box-shadow: 0 0 20px rgba(0,0,0,0.4);*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow &amp;gt; div { &lt;br /&gt;
    position: absolute; &lt;br /&gt;
    top: 0px; &lt;br /&gt;
    left: 0px; &lt;br /&gt;
    right: 0px; &lt;br /&gt;
    bottom: 0px; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbinner {&lt;br /&gt;
 background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
 border: 0px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbcaption {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-htmlform-submit {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
legend {&lt;br /&gt;
 color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
fieldset {&lt;br /&gt;
 border: 2px solid rgba(0,0,0,0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
kbd {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #ccc;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 0.1em 0.5em;&lt;br /&gt;
    margin: 0 0.2em;&lt;br /&gt;
    box-shadow: 0 1px 0px rgba(0, 0, 0, 0.2), 0 0 0 2px #fff inset;&lt;br /&gt;
    background-color: #f7f7f7;&lt;br /&gt;
    color: #1a1a1a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.vy th {&lt;br /&gt;
  border: 2px solid rgba(0, 0, 0, 0.1);&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  text-align:left;&lt;br /&gt;
  color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* social media icon bar */&lt;br /&gt;
&lt;br /&gt;
/* Fixed/sticky icon bar (vertically aligned 50% from the top of the screen) */&lt;br /&gt;
.icon-bar {&lt;br /&gt;
  background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  top: 53px;&lt;br /&gt;
  right: 0px;&lt;br /&gt;
  border-bottom-left-radius: 10px;&lt;br /&gt;
  -webkit-box-shadow: 2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  -moz-box-shadow:    2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  box-shadow:         2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style the icon bar links */&lt;br /&gt;
.icon-bar a {&lt;br /&gt;
  display: absolute;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  font-size: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.facebook { color:#ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.facebook:hover { color: #4267B2 !important; }&lt;br /&gt;
&lt;br /&gt;
.twitter { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.twitter:hover { color: #1DA1F2 !important; }&lt;br /&gt;
&lt;br /&gt;
.discord { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.discord:hover { color: #5965f1 !important; }&lt;br /&gt;
&lt;br /&gt;
/* footer section */&lt;br /&gt;
&lt;br /&gt;
#footer-places a { color: rgba(255, 153, 0, 0.7) !important; }&lt;br /&gt;
#footer-places a:hover { color: rgba(255, 153, 0, 0.9) !important; }&lt;br /&gt;
&lt;br /&gt;
/* syntaxhighlight */&lt;br /&gt;
&lt;br /&gt;
.mw-highlight pre {&lt;br /&gt;
font-size: 90%;&lt;br /&gt;
/*background-color: white;*/&lt;br /&gt;
/*border: 1px solid black;*/&lt;br /&gt;
background: #272822;&lt;br /&gt;
color: #f8f8f2;&lt;br /&gt;
max-height: 500px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .de1 {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: #fd971f;&lt;br /&gt;
	margin: 0 0 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .kw1 { &lt;br /&gt;
	color: #f92672;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .co1, .lua .coMULTI { &lt;br /&gt;
	color: #75715e;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .nu0 { &lt;br /&gt;
	color: #ae81ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .sy0 { &lt;br /&gt;
	color: #a6e22e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .st0 { &lt;br /&gt;
	color: #e6db74;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .br0 { &lt;br /&gt;
	color: #f8f8f2;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11420</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11420"/>
				<updated>2022-10-09T20:49:21Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
.mw-content div:not(.toc) &amp;gt; ul, .mw-content div:not(.toc) &amp;gt; ul ul&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-ds {&lt;br /&gt;
background: #f5f5f5;&lt;br /&gt;
border: 1px dashed darkgrey;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-alt {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
/*border: 1px dashed darkgrey;*/&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gruen {&lt;br /&gt;
/*background: #B8FF94;*/&lt;br /&gt;
. info&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scriptable {&lt;br /&gt;
background: #7A7A7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#filetoc {&lt;br /&gt;
 background: rgba(155, 155, 155, 0.2);&lt;br /&gt;
 text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory {&lt;br /&gt;
 margin-top: 1em;&lt;br /&gt;
 margin-bottom: 1em;&lt;br /&gt;
 background: transparent;&lt;br /&gt;
 border-collapse: separate;&lt;br /&gt;
 border-spacing: 2px 2px;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 width: 100%;&lt;br /&gt;
 color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory td {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  border-color: transparent;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory tr:hover {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory th {&lt;br /&gt;
 background: #5bc0de;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 text-align:left;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 color: rgba(0,0,0,0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-dialog {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow { &lt;br /&gt;
    margin: 0px 0px; &lt;br /&gt;
    position: relative; &lt;br /&gt;
    top: -7px;&lt;br /&gt;
    width: 100%;  &lt;br /&gt;
    padding: 0px; &lt;br /&gt;
    /*box-shadow: 0 0 20px rgba(0,0,0,0.4);*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow &amp;gt; div { &lt;br /&gt;
    position: absolute; &lt;br /&gt;
    top: 0px; &lt;br /&gt;
    left: 0px; &lt;br /&gt;
    right: 0px; &lt;br /&gt;
    bottom: 0px; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbinner {&lt;br /&gt;
 background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
 border: 0px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbcaption {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-htmlform-submit {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
legend {&lt;br /&gt;
 color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
fieldset {&lt;br /&gt;
 border: 2px solid rgba(0,0,0,0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
kbd {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #ccc;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 0.1em 0.5em;&lt;br /&gt;
    margin: 0 0.2em;&lt;br /&gt;
    box-shadow: 0 1px 0px rgba(0, 0, 0, 0.2), 0 0 0 2px #fff inset;&lt;br /&gt;
    background-color: #f7f7f7;&lt;br /&gt;
    color: #1a1a1a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.vy th {&lt;br /&gt;
  border: 2px solid rgba(0, 0, 0, 0.1);&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  text-align:left;&lt;br /&gt;
  color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* social media icon bar */&lt;br /&gt;
&lt;br /&gt;
/* Fixed/sticky icon bar (vertically aligned 50% from the top of the screen) */&lt;br /&gt;
.icon-bar {&lt;br /&gt;
  background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  top: 53px;&lt;br /&gt;
  right: 0px;&lt;br /&gt;
  border-bottom-left-radius: 10px;&lt;br /&gt;
  -webkit-box-shadow: 2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  -moz-box-shadow:    2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  box-shadow:         2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style the icon bar links */&lt;br /&gt;
.icon-bar a {&lt;br /&gt;
  display: absolute;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  font-size: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.facebook { color:#ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.facebook:hover { color: #4267B2 !important; }&lt;br /&gt;
&lt;br /&gt;
.twitter { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.twitter:hover { color: #1DA1F2 !important; }&lt;br /&gt;
&lt;br /&gt;
.discord { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.discord:hover { color: #5965f1 !important; }&lt;br /&gt;
&lt;br /&gt;
/* footer section */&lt;br /&gt;
&lt;br /&gt;
#footer-places a { color: rgba(255, 153, 0, 0.7) !important; }&lt;br /&gt;
#footer-places a:hover { color: rgba(255, 153, 0, 0.9) !important; }&lt;br /&gt;
&lt;br /&gt;
/* syntaxhighlight */&lt;br /&gt;
&lt;br /&gt;
.mw-highlight pre {&lt;br /&gt;
font-size: 90%;&lt;br /&gt;
/*background-color: white;*/&lt;br /&gt;
/*border: 1px solid black;*/&lt;br /&gt;
background: #272822;&lt;br /&gt;
color: #f8f8f2;&lt;br /&gt;
max-height: 500px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .de1 {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: #fd971f;&lt;br /&gt;
	margin: 0 0 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .kw1 { &lt;br /&gt;
	color: #f92672;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .co1, .lua .coMULTI { &lt;br /&gt;
	color: #75715e;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .nu0 { &lt;br /&gt;
	color: #ae81ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .sy0 { &lt;br /&gt;
	color: #a6e22e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .st0 { &lt;br /&gt;
	color: #e6db74;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .br0 { &lt;br /&gt;
	color: #f8f8f2;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11419</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11419"/>
				<updated>2022-10-09T20:48:53Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
.mw-body div:not(.toc) &amp;gt; ul, .mw-body div:not(.toc) &amp;gt; ul ul&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-ds {&lt;br /&gt;
background: #f5f5f5;&lt;br /&gt;
border: 1px dashed darkgrey;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-alt {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
/*border: 1px dashed darkgrey;*/&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gruen {&lt;br /&gt;
/*background: #B8FF94;*/&lt;br /&gt;
. info&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scriptable {&lt;br /&gt;
background: #7A7A7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#filetoc {&lt;br /&gt;
 background: rgba(155, 155, 155, 0.2);&lt;br /&gt;
 text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory {&lt;br /&gt;
 margin-top: 1em;&lt;br /&gt;
 margin-bottom: 1em;&lt;br /&gt;
 background: transparent;&lt;br /&gt;
 border-collapse: separate;&lt;br /&gt;
 border-spacing: 2px 2px;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 width: 100%;&lt;br /&gt;
 color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory td {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  border-color: transparent;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory tr:hover {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory th {&lt;br /&gt;
 background: #5bc0de;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 text-align:left;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 color: rgba(0,0,0,0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-dialog {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow { &lt;br /&gt;
    margin: 0px 0px; &lt;br /&gt;
    position: relative; &lt;br /&gt;
    top: -7px;&lt;br /&gt;
    width: 100%;  &lt;br /&gt;
    padding: 0px; &lt;br /&gt;
    /*box-shadow: 0 0 20px rgba(0,0,0,0.4);*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow &amp;gt; div { &lt;br /&gt;
    position: absolute; &lt;br /&gt;
    top: 0px; &lt;br /&gt;
    left: 0px; &lt;br /&gt;
    right: 0px; &lt;br /&gt;
    bottom: 0px; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbinner {&lt;br /&gt;
 background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
 border: 0px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbcaption {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-htmlform-submit {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
legend {&lt;br /&gt;
 color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
fieldset {&lt;br /&gt;
 border: 2px solid rgba(0,0,0,0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
kbd {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #ccc;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 0.1em 0.5em;&lt;br /&gt;
    margin: 0 0.2em;&lt;br /&gt;
    box-shadow: 0 1px 0px rgba(0, 0, 0, 0.2), 0 0 0 2px #fff inset;&lt;br /&gt;
    background-color: #f7f7f7;&lt;br /&gt;
    color: #1a1a1a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.vy th {&lt;br /&gt;
  border: 2px solid rgba(0, 0, 0, 0.1);&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  text-align:left;&lt;br /&gt;
  color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* social media icon bar */&lt;br /&gt;
&lt;br /&gt;
/* Fixed/sticky icon bar (vertically aligned 50% from the top of the screen) */&lt;br /&gt;
.icon-bar {&lt;br /&gt;
  background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  top: 53px;&lt;br /&gt;
  right: 0px;&lt;br /&gt;
  border-bottom-left-radius: 10px;&lt;br /&gt;
  -webkit-box-shadow: 2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  -moz-box-shadow:    2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  box-shadow:         2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style the icon bar links */&lt;br /&gt;
.icon-bar a {&lt;br /&gt;
  display: absolute;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  font-size: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.facebook { color:#ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.facebook:hover { color: #4267B2 !important; }&lt;br /&gt;
&lt;br /&gt;
.twitter { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.twitter:hover { color: #1DA1F2 !important; }&lt;br /&gt;
&lt;br /&gt;
.discord { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.discord:hover { color: #5965f1 !important; }&lt;br /&gt;
&lt;br /&gt;
/* footer section */&lt;br /&gt;
&lt;br /&gt;
#footer-places a { color: rgba(255, 153, 0, 0.7) !important; }&lt;br /&gt;
#footer-places a:hover { color: rgba(255, 153, 0, 0.9) !important; }&lt;br /&gt;
&lt;br /&gt;
/* syntaxhighlight */&lt;br /&gt;
&lt;br /&gt;
.mw-highlight pre {&lt;br /&gt;
font-size: 90%;&lt;br /&gt;
/*background-color: white;*/&lt;br /&gt;
/*border: 1px solid black;*/&lt;br /&gt;
background: #272822;&lt;br /&gt;
color: #f8f8f2;&lt;br /&gt;
max-height: 500px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .de1 {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: #fd971f;&lt;br /&gt;
	margin: 0 0 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .kw1 { &lt;br /&gt;
	color: #f92672;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .co1, .lua .coMULTI { &lt;br /&gt;
	color: #75715e;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .nu0 { &lt;br /&gt;
	color: #ae81ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .sy0 { &lt;br /&gt;
	color: #a6e22e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .st0 { &lt;br /&gt;
	color: #e6db74;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .br0 { &lt;br /&gt;
	color: #f8f8f2;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11418</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11418"/>
				<updated>2022-10-09T20:46:59Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
.mw-content div:not(.toc) &amp;gt; ul, .mw-content div:not(.toc) &amp;gt; ul ul&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-ds {&lt;br /&gt;
background: #f5f5f5;&lt;br /&gt;
border: 1px dashed darkgrey;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-alt {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
/*border: 1px dashed darkgrey;*/&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gruen {&lt;br /&gt;
/*background: #B8FF94;*/&lt;br /&gt;
. info&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scriptable {&lt;br /&gt;
background: #7A7A7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#filetoc {&lt;br /&gt;
 background: rgba(155, 155, 155, 0.2);&lt;br /&gt;
 text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory {&lt;br /&gt;
 margin-top: 1em;&lt;br /&gt;
 margin-bottom: 1em;&lt;br /&gt;
 background: transparent;&lt;br /&gt;
 border-collapse: separate;&lt;br /&gt;
 border-spacing: 2px 2px;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 width: 100%;&lt;br /&gt;
 color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory td {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  border-color: transparent;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory tr:hover {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory th {&lt;br /&gt;
 background: #5bc0de;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 text-align:left;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 color: rgba(0,0,0,0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-dialog {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow { &lt;br /&gt;
    margin: 0px 0px; &lt;br /&gt;
    position: relative; &lt;br /&gt;
    top: -7px;&lt;br /&gt;
    width: 100%;  &lt;br /&gt;
    padding: 0px; &lt;br /&gt;
    /*box-shadow: 0 0 20px rgba(0,0,0,0.4);*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow &amp;gt; div { &lt;br /&gt;
    position: absolute; &lt;br /&gt;
    top: 0px; &lt;br /&gt;
    left: 0px; &lt;br /&gt;
    right: 0px; &lt;br /&gt;
    bottom: 0px; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbinner {&lt;br /&gt;
 background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
 border: 0px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbcaption {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-htmlform-submit {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
legend {&lt;br /&gt;
 color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
fieldset {&lt;br /&gt;
 border: 2px solid rgba(0,0,0,0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
kbd {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #ccc;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 0.1em 0.5em;&lt;br /&gt;
    margin: 0 0.2em;&lt;br /&gt;
    box-shadow: 0 1px 0px rgba(0, 0, 0, 0.2), 0 0 0 2px #fff inset;&lt;br /&gt;
    background-color: #f7f7f7;&lt;br /&gt;
    color: #1a1a1a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.vy th {&lt;br /&gt;
  border: 2px solid rgba(0, 0, 0, 0.1);&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  text-align:left;&lt;br /&gt;
  color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* social media icon bar */&lt;br /&gt;
&lt;br /&gt;
/* Fixed/sticky icon bar (vertically aligned 50% from the top of the screen) */&lt;br /&gt;
.icon-bar {&lt;br /&gt;
  background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  top: 53px;&lt;br /&gt;
  right: 0px;&lt;br /&gt;
  border-bottom-left-radius: 10px;&lt;br /&gt;
  -webkit-box-shadow: 2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  -moz-box-shadow:    2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  box-shadow:         2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style the icon bar links */&lt;br /&gt;
.icon-bar a {&lt;br /&gt;
  display: absolute;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  font-size: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.facebook { color:#ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.facebook:hover { color: #4267B2 !important; }&lt;br /&gt;
&lt;br /&gt;
.twitter { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.twitter:hover { color: #1DA1F2 !important; }&lt;br /&gt;
&lt;br /&gt;
.discord { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.discord:hover { color: #5965f1 !important; }&lt;br /&gt;
&lt;br /&gt;
/* footer section */&lt;br /&gt;
&lt;br /&gt;
#footer-places a { color: rgba(255, 153, 0, 0.7) !important; }&lt;br /&gt;
#footer-places a:hover { color: rgba(255, 153, 0, 0.9) !important; }&lt;br /&gt;
&lt;br /&gt;
/* syntaxhighlight */&lt;br /&gt;
&lt;br /&gt;
.mw-highlight pre {&lt;br /&gt;
font-size: 90%;&lt;br /&gt;
/*background-color: white;*/&lt;br /&gt;
/*border: 1px solid black;*/&lt;br /&gt;
background: #272822;&lt;br /&gt;
color: #f8f8f2;&lt;br /&gt;
max-height: 500px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .de1 {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: #fd971f;&lt;br /&gt;
	margin: 0 0 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .kw1 { &lt;br /&gt;
	color: #f92672;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .co1, .lua .coMULTI { &lt;br /&gt;
	color: #75715e;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .nu0 { &lt;br /&gt;
	color: #ae81ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .sy0 { &lt;br /&gt;
	color: #a6e22e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .st0 { &lt;br /&gt;
	color: #e6db74;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .br0 { &lt;br /&gt;
	color: #f8f8f2;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11417</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11417"/>
				<updated>2022-10-09T20:46:20Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
/*div:not(.toc) &amp;gt; ul, div:not(.toc) &amp;gt; ul ul {*/&lt;br /&gt;
/*.neatlist {*/&lt;br /&gt;
.mw-content div:not(.toc) &amp;gt; ul, .mw-content div:not(.toc) &amp;gt; ul ul&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-ds {&lt;br /&gt;
background: #f5f5f5;&lt;br /&gt;
border: 1px dashed darkgrey;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-alt {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
/*border: 1px dashed darkgrey;*/&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gruen {&lt;br /&gt;
/*background: #B8FF94;*/&lt;br /&gt;
. info&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scriptable {&lt;br /&gt;
background: #7A7A7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#filetoc {&lt;br /&gt;
 background: rgba(155, 155, 155, 0.2);&lt;br /&gt;
 text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory {&lt;br /&gt;
 margin-top: 1em;&lt;br /&gt;
 margin-bottom: 1em;&lt;br /&gt;
 background: transparent;&lt;br /&gt;
 border-collapse: separate;&lt;br /&gt;
 border-spacing: 2px 2px;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 width: 100%;&lt;br /&gt;
 color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory td {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  border-color: transparent;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory tr:hover {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory th {&lt;br /&gt;
 background: #5bc0de;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 text-align:left;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 color: rgba(0,0,0,0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-dialog {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow { &lt;br /&gt;
    margin: 0px 0px; &lt;br /&gt;
    position: relative; &lt;br /&gt;
    top: -7px;&lt;br /&gt;
    width: 100%;  &lt;br /&gt;
    padding: 0px; &lt;br /&gt;
    /*box-shadow: 0 0 20px rgba(0,0,0,0.4);*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow &amp;gt; div { &lt;br /&gt;
    position: absolute; &lt;br /&gt;
    top: 0px; &lt;br /&gt;
    left: 0px; &lt;br /&gt;
    right: 0px; &lt;br /&gt;
    bottom: 0px; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbinner {&lt;br /&gt;
 background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
 border: 0px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbcaption {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-htmlform-submit {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
legend {&lt;br /&gt;
 color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
fieldset {&lt;br /&gt;
 border: 2px solid rgba(0,0,0,0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
kbd {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #ccc;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 0.1em 0.5em;&lt;br /&gt;
    margin: 0 0.2em;&lt;br /&gt;
    box-shadow: 0 1px 0px rgba(0, 0, 0, 0.2), 0 0 0 2px #fff inset;&lt;br /&gt;
    background-color: #f7f7f7;&lt;br /&gt;
    color: #1a1a1a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.vy th {&lt;br /&gt;
  border: 2px solid rgba(0, 0, 0, 0.1);&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  text-align:left;&lt;br /&gt;
  color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* social media icon bar */&lt;br /&gt;
&lt;br /&gt;
/* Fixed/sticky icon bar (vertically aligned 50% from the top of the screen) */&lt;br /&gt;
.icon-bar {&lt;br /&gt;
  background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  top: 53px;&lt;br /&gt;
  right: 0px;&lt;br /&gt;
  border-bottom-left-radius: 10px;&lt;br /&gt;
  -webkit-box-shadow: 2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  -moz-box-shadow:    2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  box-shadow:         2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style the icon bar links */&lt;br /&gt;
.icon-bar a {&lt;br /&gt;
  display: absolute;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  font-size: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.facebook { color:#ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.facebook:hover { color: #4267B2 !important; }&lt;br /&gt;
&lt;br /&gt;
.twitter { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.twitter:hover { color: #1DA1F2 !important; }&lt;br /&gt;
&lt;br /&gt;
.discord { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.discord:hover { color: #5965f1 !important; }&lt;br /&gt;
&lt;br /&gt;
/* footer section */&lt;br /&gt;
&lt;br /&gt;
#footer-places a { color: rgba(255, 153, 0, 0.7) !important; }&lt;br /&gt;
#footer-places a:hover { color: rgba(255, 153, 0, 0.9) !important; }&lt;br /&gt;
&lt;br /&gt;
/* syntaxhighlight */&lt;br /&gt;
&lt;br /&gt;
.mw-highlight pre {&lt;br /&gt;
font-size: 90%;&lt;br /&gt;
/*background-color: white;*/&lt;br /&gt;
/*border: 1px solid black;*/&lt;br /&gt;
background: #272822;&lt;br /&gt;
color: #f8f8f2;&lt;br /&gt;
max-height: 500px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .de1 {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: #fd971f;&lt;br /&gt;
	margin: 0 0 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .kw1 { &lt;br /&gt;
	color: #f92672;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .co1, .lua .coMULTI { &lt;br /&gt;
	color: #75715e;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .nu0 { &lt;br /&gt;
	color: #ae81ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .sy0 { &lt;br /&gt;
	color: #a6e22e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .st0 { &lt;br /&gt;
	color: #e6db74;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .br0 { &lt;br /&gt;
	color: #f8f8f2;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11416</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11416"/>
				<updated>2022-10-09T20:45:45Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
/*div:not(.toc) &amp;gt; ul, div:not(.toc) &amp;gt; ul ul {*/&lt;br /&gt;
.neatlist {&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-ds {&lt;br /&gt;
background: #f5f5f5;&lt;br /&gt;
border: 1px dashed darkgrey;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-alt {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
/*border: 1px dashed darkgrey;*/&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gruen {&lt;br /&gt;
/*background: #B8FF94;*/&lt;br /&gt;
. info&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scriptable {&lt;br /&gt;
background: #7A7A7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#filetoc {&lt;br /&gt;
 background: rgba(155, 155, 155, 0.2);&lt;br /&gt;
 text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory {&lt;br /&gt;
 margin-top: 1em;&lt;br /&gt;
 margin-bottom: 1em;&lt;br /&gt;
 background: transparent;&lt;br /&gt;
 border-collapse: separate;&lt;br /&gt;
 border-spacing: 2px 2px;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 width: 100%;&lt;br /&gt;
 color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory td {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  border-color: transparent;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory tr:hover {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory th {&lt;br /&gt;
 background: #5bc0de;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 text-align:left;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 color: rgba(0,0,0,0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-dialog {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow { &lt;br /&gt;
    margin: 0px 0px; &lt;br /&gt;
    position: relative; &lt;br /&gt;
    top: -7px;&lt;br /&gt;
    width: 100%;  &lt;br /&gt;
    padding: 0px; &lt;br /&gt;
    /*box-shadow: 0 0 20px rgba(0,0,0,0.4);*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow &amp;gt; div { &lt;br /&gt;
    position: absolute; &lt;br /&gt;
    top: 0px; &lt;br /&gt;
    left: 0px; &lt;br /&gt;
    right: 0px; &lt;br /&gt;
    bottom: 0px; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbinner {&lt;br /&gt;
 background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
 border: 0px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbcaption {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-htmlform-submit {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
legend {&lt;br /&gt;
 color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
fieldset {&lt;br /&gt;
 border: 2px solid rgba(0,0,0,0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
kbd {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #ccc;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 0.1em 0.5em;&lt;br /&gt;
    margin: 0 0.2em;&lt;br /&gt;
    box-shadow: 0 1px 0px rgba(0, 0, 0, 0.2), 0 0 0 2px #fff inset;&lt;br /&gt;
    background-color: #f7f7f7;&lt;br /&gt;
    color: #1a1a1a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.vy th {&lt;br /&gt;
  border: 2px solid rgba(0, 0, 0, 0.1);&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  text-align:left;&lt;br /&gt;
  color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* social media icon bar */&lt;br /&gt;
&lt;br /&gt;
/* Fixed/sticky icon bar (vertically aligned 50% from the top of the screen) */&lt;br /&gt;
.icon-bar {&lt;br /&gt;
  background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  top: 53px;&lt;br /&gt;
  right: 0px;&lt;br /&gt;
  border-bottom-left-radius: 10px;&lt;br /&gt;
  -webkit-box-shadow: 2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  -moz-box-shadow:    2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  box-shadow:         2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style the icon bar links */&lt;br /&gt;
.icon-bar a {&lt;br /&gt;
  display: absolute;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  font-size: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.facebook { color:#ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.facebook:hover { color: #4267B2 !important; }&lt;br /&gt;
&lt;br /&gt;
.twitter { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.twitter:hover { color: #1DA1F2 !important; }&lt;br /&gt;
&lt;br /&gt;
.discord { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.discord:hover { color: #5965f1 !important; }&lt;br /&gt;
&lt;br /&gt;
/* footer section */&lt;br /&gt;
&lt;br /&gt;
#footer-places a { color: rgba(255, 153, 0, 0.7) !important; }&lt;br /&gt;
#footer-places a:hover { color: rgba(255, 153, 0, 0.9) !important; }&lt;br /&gt;
&lt;br /&gt;
/* syntaxhighlight */&lt;br /&gt;
&lt;br /&gt;
.mw-highlight pre {&lt;br /&gt;
font-size: 90%;&lt;br /&gt;
/*background-color: white;*/&lt;br /&gt;
/*border: 1px solid black;*/&lt;br /&gt;
background: #272822;&lt;br /&gt;
color: #f8f8f2;&lt;br /&gt;
max-height: 500px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .de1 {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: #fd971f;&lt;br /&gt;
	margin: 0 0 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .kw1 { &lt;br /&gt;
	color: #f92672;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .co1, .lua .coMULTI { &lt;br /&gt;
	color: #75715e;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .nu0 { &lt;br /&gt;
	color: #ae81ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .sy0 { &lt;br /&gt;
	color: #a6e22e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .st0 { &lt;br /&gt;
	color: #e6db74;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .br0 { &lt;br /&gt;
	color: #f8f8f2;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11415</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11415"/>
				<updated>2022-10-09T20:44:38Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
div:not(.toc) &amp;gt; ul, div:not(.toc) &amp;gt; ul ul {&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbar ul, navbar li { border: 0px solid white !important; }&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-ds {&lt;br /&gt;
background: #f5f5f5;&lt;br /&gt;
border: 1px dashed darkgrey;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-alt {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
/*border: 1px dashed darkgrey;*/&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gruen {&lt;br /&gt;
/*background: #B8FF94;*/&lt;br /&gt;
. info&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scriptable {&lt;br /&gt;
background: #7A7A7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#filetoc {&lt;br /&gt;
 background: rgba(155, 155, 155, 0.2);&lt;br /&gt;
 text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory {&lt;br /&gt;
 margin-top: 1em;&lt;br /&gt;
 margin-bottom: 1em;&lt;br /&gt;
 background: transparent;&lt;br /&gt;
 border-collapse: separate;&lt;br /&gt;
 border-spacing: 2px 2px;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 width: 100%;&lt;br /&gt;
 color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory td {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  border-color: transparent;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory tr:hover {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory th {&lt;br /&gt;
 background: #5bc0de;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 text-align:left;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 color: rgba(0,0,0,0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-dialog {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow { &lt;br /&gt;
    margin: 0px 0px; &lt;br /&gt;
    position: relative; &lt;br /&gt;
    top: -7px;&lt;br /&gt;
    width: 100%;  &lt;br /&gt;
    padding: 0px; &lt;br /&gt;
    /*box-shadow: 0 0 20px rgba(0,0,0,0.4);*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow &amp;gt; div { &lt;br /&gt;
    position: absolute; &lt;br /&gt;
    top: 0px; &lt;br /&gt;
    left: 0px; &lt;br /&gt;
    right: 0px; &lt;br /&gt;
    bottom: 0px; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbinner {&lt;br /&gt;
 background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
 border: 0px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbcaption {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-htmlform-submit {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
legend {&lt;br /&gt;
 color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
fieldset {&lt;br /&gt;
 border: 2px solid rgba(0,0,0,0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
kbd {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #ccc;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 0.1em 0.5em;&lt;br /&gt;
    margin: 0 0.2em;&lt;br /&gt;
    box-shadow: 0 1px 0px rgba(0, 0, 0, 0.2), 0 0 0 2px #fff inset;&lt;br /&gt;
    background-color: #f7f7f7;&lt;br /&gt;
    color: #1a1a1a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.vy th {&lt;br /&gt;
  border: 2px solid rgba(0, 0, 0, 0.1);&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  text-align:left;&lt;br /&gt;
  color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* social media icon bar */&lt;br /&gt;
&lt;br /&gt;
/* Fixed/sticky icon bar (vertically aligned 50% from the top of the screen) */&lt;br /&gt;
.icon-bar {&lt;br /&gt;
  background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  top: 53px;&lt;br /&gt;
  right: 0px;&lt;br /&gt;
  border-bottom-left-radius: 10px;&lt;br /&gt;
  -webkit-box-shadow: 2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  -moz-box-shadow:    2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  box-shadow:         2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style the icon bar links */&lt;br /&gt;
.icon-bar a {&lt;br /&gt;
  display: absolute;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  font-size: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.facebook { color:#ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.facebook:hover { color: #4267B2 !important; }&lt;br /&gt;
&lt;br /&gt;
.twitter { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.twitter:hover { color: #1DA1F2 !important; }&lt;br /&gt;
&lt;br /&gt;
.discord { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.discord:hover { color: #5965f1 !important; }&lt;br /&gt;
&lt;br /&gt;
/* footer section */&lt;br /&gt;
&lt;br /&gt;
#footer-places a { color: rgba(255, 153, 0, 0.7) !important; }&lt;br /&gt;
#footer-places a:hover { color: rgba(255, 153, 0, 0.9) !important; }&lt;br /&gt;
&lt;br /&gt;
/* syntaxhighlight */&lt;br /&gt;
&lt;br /&gt;
.mw-highlight pre {&lt;br /&gt;
font-size: 90%;&lt;br /&gt;
/*background-color: white;*/&lt;br /&gt;
/*border: 1px solid black;*/&lt;br /&gt;
background: #272822;&lt;br /&gt;
color: #f8f8f2;&lt;br /&gt;
max-height: 500px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .de1 {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: #fd971f;&lt;br /&gt;
	margin: 0 0 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .kw1 { &lt;br /&gt;
	color: #f92672;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .co1, .lua .coMULTI { &lt;br /&gt;
	color: #75715e;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .nu0 { &lt;br /&gt;
	color: #ae81ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .sy0 { &lt;br /&gt;
	color: #a6e22e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .st0 { &lt;br /&gt;
	color: #e6db74;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .br0 { &lt;br /&gt;
	color: #f8f8f2;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11414</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11414"/>
				<updated>2022-10-09T20:44:15Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
div:not(.toc) &amp;gt; ul, div:not(.toc) &amp;gt; ul ul {&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbar-tools, .navbar-tools navbar-nav { border: 0px solid white !important; }&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-ds {&lt;br /&gt;
background: #f5f5f5;&lt;br /&gt;
border: 1px dashed darkgrey;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-alt {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
/*border: 1px dashed darkgrey;*/&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gruen {&lt;br /&gt;
/*background: #B8FF94;*/&lt;br /&gt;
. info&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scriptable {&lt;br /&gt;
background: #7A7A7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#filetoc {&lt;br /&gt;
 background: rgba(155, 155, 155, 0.2);&lt;br /&gt;
 text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory {&lt;br /&gt;
 margin-top: 1em;&lt;br /&gt;
 margin-bottom: 1em;&lt;br /&gt;
 background: transparent;&lt;br /&gt;
 border-collapse: separate;&lt;br /&gt;
 border-spacing: 2px 2px;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 width: 100%;&lt;br /&gt;
 color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory td {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  border-color: transparent;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory tr:hover {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory th {&lt;br /&gt;
 background: #5bc0de;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 text-align:left;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 color: rgba(0,0,0,0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-dialog {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow { &lt;br /&gt;
    margin: 0px 0px; &lt;br /&gt;
    position: relative; &lt;br /&gt;
    top: -7px;&lt;br /&gt;
    width: 100%;  &lt;br /&gt;
    padding: 0px; &lt;br /&gt;
    /*box-shadow: 0 0 20px rgba(0,0,0,0.4);*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow &amp;gt; div { &lt;br /&gt;
    position: absolute; &lt;br /&gt;
    top: 0px; &lt;br /&gt;
    left: 0px; &lt;br /&gt;
    right: 0px; &lt;br /&gt;
    bottom: 0px; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbinner {&lt;br /&gt;
 background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
 border: 0px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbcaption {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-htmlform-submit {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
legend {&lt;br /&gt;
 color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
fieldset {&lt;br /&gt;
 border: 2px solid rgba(0,0,0,0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
kbd {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #ccc;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 0.1em 0.5em;&lt;br /&gt;
    margin: 0 0.2em;&lt;br /&gt;
    box-shadow: 0 1px 0px rgba(0, 0, 0, 0.2), 0 0 0 2px #fff inset;&lt;br /&gt;
    background-color: #f7f7f7;&lt;br /&gt;
    color: #1a1a1a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.vy th {&lt;br /&gt;
  border: 2px solid rgba(0, 0, 0, 0.1);&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  text-align:left;&lt;br /&gt;
  color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* social media icon bar */&lt;br /&gt;
&lt;br /&gt;
/* Fixed/sticky icon bar (vertically aligned 50% from the top of the screen) */&lt;br /&gt;
.icon-bar {&lt;br /&gt;
  background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  top: 53px;&lt;br /&gt;
  right: 0px;&lt;br /&gt;
  border-bottom-left-radius: 10px;&lt;br /&gt;
  -webkit-box-shadow: 2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  -moz-box-shadow:    2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  box-shadow:         2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style the icon bar links */&lt;br /&gt;
.icon-bar a {&lt;br /&gt;
  display: absolute;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  font-size: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.facebook { color:#ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.facebook:hover { color: #4267B2 !important; }&lt;br /&gt;
&lt;br /&gt;
.twitter { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.twitter:hover { color: #1DA1F2 !important; }&lt;br /&gt;
&lt;br /&gt;
.discord { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.discord:hover { color: #5965f1 !important; }&lt;br /&gt;
&lt;br /&gt;
/* footer section */&lt;br /&gt;
&lt;br /&gt;
#footer-places a { color: rgba(255, 153, 0, 0.7) !important; }&lt;br /&gt;
#footer-places a:hover { color: rgba(255, 153, 0, 0.9) !important; }&lt;br /&gt;
&lt;br /&gt;
/* syntaxhighlight */&lt;br /&gt;
&lt;br /&gt;
.mw-highlight pre {&lt;br /&gt;
font-size: 90%;&lt;br /&gt;
/*background-color: white;*/&lt;br /&gt;
/*border: 1px solid black;*/&lt;br /&gt;
background: #272822;&lt;br /&gt;
color: #f8f8f2;&lt;br /&gt;
max-height: 500px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .de1 {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: #fd971f;&lt;br /&gt;
	margin: 0 0 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .kw1 { &lt;br /&gt;
	color: #f92672;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .co1, .lua .coMULTI { &lt;br /&gt;
	color: #75715e;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .nu0 { &lt;br /&gt;
	color: #ae81ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .sy0 { &lt;br /&gt;
	color: #a6e22e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .st0 { &lt;br /&gt;
	color: #e6db74;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .br0 { &lt;br /&gt;
	color: #f8f8f2;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11413</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11413"/>
				<updated>2022-10-09T20:43:42Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
div:not(.toc) &amp;gt; ul, div:not(.toc) &amp;gt; ul ul {&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbar-tools { border: 0px solid white !important; }&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-ds {&lt;br /&gt;
background: #f5f5f5;&lt;br /&gt;
border: 1px dashed darkgrey;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-alt {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
/*border: 1px dashed darkgrey;*/&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gruen {&lt;br /&gt;
/*background: #B8FF94;*/&lt;br /&gt;
. info&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scriptable {&lt;br /&gt;
background: #7A7A7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#filetoc {&lt;br /&gt;
 background: rgba(155, 155, 155, 0.2);&lt;br /&gt;
 text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory {&lt;br /&gt;
 margin-top: 1em;&lt;br /&gt;
 margin-bottom: 1em;&lt;br /&gt;
 background: transparent;&lt;br /&gt;
 border-collapse: separate;&lt;br /&gt;
 border-spacing: 2px 2px;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 width: 100%;&lt;br /&gt;
 color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory td {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  border-color: transparent;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory tr:hover {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory th {&lt;br /&gt;
 background: #5bc0de;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 text-align:left;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 color: rgba(0,0,0,0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-dialog {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow { &lt;br /&gt;
    margin: 0px 0px; &lt;br /&gt;
    position: relative; &lt;br /&gt;
    top: -7px;&lt;br /&gt;
    width: 100%;  &lt;br /&gt;
    padding: 0px; &lt;br /&gt;
    /*box-shadow: 0 0 20px rgba(0,0,0,0.4);*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow &amp;gt; div { &lt;br /&gt;
    position: absolute; &lt;br /&gt;
    top: 0px; &lt;br /&gt;
    left: 0px; &lt;br /&gt;
    right: 0px; &lt;br /&gt;
    bottom: 0px; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbinner {&lt;br /&gt;
 background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
 border: 0px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbcaption {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-htmlform-submit {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
legend {&lt;br /&gt;
 color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
fieldset {&lt;br /&gt;
 border: 2px solid rgba(0,0,0,0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
kbd {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #ccc;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 0.1em 0.5em;&lt;br /&gt;
    margin: 0 0.2em;&lt;br /&gt;
    box-shadow: 0 1px 0px rgba(0, 0, 0, 0.2), 0 0 0 2px #fff inset;&lt;br /&gt;
    background-color: #f7f7f7;&lt;br /&gt;
    color: #1a1a1a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.vy th {&lt;br /&gt;
  border: 2px solid rgba(0, 0, 0, 0.1);&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  text-align:left;&lt;br /&gt;
  color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* social media icon bar */&lt;br /&gt;
&lt;br /&gt;
/* Fixed/sticky icon bar (vertically aligned 50% from the top of the screen) */&lt;br /&gt;
.icon-bar {&lt;br /&gt;
  background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  top: 53px;&lt;br /&gt;
  right: 0px;&lt;br /&gt;
  border-bottom-left-radius: 10px;&lt;br /&gt;
  -webkit-box-shadow: 2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  -moz-box-shadow:    2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  box-shadow:         2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style the icon bar links */&lt;br /&gt;
.icon-bar a {&lt;br /&gt;
  display: absolute;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  font-size: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.facebook { color:#ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.facebook:hover { color: #4267B2 !important; }&lt;br /&gt;
&lt;br /&gt;
.twitter { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.twitter:hover { color: #1DA1F2 !important; }&lt;br /&gt;
&lt;br /&gt;
.discord { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.discord:hover { color: #5965f1 !important; }&lt;br /&gt;
&lt;br /&gt;
/* footer section */&lt;br /&gt;
&lt;br /&gt;
#footer-places a { color: rgba(255, 153, 0, 0.7) !important; }&lt;br /&gt;
#footer-places a:hover { color: rgba(255, 153, 0, 0.9) !important; }&lt;br /&gt;
&lt;br /&gt;
/* syntaxhighlight */&lt;br /&gt;
&lt;br /&gt;
.mw-highlight pre {&lt;br /&gt;
font-size: 90%;&lt;br /&gt;
/*background-color: white;*/&lt;br /&gt;
/*border: 1px solid black;*/&lt;br /&gt;
background: #272822;&lt;br /&gt;
color: #f8f8f2;&lt;br /&gt;
max-height: 500px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .de1 {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: #fd971f;&lt;br /&gt;
	margin: 0 0 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .kw1 { &lt;br /&gt;
	color: #f92672;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .co1, .lua .coMULTI { &lt;br /&gt;
	color: #75715e;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .nu0 { &lt;br /&gt;
	color: #ae81ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .sy0 { &lt;br /&gt;
	color: #a6e22e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .st0 { &lt;br /&gt;
	color: #e6db74;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .br0 { &lt;br /&gt;
	color: #f8f8f2;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11412</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11412"/>
				<updated>2022-10-09T20:43:31Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
div:not(.toc) &amp;gt; ul, div:not(.toc) &amp;gt; ul ul {&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbar-tools { border: 0px solid white; }&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-ds {&lt;br /&gt;
background: #f5f5f5;&lt;br /&gt;
border: 1px dashed darkgrey;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-alt {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
/*border: 1px dashed darkgrey;*/&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gruen {&lt;br /&gt;
/*background: #B8FF94;*/&lt;br /&gt;
. info&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scriptable {&lt;br /&gt;
background: #7A7A7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#filetoc {&lt;br /&gt;
 background: rgba(155, 155, 155, 0.2);&lt;br /&gt;
 text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory {&lt;br /&gt;
 margin-top: 1em;&lt;br /&gt;
 margin-bottom: 1em;&lt;br /&gt;
 background: transparent;&lt;br /&gt;
 border-collapse: separate;&lt;br /&gt;
 border-spacing: 2px 2px;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 width: 100%;&lt;br /&gt;
 color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory td {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  border-color: transparent;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory tr:hover {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory th {&lt;br /&gt;
 background: #5bc0de;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 text-align:left;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 color: rgba(0,0,0,0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-dialog {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow { &lt;br /&gt;
    margin: 0px 0px; &lt;br /&gt;
    position: relative; &lt;br /&gt;
    top: -7px;&lt;br /&gt;
    width: 100%;  &lt;br /&gt;
    padding: 0px; &lt;br /&gt;
    /*box-shadow: 0 0 20px rgba(0,0,0,0.4);*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow &amp;gt; div { &lt;br /&gt;
    position: absolute; &lt;br /&gt;
    top: 0px; &lt;br /&gt;
    left: 0px; &lt;br /&gt;
    right: 0px; &lt;br /&gt;
    bottom: 0px; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbinner {&lt;br /&gt;
 background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
 border: 0px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbcaption {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-htmlform-submit {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
legend {&lt;br /&gt;
 color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
fieldset {&lt;br /&gt;
 border: 2px solid rgba(0,0,0,0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
kbd {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #ccc;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 0.1em 0.5em;&lt;br /&gt;
    margin: 0 0.2em;&lt;br /&gt;
    box-shadow: 0 1px 0px rgba(0, 0, 0, 0.2), 0 0 0 2px #fff inset;&lt;br /&gt;
    background-color: #f7f7f7;&lt;br /&gt;
    color: #1a1a1a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.vy th {&lt;br /&gt;
  border: 2px solid rgba(0, 0, 0, 0.1);&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  text-align:left;&lt;br /&gt;
  color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* social media icon bar */&lt;br /&gt;
&lt;br /&gt;
/* Fixed/sticky icon bar (vertically aligned 50% from the top of the screen) */&lt;br /&gt;
.icon-bar {&lt;br /&gt;
  background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  top: 53px;&lt;br /&gt;
  right: 0px;&lt;br /&gt;
  border-bottom-left-radius: 10px;&lt;br /&gt;
  -webkit-box-shadow: 2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  -moz-box-shadow:    2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  box-shadow:         2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style the icon bar links */&lt;br /&gt;
.icon-bar a {&lt;br /&gt;
  display: absolute;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  font-size: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.facebook { color:#ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.facebook:hover { color: #4267B2 !important; }&lt;br /&gt;
&lt;br /&gt;
.twitter { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.twitter:hover { color: #1DA1F2 !important; }&lt;br /&gt;
&lt;br /&gt;
.discord { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.discord:hover { color: #5965f1 !important; }&lt;br /&gt;
&lt;br /&gt;
/* footer section */&lt;br /&gt;
&lt;br /&gt;
#footer-places a { color: rgba(255, 153, 0, 0.7) !important; }&lt;br /&gt;
#footer-places a:hover { color: rgba(255, 153, 0, 0.9) !important; }&lt;br /&gt;
&lt;br /&gt;
/* syntaxhighlight */&lt;br /&gt;
&lt;br /&gt;
.mw-highlight pre {&lt;br /&gt;
font-size: 90%;&lt;br /&gt;
/*background-color: white;*/&lt;br /&gt;
/*border: 1px solid black;*/&lt;br /&gt;
background: #272822;&lt;br /&gt;
color: #f8f8f2;&lt;br /&gt;
max-height: 500px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .de1 {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: #fd971f;&lt;br /&gt;
	margin: 0 0 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .kw1 { &lt;br /&gt;
	color: #f92672;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .co1, .lua .coMULTI { &lt;br /&gt;
	color: #75715e;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .nu0 { &lt;br /&gt;
	color: #ae81ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .sy0 { &lt;br /&gt;
	color: #a6e22e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .st0 { &lt;br /&gt;
	color: #e6db74;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .br0 { &lt;br /&gt;
	color: #f8f8f2;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11411</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11411"/>
				<updated>2022-10-09T20:43:05Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
div:not(.toc) &amp;gt; ul, div:not(.toc) &amp;gt; ul ul {&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.navbar-tools { border: none; }&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-ds {&lt;br /&gt;
background: #f5f5f5;&lt;br /&gt;
border: 1px dashed darkgrey;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-alt {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
/*border: 1px dashed darkgrey;*/&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gruen {&lt;br /&gt;
/*background: #B8FF94;*/&lt;br /&gt;
. info&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scriptable {&lt;br /&gt;
background: #7A7A7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#filetoc {&lt;br /&gt;
 background: rgba(155, 155, 155, 0.2);&lt;br /&gt;
 text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory {&lt;br /&gt;
 margin-top: 1em;&lt;br /&gt;
 margin-bottom: 1em;&lt;br /&gt;
 background: transparent;&lt;br /&gt;
 border-collapse: separate;&lt;br /&gt;
 border-spacing: 2px 2px;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 width: 100%;&lt;br /&gt;
 color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory td {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  border-color: transparent;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory tr:hover {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory th {&lt;br /&gt;
 background: #5bc0de;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 text-align:left;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 color: rgba(0,0,0,0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-dialog {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow { &lt;br /&gt;
    margin: 0px 0px; &lt;br /&gt;
    position: relative; &lt;br /&gt;
    top: -7px;&lt;br /&gt;
    width: 100%;  &lt;br /&gt;
    padding: 0px; &lt;br /&gt;
    /*box-shadow: 0 0 20px rgba(0,0,0,0.4);*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow &amp;gt; div { &lt;br /&gt;
    position: absolute; &lt;br /&gt;
    top: 0px; &lt;br /&gt;
    left: 0px; &lt;br /&gt;
    right: 0px; &lt;br /&gt;
    bottom: 0px; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbinner {&lt;br /&gt;
 background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
 border: 0px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbcaption {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-htmlform-submit {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
legend {&lt;br /&gt;
 color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
fieldset {&lt;br /&gt;
 border: 2px solid rgba(0,0,0,0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
kbd {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #ccc;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 0.1em 0.5em;&lt;br /&gt;
    margin: 0 0.2em;&lt;br /&gt;
    box-shadow: 0 1px 0px rgba(0, 0, 0, 0.2), 0 0 0 2px #fff inset;&lt;br /&gt;
    background-color: #f7f7f7;&lt;br /&gt;
    color: #1a1a1a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.vy th {&lt;br /&gt;
  border: 2px solid rgba(0, 0, 0, 0.1);&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  text-align:left;&lt;br /&gt;
  color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* social media icon bar */&lt;br /&gt;
&lt;br /&gt;
/* Fixed/sticky icon bar (vertically aligned 50% from the top of the screen) */&lt;br /&gt;
.icon-bar {&lt;br /&gt;
  background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  top: 53px;&lt;br /&gt;
  right: 0px;&lt;br /&gt;
  border-bottom-left-radius: 10px;&lt;br /&gt;
  -webkit-box-shadow: 2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  -moz-box-shadow:    2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  box-shadow:         2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style the icon bar links */&lt;br /&gt;
.icon-bar a {&lt;br /&gt;
  display: absolute;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  font-size: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.facebook { color:#ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.facebook:hover { color: #4267B2 !important; }&lt;br /&gt;
&lt;br /&gt;
.twitter { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.twitter:hover { color: #1DA1F2 !important; }&lt;br /&gt;
&lt;br /&gt;
.discord { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.discord:hover { color: #5965f1 !important; }&lt;br /&gt;
&lt;br /&gt;
/* footer section */&lt;br /&gt;
&lt;br /&gt;
#footer-places a { color: rgba(255, 153, 0, 0.7) !important; }&lt;br /&gt;
#footer-places a:hover { color: rgba(255, 153, 0, 0.9) !important; }&lt;br /&gt;
&lt;br /&gt;
/* syntaxhighlight */&lt;br /&gt;
&lt;br /&gt;
.mw-highlight pre {&lt;br /&gt;
font-size: 90%;&lt;br /&gt;
/*background-color: white;*/&lt;br /&gt;
/*border: 1px solid black;*/&lt;br /&gt;
background: #272822;&lt;br /&gt;
color: #f8f8f2;&lt;br /&gt;
max-height: 500px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .de1 {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: #fd971f;&lt;br /&gt;
	margin: 0 0 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .kw1 { &lt;br /&gt;
	color: #f92672;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .co1, .lua .coMULTI { &lt;br /&gt;
	color: #75715e;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .nu0 { &lt;br /&gt;
	color: #ae81ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .sy0 { &lt;br /&gt;
	color: #a6e22e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .st0 { &lt;br /&gt;
	color: #e6db74;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .br0 { &lt;br /&gt;
	color: #f8f8f2;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	<entry>
		<id>https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11410</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="https://wiki.visionaire-tracker.net/index.php?title=MediaWiki:Common.css&amp;diff=11410"/>
				<updated>2022-10-09T20:42:27Z</updated>
		
		<summary type="html">&lt;p&gt;AFRLme: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* CSS placed here will be applied to all skins */&lt;br /&gt;
&lt;br /&gt;
/* let's create the various font styles */&lt;br /&gt;
.bold {&lt;br /&gt;
font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.italic {&lt;br /&gt;
font-style: italic;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.underline {&lt;br /&gt;
text-decoration: underline;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.strike {&lt;br /&gt;
text-decoration: line-through;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.medium {&lt;br /&gt;
font-size: 15px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.large {&lt;br /&gt;
font-size: 18px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* now let's create the colors */&lt;br /&gt;
&lt;br /&gt;
.vsyellow {&lt;br /&gt;
color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.red {&lt;br /&gt;
color: lightcoral;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blue {&lt;br /&gt;
color: blue;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.green {&lt;br /&gt;
color: lightgreen;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.orange {&lt;br /&gt;
color: orange;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.yellow {&lt;br /&gt;
color: yellow;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.pink {&lt;br /&gt;
color: pink;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.grey {&lt;br /&gt;
color: grey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.darkgrey {&lt;br /&gt;
color: darkgrey;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* misc styles */&lt;br /&gt;
&lt;br /&gt;
div:not(.toc) &amp;gt; ul, div:not(.toc) &amp;gt; ul ul, div:not(.navbar-tools navbar-nav) &amp;gt; ul, div:not(.navbar-tools navbar-nav) &amp;gt; ul ul {&lt;br /&gt;
list-style: square !important;&lt;br /&gt;
padding-left: 15px !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn {&lt;br /&gt;
background-color: white;&lt;br /&gt;
color: black;&lt;br /&gt;
border-top-left-radius: 5px;&lt;br /&gt;
border-top-right-radius: 5px;&lt;br /&gt;
position:absolute;&lt;br /&gt;
right: 34px;&lt;br /&gt;
margin-top: -27px;&lt;br /&gt;
border: solid 1px #ddd;&lt;br /&gt;
border-top: solid 1px #ddd;&lt;br /&gt;
border-left: solid 1px #ddd;&lt;br /&gt;
border-right: solid 1px #ddd;&lt;br /&gt;
border-bottom: solid 1px white;&lt;br /&gt;
/*transition-duration: 0.1s;*/&lt;br /&gt;
min-width:10rem;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.copybtn:hover { background-color: rgba(255, 153, 0, 0.7); }&lt;br /&gt;
&lt;br /&gt;
.copybtn:after, .copybutton:before { content: &amp;quot;Copy Text&amp;quot;; }&lt;br /&gt;
.copybtn:focus:after, .copybtn:active:after { content: &amp;quot;Copied&amp;quot;; }&lt;br /&gt;
&lt;br /&gt;
.spoiler {&lt;br /&gt;
background-color: rgba(0,0,0,0.25);&lt;br /&gt;
color: transparent;&lt;br /&gt;
user-select: none;&lt;br /&gt;
border-radius: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.inlinecode {&lt;br /&gt;
background-color: rgba(0,0,0,0.1);&lt;br /&gt;
/*color: rgba(255, 153, 0, 0.9);*/&lt;br /&gt;
color: navajowhite;&lt;br /&gt;
padding:2px;&lt;br /&gt;
/*user-select: none;*/&lt;br /&gt;
border-radius: 3px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*&lt;br /&gt;
.spoiler:focus {&lt;br /&gt;
background-color: inherit;&lt;br /&gt;
color: inherit;&lt;br /&gt;
}&lt;br /&gt;
*/&lt;br /&gt;
&lt;br /&gt;
.alt-bg {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-ds {&lt;br /&gt;
background: #f5f5f5;&lt;br /&gt;
border: 1px dashed darkgrey;&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tbl-alt {&lt;br /&gt;
background: #ebebeb;&lt;br /&gt;
/*border: 1px dashed darkgrey;*/&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.gruen {&lt;br /&gt;
/*background: #B8FF94;*/&lt;br /&gt;
. info&lt;br /&gt;
width: 100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scriptable {&lt;br /&gt;
background: #7A7A7A;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#filetoc {&lt;br /&gt;
 background: rgba(155, 155, 155, 0.2);&lt;br /&gt;
 text-align: left;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory {&lt;br /&gt;
 margin-top: 1em;&lt;br /&gt;
 margin-bottom: 1em;&lt;br /&gt;
 background: transparent;&lt;br /&gt;
 border-collapse: separate;&lt;br /&gt;
 border-spacing: 2px 2px;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 width: 100%;&lt;br /&gt;
 color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory td {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  border-color: transparent;&lt;br /&gt;
  vertical-align: middle;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory tr:hover {&lt;br /&gt;
  background: rgba(0, 0, 0, 0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.wikitable.filehistory th {&lt;br /&gt;
 background: #5bc0de;&lt;br /&gt;
 border-color: transparent;&lt;br /&gt;
 text-align:left;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
 color: rgba(0,0,0,0.7);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.oo-ui-dialog {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow { &lt;br /&gt;
    margin: 0px 0px; &lt;br /&gt;
    position: relative; &lt;br /&gt;
    top: -7px;&lt;br /&gt;
    width: 100%;  &lt;br /&gt;
    padding: 0px; &lt;br /&gt;
    /*box-shadow: 0 0 20px rgba(0,0,0,0.4);*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#slideshow &amp;gt; div { &lt;br /&gt;
    position: absolute; &lt;br /&gt;
    top: 0px; &lt;br /&gt;
    left: 0px; &lt;br /&gt;
    right: 0px; &lt;br /&gt;
    bottom: 0px; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbinner {&lt;br /&gt;
 background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
 border: 0px;&lt;br /&gt;
 padding: 5px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.thumbcaption {&lt;br /&gt;
  color: rgba(255, 255, 255, 0.8);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-htmlform-submit {&lt;br /&gt;
 color: #000000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
legend {&lt;br /&gt;
 color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
fieldset {&lt;br /&gt;
 border: 2px solid rgba(0,0,0,0.2);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
kbd {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    border: 1px solid #ccc;&lt;br /&gt;
    border-radius: 4px;&lt;br /&gt;
    padding: 0.1em 0.5em;&lt;br /&gt;
    margin: 0 0.2em;&lt;br /&gt;
    box-shadow: 0 1px 0px rgba(0, 0, 0, 0.2), 0 0 0 2px #fff inset;&lt;br /&gt;
    background-color: #f7f7f7;&lt;br /&gt;
    color: #1a1a1a;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.vy th {&lt;br /&gt;
  border: 2px solid rgba(0, 0, 0, 0.1);&lt;br /&gt;
  margin-top: 1em;&lt;br /&gt;
  margin-bottom: 1em;&lt;br /&gt;
  border-collapse: separate;&lt;br /&gt;
  border-spacing: 2px 2px;&lt;br /&gt;
  width: 100%;&lt;br /&gt;
  vertical-align: top;&lt;br /&gt;
  padding: 5px;&lt;br /&gt;
  font-size: 13px;&lt;br /&gt;
  text-decoration: none;&lt;br /&gt;
  font-weight: bold;&lt;br /&gt;
  background: rgba(0, 0, 0, 0.2);&lt;br /&gt;
  text-align:left;&lt;br /&gt;
  color: rgba(255, 153, 0, 0.9);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* social media icon bar */&lt;br /&gt;
&lt;br /&gt;
/* Fixed/sticky icon bar (vertically aligned 50% from the top of the screen) */&lt;br /&gt;
.icon-bar {&lt;br /&gt;
  background-image: url(&amp;quot;/css/img/dark_content.png&amp;quot;);&lt;br /&gt;
  position: fixed;&lt;br /&gt;
  top: 53px;&lt;br /&gt;
  right: 0px;&lt;br /&gt;
  border-bottom-left-radius: 10px;&lt;br /&gt;
  -webkit-box-shadow: 2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  -moz-box-shadow:    2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
  box-shadow:         2px 0px 4px 0px rgba(50, 50, 50, 0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Style the icon bar links */&lt;br /&gt;
.icon-bar a {&lt;br /&gt;
  display: absolute;&lt;br /&gt;
  text-align: center;&lt;br /&gt;
  padding: 10px;&lt;br /&gt;
  font-size: 25px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.facebook { color:#ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.facebook:hover { color: #4267B2 !important; }&lt;br /&gt;
&lt;br /&gt;
.twitter { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.twitter:hover { color: #1DA1F2 !important; }&lt;br /&gt;
&lt;br /&gt;
.discord { color: #ffffff !important; transition: all 0.3s ease; }&lt;br /&gt;
&lt;br /&gt;
.discord:hover { color: #5965f1 !important; }&lt;br /&gt;
&lt;br /&gt;
/* footer section */&lt;br /&gt;
&lt;br /&gt;
#footer-places a { color: rgba(255, 153, 0, 0.7) !important; }&lt;br /&gt;
#footer-places a:hover { color: rgba(255, 153, 0, 0.9) !important; }&lt;br /&gt;
&lt;br /&gt;
/* syntaxhighlight */&lt;br /&gt;
&lt;br /&gt;
.mw-highlight pre {&lt;br /&gt;
font-size: 90%;&lt;br /&gt;
/*background-color: white;*/&lt;br /&gt;
/*border: 1px solid black;*/&lt;br /&gt;
background: #272822;&lt;br /&gt;
color: #f8f8f2;&lt;br /&gt;
max-height: 500px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .de1 {&lt;br /&gt;
	font-family: monospace;&lt;br /&gt;
	color: #fd971f;&lt;br /&gt;
	margin: 0 0 0 0;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .kw1 { &lt;br /&gt;
	color: #f92672;&lt;br /&gt;
	font-weight: bold;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .co1, .lua .coMULTI { &lt;br /&gt;
	color: #75715e;&lt;br /&gt;
	font-weight: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .nu0 { &lt;br /&gt;
	color: #ae81ff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .sy0 { &lt;br /&gt;
	color: #a6e22e;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .st0 { &lt;br /&gt;
	color: #e6db74;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.lua .br0 { &lt;br /&gt;
	color: #f8f8f2;&lt;br /&gt;
}&lt;/div&gt;</summary>
		<author><name>AFRLme</name></author>	</entry>

	</feed>