Difference between revisions of "Data Structure"
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Every field is accessible through scripting, 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 savegame files. For this purpose there is a column '''Scriptable''' next to each field, which indicates whether or not the field can be manipulated through code. | Every field is accessible through scripting, 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 savegame files. For this purpose there is a column '''Scriptable''' next to each field, which indicates whether or not the field can be manipulated through code. | ||
+ | |||
+ | <span class="red">Please note that the information on whether a field is scriptable may not be 100% accurate. If it is marked as scriptable, it usually is. If it is marked as not scriptable, it may be nonetheless though. Feel free to try things out.</span> | ||
The tables starting with '''Active''' contain dynamically created objects. For example all actions are stored in the "Actions" table but once an action gets executed an object in "ActiveActions" will be created where the currently active action is stored. | The tables starting with '''Active''' contain dynamically created objects. For example all actions are stored in the "Actions" table but once an action gets executed an object in "ActiveActions" will be created where the currently active action is stored. | ||
− | + | ||
+ | '''For information on the field types and on how to access the data structure through scripting, please refer to the [[Scripting|basic scripting page]].''' | ||
Line 223: | Line 226: | ||
|- | |- | ||
| SavedObject | | SavedObject | ||
− | | t_link to [[# | + | | t_link to [[#Actions|Actions]] |
− | | | + | | Link to the original action object. |
| 625 | | 625 | ||
| class="cent" | <div class="cross"></div> | | class="cent" | <div class="cross"></div> | ||
Line 329: | Line 332: | ||
|- | |- | ||
| SavedObject | | SavedObject | ||
− | | t_link to [[# | + | | t_link to [[#Animations|Animations]] |
− | | | + | | Link to the original animation object. |
| 626 | | 626 | ||
| class="cent" | <div class="cross"></div> | | class="cent" | <div class="cross"></div> | ||
Line 441: | Line 444: | ||
|- | |- | ||
| SavedObject | | SavedObject | ||
− | | t_link to [[# | + | | t_link to [[#Texts|Texts]] |
− | | | + | | Link to the original text object. |
| 624 | | 624 | ||
| class="cent" | <div class="cross"></div> | | class="cent" | <div class="cross"></div> | ||
Line 942: | Line 945: | ||
| class="cent" | <div class="cross"></div> | | class="cent" | <div class="cross"></div> | ||
| class="cent" | V | | class="cent" | V | ||
+ | |- | ||
+ | | Offset | ||
+ | | t_point | ||
+ | | Offset for this button from its initial position. By changing the offset it is possible to move the button on the interface. The button image and all button animations will take the offset into account. Detecting a button ("Polygon") by the cursor also considers the offset. | ||
+ | | 916 | ||
+ | | class="cent" | <div class="tick"></div> | ||
+ | | class="cent" | S | ||
|- | |- | ||
| Polygon | | Polygon | ||
Line 1,077: | Line 1,087: | ||
| class="cent" | S | | class="cent" | S | ||
|- | |- | ||
− | | Actions | + | | Actions |
| t_links to [[#Actions|Actions]] (parent) | | t_links to [[#Actions|Actions]] (parent) | ||
| All actions of the character. | | All actions of the character. | ||
Line 1,084: | Line 1,094: | ||
| class="cent" | V | | class="cent" | V | ||
|- | |- | ||
− | | ActionDestPosition | + | | ActionDestPosition |
| t_point | | t_point | ||
| 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. | | 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. | ||
Line 1,091: | Line 1,101: | ||
| class="cent" | V/S | | class="cent" | V/S | ||
|- | |- | ||
− | | Active | + | | Active |
| t_bool | | t_bool | ||
| If true (default) the character is shown and detected by the cursor. | | If true (default) the character is shown and detected by the cursor. | ||
Line 1,098: | Line 1,108: | ||
| class="cent" | S | | class="cent" | S | ||
|- | |- | ||
− | | ActiveCommand | + | | ActiveCommand |
| t_link to [[#Buttons|Buttons]] | | t_link to [[#Buttons|Buttons]] | ||
| Currently active command for this character. The button must have "Type" = 3. | | Currently active command for this character. The button must have "Type" = 3. | ||
Line 1,107: | Line 1,117: | ||
| ActiveDialogFont | | ActiveDialogFont | ||
| t_link to [[#Fonts|Fonts]] | | t_link to [[#Fonts|Fonts]] | ||
− | | Font which is used for a currently | + | | Font which is used for a currently hovered dialog part. |
| 457 | | 457 | ||
− | | class="cent" | <div class=" | + | | class="cent" | <div class="tick"></div> |
+ | | class="cent" | V | ||
+ | |- | ||
+ | | ActiveUsedDialogFont | ||
+ | | t_link to [[#Fonts|Fonts]] | ||
+ | | Font which is used for a currently hovered – and previously selected – dialog part. | ||
+ | | 920 | ||
+ | | class="cent" | <div class="tick"></div> | ||
| class="cent" | V | | class="cent" | V | ||
|- | |- | ||
− | | AnimIndex | + | | AnimIndex |
| t_int | | t_int | ||
| Index for character animations. If there is more than one animation for a direction (e. g. two talk animations for direction 90°) this value decides which animation is used. The index starts with 0 (default, use first animation). | | Index for character animations. If there is more than one animation for a direction (e. g. two talk animations for direction 90°) this value decides which animation is used. The index starts with 0 (default, use first animation). | ||
Line 1,119: | Line 1,136: | ||
| class="cent" | S | | class="cent" | S | ||
|- | |- | ||
− | | AnimState | + | | AnimState |
| t_int | | t_int | ||
| Type of currently playing character animation. Possible values: | | Type of currently playing character animation. Possible values: | ||
Line 1,146: | Line 1,163: | ||
| class="cent" | V | | class="cent" | V | ||
|- | |- | ||
− | | Conditions | + | | Conditions |
| t_links to [[#Conditions|Conditions]] | | t_links to [[#Conditions|Conditions]] | ||
| All conditions of the character. | | All conditions of the character. | ||
Line 1,153: | Line 1,170: | ||
| class="cent" | V | | class="cent" | V | ||
|- | |- | ||
− | | CurrentCommentSet | + | | CurrentCommentSet |
| t_link to [[#CommentSets|CommentSets]] | | t_link to [[#CommentSets|CommentSets]] | ||
| Currently used comment set. | | Currently used comment set. | ||
Line 1,160: | Line 1,177: | ||
| class="cent" | V/S | | class="cent" | V/S | ||
|- | |- | ||
− | | CurrentOutfit | + | | CurrentOutfit |
| t_link to [[#Outfits|Outfits]] | | t_link to [[#Outfits|Outfits]] | ||
| Currently used outfit. | | Currently used outfit. | ||
Line 1,167: | Line 1,184: | ||
| class="cent" | V/S | | class="cent" | V/S | ||
|- | |- | ||
− | | Destination | + | | Destination |
| t_point | | t_point | ||
| Destination where the character is currently walking to. | | Destination where the character is currently walking to. | ||
Line 1,174: | Line 1,191: | ||
| class="cent" | S | | class="cent" | S | ||
|- | |- | ||
− | | DestinationObject | + | | DestinationObject |
| t_point | | t_point | ||
| 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 "Game > DestinationCommand", "Game > DestinationItem" and "Game > DestinationItemPicked"). | | 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 "Game > DestinationCommand", "Game > DestinationItem" and "Game > DestinationItemPicked"). | ||
Line 1,181: | Line 1,198: | ||
| class="cent" | S | | class="cent" | S | ||
|- | |- | ||
− | | DestVisibility | + | | DestVisibility |
| t_int | | t_int | ||
| The visibility of the character is fading to the visibility defined by this value. Must be between 0 and 100. A value of 0 means the character will not be visible at all (but is still recognized by the cursor). The time to fade from the current visibility to "DestVisibility" is defined by "TimeToDestVisibility". | | The visibility of the character is fading to the visibility defined by this value. Must be between 0 and 100. A value of 0 means the character will not be visible at all (but is still recognized by the cursor). The time to fade from the current visibility to "DestVisibility" is defined by "TimeToDestVisibility". | ||
Line 1,251: | Line 1,268: | ||
| class="cent" | V | | class="cent" | V | ||
|- | |- | ||
− | | Direction | + | | Direction |
| t_int | | t_int | ||
| Direction (in degress from 0 to 360) the character is currently looking at. 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 "Direction" is set to 80 then the second animation is shown). | | Direction (in degress from 0 to 360) the character is currently looking at. 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 "Direction" is set to 80 then the second animation is shown). | ||
Line 1,258: | Line 1,275: | ||
| class="cent" | S | | class="cent" | S | ||
|- | |- | ||
− | | FollowAction | + | | FollowAction |
| t_link to [[#Actions|Actions]] | | t_link to [[#Actions|Actions]] | ||
| Action which is executed if this character is following another character ("FollowCharacter") and the other character is within reach (less pixel than "FollowReachDistance"). | | Action which is executed if this character is following another character ("FollowCharacter") and the other character is within reach (less pixel than "FollowReachDistance"). | ||
Line 1,265: | Line 1,282: | ||
| class="cent" | S | | class="cent" | S | ||
|- | |- | ||
− | | FollowCharacter | + | | FollowCharacter |
| t_link to [[#Characters|Characters]] | | t_link to [[#Characters|Characters]] | ||
| Character which this character is currently following. | | Character which this character is currently following. | ||
Line 1,272: | Line 1,289: | ||
| class="cent" | S | | class="cent" | S | ||
|- | |- | ||
− | | FollowReachDistance | + | | FollowReachDistance |
| t_int | | t_int | ||
| If this character is following another character ("FollowCharacter") this value (in pixels) defines when the other character is within reach (see "FollowAction"). | | If this character is following another character ("FollowCharacter") this value (in pixels) defines when the other character is within reach (see "FollowAction"). | ||
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| InactiveDialogFont | | InactiveDialogFont | ||
| t_link to [[#Fonts|Fonts]] | | t_link to [[#Fonts|Fonts]] | ||
− | | Font which is used for all dialog parts except the | + | | Font which is used for all dialog parts except the one currently hovered (see "ActiveDialogFont"). |
| 581 | | 581 | ||
− | | class="cent" | <div class=" | + | | class="cent" | <div class="tick"></div> |
+ | | class="cent" | V | ||
+ | |- | ||
+ | | InactiveUsedDialogFont | ||
+ | | t_link to [[#Fonts|Fonts]] | ||
+ | | Font which is used for all previously selected dialog parts except the one currently hovered (see "ActiveUsedDialogFont"). | ||
+ | | 919 | ||
+ | | class="cent" | <div class="tick"></div> | ||
| class="cent" | V | | class="cent" | V | ||
|- | |- | ||
− | | Interfaces | + | | Interfaces |
| t_links to [[#Interfaces|Interfaces]] | | t_links to [[#Interfaces|Interfaces]] | ||
| All interfaces currently used for this character. | | All interfaces currently used for this character. | ||
Line 1,307: | Line 1,331: | ||
| class="cent" | V/S | | class="cent" | V/S | ||
|- | |- | ||
− | | Items | + | | Items |
| t_links to [[#Objects|Objects]] | | t_links to [[#Objects|Objects]] | ||
| All items which are picked up by this character. | | All items which are picked up by this character. | ||
Line 1,335: | Line 1,359: | ||
| class="cent" | V | | class="cent" | V | ||
|- | |- | ||
− | | Outfits | + | | Outfits |
| t_links to [[#Outfits|Outfits]] (parent) | | t_links to [[#Outfits|Outfits]] (parent) | ||
| All outfits of the character. | | All outfits of the character. | ||
Line 1,342: | Line 1,366: | ||
| class="cent" | V | | class="cent" | V | ||
|- | |- | ||
− | | Position | + | | Position |
| t_point | | t_point | ||
| Current position of character (if field is set and character is walking, then it will stop walking). | | Current position of character (if field is set and character is walking, then it will stop walking). | ||
Line 1,349: | Line 1,373: | ||
| class="cent" | S | | class="cent" | S | ||
|- | |- | ||
− | | Scale | + | | Scale |
| t_bool | | t_bool | ||
| If false the character is not scaled and will always be drawn in the original size. | | If false the character is not scaled and will always be drawn in the original size. | ||
Line 1,356: | Line 1,380: | ||
| class="cent" | V | | class="cent" | V | ||
|- | |- | ||
− | | ScaleFactor | + | | ScaleFactor |
| t_int | | t_int | ||
| Factor in percent the character is scaled with. Must be > 0 (default is 100). | | Factor in percent the character is scaled with. Must be > 0 (default is 100). | ||
Line 1,363: | Line 1,387: | ||
| class="cent" | V/S | | class="cent" | V/S | ||
|- | |- | ||
− | | Scene | + | | Scene |
| t_link to [[#Scenes|Scenes]] | | t_link to [[#Scenes|Scenes]] | ||
| Scene where the character is currently on. | | Scene where the character is currently on. | ||
Line 1,377: | Line 1,401: | ||
| class="cent" | S | | class="cent" | S | ||
|- | |- | ||
− | | Size | + | | Size |
| t_float | | t_float | ||
| Current size of character in percent (100 = original size) taking "Scale", "ScaleFactor" and the current character position on the scene into account. | | Current size of character in percent (100 = original size) taking "Scale", "ScaleFactor" and the current character position on the scene into account. | ||
Line 1,391: | Line 1,415: | ||
| class="cent" | V | | class="cent" | V | ||
|- | |- | ||
− | | State | + | | State |
| t_int | | t_int | ||
| Current state of character (only set to 2 to stop walking, do not set 3). Possible values: | | Current state of character (only set to 2 to stop walking, do not set 3). Possible values: | ||
Line 1,400: | Line 1,424: | ||
| class="cent" | S | | class="cent" | S | ||
|- | |- | ||
− | | TimeToDestVisibility | + | | TimeToDestVisibility |
| t_int | | t_int | ||
| Defines the time (in milliseconds) until the destination visibility ("DestVisibility") is reached. This value is used the next time when "DestVisibility" is set. | | Defines the time (in milliseconds) until the destination visibility ("DestVisibility") is reached. This value is used the next time when "DestVisibility" is set. | ||
Line 1,407: | Line 1,431: | ||
| class="cent" | S | | class="cent" | S | ||
|- | |- | ||
− | | Tint | + | | Tint |
| t_int | | t_int | ||
| Color (in BGR notation) 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. | | Color (in BGR notation) 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. | ||
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| class="cent" | S | | class="cent" | S | ||
|- | |- | ||
− | | Values | + | | Values |
| t_links to [[#Values|Values]] | | t_links to [[#Values|Values]] | ||
| All values of the character. | | All values of the character. | ||
Line 1,421: | Line 1,445: | ||
| class="cent" | V | | class="cent" | V | ||
|- | |- | ||
− | | Visibility | + | | Visibility |
| t_int | | t_int | ||
| Visibility of the character in percent. Must be between 0 and 100. A value of 0 means the character is not visible at all (but is still recognized by the cursor). | | Visibility of the character in percent. Must be between 0 and 100. A value of 0 means the character is not visible at all (but is still recognized by the cursor). | ||
Line 1,428: | Line 1,452: | ||
| class="cent" | S | | class="cent" | S | ||
|- | |- | ||
− | | WalkingSound | + | | WalkingSound |
| t_path | | t_path | ||
| Sound which is played when the character is walking. | | Sound which is played when the character is walking. | ||
Line 1,929: | Line 1,953: | ||
− | == | + | == game == |
Table id: -1 <small>(eGame)</small> | Table id: -1 <small>(eGame)</small> | ||
{| class="ts sortable" | {| class="ts sortable" | ||
Line 2,786: | Line 2,810: | ||
| ScrollDirectionHorizontal | | ScrollDirectionHorizontal | ||
| t_int | | t_int | ||
− | | | + | | ''DEPRECATED'' |
− | |||
− | |||
− | |||
| 473 | | 473 | ||
| class="cent" | <div class="cross"></div> | | class="cent" | <div class="cross"></div> | ||
Line 2,796: | Line 2,817: | ||
| ScrollDirectionVertical | | ScrollDirectionVertical | ||
| t_int | | t_int | ||
− | | | + | | ''DEPRECATED'' |
− | |||
− | |||
− | |||
| 474 | | 474 | ||
| class="cent" | <div class="cross"></div> | | class="cent" | <div class="cross"></div> | ||
Line 3,505: | Line 3,523: | ||
| SnoopAnimation | | SnoopAnimation | ||
| t_link to [[#Animations|Animations]] | | t_link to [[#Animations|Animations]] | ||
− | | Animation which is shown when the snoop animations are active. The animation is only shown if the object is currently active. The | + | | Animation which is shown when the "hotspot" (formerly known as "snoop") animations are active. The animation is only shown if the object is currently active. The "hotspot" animations can be activated with an action part. |
| 665 | | 665 | ||
| class="cent" | <div class="cross"></div> | | class="cent" | <div class="cross"></div> | ||
Line 3,512: | Line 3,530: | ||
| SnoopAnimationPos | | SnoopAnimationPos | ||
| t_point | | t_point | ||
− | | Absolute position of the snoop animation (see "SnoopAnimation") on the scene. | + | | Absolute position of the "hotspot" (formerly known as "snoop") animation (see "SnoopAnimation") on the scene. |
| 666 | | 666 | ||
| class="cent" | <div class="cross"></div> | | class="cent" | <div class="cross"></div> | ||
Line 4,105: | Line 4,123: | ||
| 323 | | 323 | ||
| class="cent" | <div class="cross"></div> | | class="cent" | <div class="cross"></div> | ||
+ | | class="cent" | V | ||
+ | |- | ||
+ | | SaveTextAlignment | ||
+ | | t_int | ||
+ | | Defines the alignment of the timestamp text underneath the savegames (only if "IsMenu" is true). Possible Values: | ||
+ | * 0: Left. | ||
+ | * 1: Right. | ||
+ | * 2: Center. | ||
+ | | 930 | ||
+ | | class="cent" | <div class="tick"></div> | ||
+ | | class="cent" | V | ||
+ | |- | ||
+ | | SaveTextOffset | ||
+ | | t_point | ||
+ | | Defines the offset of the timestamp text underneath the savegames from its default location (only if "IsMenu" is true). | ||
+ | | 929 | ||
+ | | class="cent" | <div class="tick"></div> | ||
| class="cent" | V | | class="cent" | V | ||
|- | |- |
Latest revision as of 16:41, 13 August 2024
The Visionaire data structure consists of different tables (storing different types of objects) saved in an XML project file (.ved) on disk. Not all fields in this documentation are stored in the project files though, some of them are only created during the game and stored in the savegames. The Storage column describes where each field is saved. A field with Storage V is saved in the .ved file, a field with Storage S is stored in savegames.
Every field is accessible through scripting, 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 savegame files. For this purpose there is a column Scriptable next to each field, which indicates whether or not the field can be manipulated through code.
Please note that the information on whether a field is scriptable may not be 100% accurate. If it is marked as scriptable, it usually is. If it is marked as not scriptable, it may be nonetheless though. Feel free to try things out.
The tables starting with Active contain dynamically created objects. For example all actions are stored in the "Actions" table but once an action gets executed an object in "ActiveActions" will be created where the currently active action is stored.
For information on the field types and on how to access the data structure through scripting, please refer to the basic scripting page.
Actions
Table id: 7 (eActions)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
ActionParts | t_links to ActionParts (parent) | Action parts of this action. The action parts will be executed if this action is started. | 162 | V | |
Command | t_link to Buttons | Command which must be active to execute this action. | 161 | V | |
ExecutionType | t_int | Defines when the action is started. Possible values:
|
159 | V | |
Fixture | t_link to Objects | Item which is necessary to execute this action. | 160 | V |
ActionAreas
Table id: 32 (eActionAreas)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Actions | t_links to AreaActions (parent) | The actions which will be executed if a character enters or leaves the action area. | 675 | V | |
Polygon | t_vpoint | Polygon which defines the border of this action area. If a character enters or leaves this polygon, the actions linked from the "Actions" field are executed. | 674 | V |
ActionParts
Table id: 8 (eActionParts)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
AltInt | t_int | Integer parameter #2 of the action part. The content of this parameter (and if it is used at all) depends on the action part type as defined in the "Command" field. | 290 | V | |
AltInt2 | t_int | Integer parameter #3 of the action part. The content of this parameter (and if it is used at all) depends on the action part type as defined in the "Command" field. | 591 | V | |
AltLink | t_link (parent if link to Texts) | Link parameter #2 of the action part. The content of this parameter (and if it is used at all) depends on the action part type as defined in the "Command" field. | 290 | V | |
Command | t_int | Action part type (constant number). See Actionparts Documentation for all action part types. | 179 | V | |
Int | t_int | Integer parameter #1 of the action part. The content of this parameter (and if it is used at all) depends on the action part type as defined in the "Command" field. | 242 | V | |
Link | t_link (parent if link to Texts) | Link parameter #1 of the action part. The content of this parameter (and if it is used at all) depends on the action part type as defined in the "Command" field. | 180 | V | |
Path | t_path | File path parameter of the action part. The content of this parameter (and if it is used at all) depends on the action part type as defined in the "Command" field. | 181 | V | |
String | t_string | String parameter of the action part. The content of this parameter (and if it is used at all) depends on the action part type as defined in the "Command" field. | 654 | V |
ActiveActions
Table id: 25 (eActiveActions)
This is a dynamic table. It contains all actions which are currently running. Once an action is finished, it is removed from the "ActiveActions" table again.
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
ActionPartIndex | t_int | Index of current active action part inside this action. If changing the current action part you have to make sure that "ContinueWaitForEndIfElse" is also correct for the new action part index. | 489 | S | |
ActionPartStarted | t_bool | 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. | 488 | S | |
ContinueWaitForEndIfElse | t_int | Total number of open if statements in this action at current position. Use with care. | 490 | S | |
PauseTime | t_int | Time past since last timer was started. Only valid if "TimerStarted" is true. | 492 | S | |
TimerStarted | t_bool | True if there is currently a timer running (e. g. waiting for pause). | 491 | S | |
SavedObject | t_link to Actions | Link to the original action object. | 625 | S | |
SavedValue | t_int | 842 | S |
ActiveAnimations
Table id: 26 (eActiveAnimations)
This is a dynamic table. It contains all animations which are currently running. Once an animation is finished, it is removed from the "ActiveAnimations" table again.
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Active | t_bool | 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. | 580 | S | |
CalledTime | t_int | Time past (in milliseconds) since frame was first shown or animation loop finished. | 497 | S | |
CurrentPosition | t_point | Position of animation on scene (each frame can have an offset to the animation which is defined in each sprite). | 496 | S | |
CurrentSpriteIndex | t_int | Index of currently active frame. | 494 | S | |
CurrentSpritePos | t_point | Position of currently active frame on scene. | 495 | S | |
FirstFrame | t_int | First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame. | 644 | S | |
FrameCount | t_int | Total number of frames already shown in the current animation loop. | 542 | S | |
LastFrame | t_int | 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. | 645 | S | |
Loops | t_int | Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops. | 493 | S | |
PlayOppositeDirection | t_bool | True if the animation is played backwards. | 541 | S | |
Preloaded | t_bool | True if the animation is preloaded. If it is preloaded the value of "Active" defines if the animation is shown or just kept in memory. | 577 | S | |
SavedObject | t_link to Animations | Link to the original animation object. | 626 | S | |
Size | t_int | Scaling of animation in percent (100 means animation is played in original size). | 499 | S | |
StartedByUser | t_bool | True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames. | 691 | S | |
Waiting | t_bool | True if animation is currently waiting for next animation loop (e. g. if there is a random pause between animation loops). | 500 | S | |
WaitingTime | t_int | Total time (in milliseconds) currently waiting between two animation loops. Only valid if "Waiting" is true. | 501 | S |
ActiveTexts
Table id: 24 (eActiveTexts)
This is a dynamic table. It contains all texts which are currently displayed. Once a text disappears, it is removed from the "ActiveTexts" table again.
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Alignment | t_int | Defines alignment of text. Possible values:
|
744 | S | |
Active | t_bool | True if the text is currently active. | 529 | S | |
Background | t_bool | 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). | 527 | S | |
CurrentText | t_string | Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags. | 522 | S | |
Font | t_link to Fonts | Font used for displaying this text. | 526 | S | |
Owner | t_link to Characters or Objects or Buttons | 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. | 684 | S | |
Position | t_point | Position on scene where the text is shown. | 523 | S | |
RemainingText | t_string | Remaining text after TextCurrentText. | 521 | S | |
SavedObject | t_link to Texts | Link to the original text object. | 624 | S | |
TimeElapsed | t_int | time (in msec) elapsed since showing current part (TextCurrentText) of text. | 525 | S | |
TimeToWait | t_int | Total time (in msec) for showing current part (TextCurrentText) of text. | 524 | S | |
WaitForAudio | t_bool | 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. | 530 | S |
Animations
Table id: 9 (eAnimations)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Action | t_link to Actions | Action which is started when the animation is finished. | 190 | V | |
Center | t_point | 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). | 367 | V | |
Direction | t_int | Defines the direction in degrees (0-359) this animation should be used for (only for character animations). | 285 | V | |
EndDirection | t_int | Defines the end direction for turn animations in degrees (0-359). | 811 | V | |
LoopRandom | t_bool | If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately. | 184 | V | |
Mirror | t_link to Animations | 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). | 284 | V | |
ModelAnimIndex | t_int | 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. | 726 | V | |
ModelAnimSpeed | t_int | 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. | 727 | V | |
Move | t_bool | 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). | 338 | V | |
NumberOfLoops | t_int | Number of loops. Set to 0 if it is an endless animation. | 187 | V | |
Pause | t_int | Time (in milliseconds) between two frames of the animation. Is only used if "UseIndividualPause" is false (otherwise the pause is stored in each sprite). | 188 | V | |
Pauses | t_vint | 849 | V | ||
Position | t_point | Upper left corner of animation on scene (or interface). | 189 | V | |
PropertyFrames | t_links to AnimationFrames (parent) | Frames with special properties which will be used when the frame of the animation (identified by "FrameIndex") is shown. | 576 | V | |
Replay | t_int | Possible values:
|
656 | V | |
Sprites | t_vsprites | All sprites of the animation. | 235 | V | |
UseIndividualPause | t_bool | If true then the pause between two frames of the animation is stored in each sprite. If false then "Pause" is used for the pause between two frames. | 344 | V | |
WalkSteps | t_vfloat | Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If "Outfit > SlideWalkAnimation" 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. | 760 | V |
AnimationFrames
Table id: 28 (eAnimationFrames)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Action | t_link to Actions | An action which will be started when this frame is shown. | 575 | V | |
Index | t_int | 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 "Animation > PropertyFrames". | 571 | V | |
Sound | t_path | A sound which will be played when this frame is shown. | 572 | V | |
SoundBalance | t_int | Balance of the sound (as defined in "Sound"). Must be between -100 (only left speaker) and 100 (only right speaker). | 574 | V | |
SoundVolume | t_int | Volume of the sound (as defined in "Sound"). Must be between 0 (mute) and 100 (full volume). | 573 | V |
AreaActions
Table id: 33 (eAreaActions)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Action | t_link to Actions (parent) | The action to execute if all conditions are fulfilled (see "Character" and "ExecuteAlways"). The execution type of the action ("Action > ExecutionType") must also match the character either entering or leaving the area (type is either 29 (CharacterEntersArea) or 30 (CharacterLeavesArea)). | 680 | V | |
Character | t_link to Characters | If set the action is only executed if the specified character enters/leaves (see "Action > ExecutionType") the area. If not set then the action is executed for all characters. | 678 | V | |
ExecuteAlways | t_bool | 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. | 679 | V |
AudioBusses
Table id: 37 (eAudioBusses)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Events | t_links to Events | 837 | V | ||
LinkedObjects | t_links to Objects | 881 | V | ||
Links | t_links | 830 | V | ||
OutputBus | t_link to AudioBusses | 850 | V | ||
Setings | t_string | 831 | V | ||
Type | t_int | 829 | V | ||
Values | t_links to Values | 837 | V |
Blocks
Table id: 41 (eBlocks)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Active | t_bool | 878 | V | ||
Config | t_string | 874 | V | ||
Links | t_links | 873 | V | ||
Position | t_point | 876 | V | ||
Type | t_int | 889 | V | ||
TypeName | t_string | 875 | V |
BlockContainers
Table id: 40 (eBlockContainers)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Blocks | t_links to Blocks | 870 | V |
Buttons
Table id: 2 (eButtons)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Actions | t_links to Actions (parent) | All actions of this button. | 455 | V | |
ActiveSprite | t_link to Sprites (parent) | Sprite which is shown if the button is active. If "Type" is 3 or 6 (command) and this button is currently selected then the button is active. If "Type" 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 (also see "InactiveSprite"). | 342 | V | |
Animation | t_link to Animations | Animation which will be played automatically if the button is shown (see "Condition"). | 545 | V | |
Animations | t_links to Animations (parent) | All animations of the button. | 546 | V | |
CommandType | t_int | Only used if the button is a command ("Type" = 3 or 6). Defines the type of this command. Possible values:
|
612 | V | |
Condition | t_link to Conditions | If not empty then the button is only shown and detected by the cursor if the condition is true (or the condition is false and "ConditionNegate" is true). If this condition query results in false and a "Value" is also defined, it depends on the value whether the button is active. | 543 | V | |
ConditionNegate | t_bool | If true then the condition linked under "Condition" is negated. | 544 | V | |
Conjunction | t_link to Texts | 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 ("Type" = 3 or 6 and "CommandType" = 1 or 2). | 296 | V | |
Cursor | t_link to Cursors | Only used if button is a command ("Type" = 3 or 6). The cursor which is shown if the command is active. | 229 | V | |
Draggable | t_bool | 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 "Game >DraggableItems" is true and "Type" of this button is 3). | 567 | V | |
Group | t_links to Buttons | List of commands ("Type" 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). | 584 | V | |
InactiveSprite | t_link to Sprites (parent) | Sprite which is shown if the button is inactive (also see "ActiveSprite"). | 343 | V | |
MatrixId | t_int | 800 | S | ||
Name | t_link to Texts | Only used if button is a command ("Type" = 3 or 6). The name of the command which is shown in the action text. | 295 | V | |
Offset | t_point | Offset for this button from its initial position. By changing the offset it is possible to move the button on the interface. The button image and all button animations will take the offset into account. Detecting a button ("Polygon") by the cursor also considers the offset. | 916 | S | |
Polygon | t_vpoint | Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon. | 454 | V | |
Rotation | t_float | Defines the rotation in degrees. | 796 | S | |
RotationCenter | t_point | Defines the center point of rotation. | 797 | S | |
Scale | t_float | Factor for scaling of the button (100 is original size). | 799 | S | |
ScaleX | t_float | Factor for horizontal scaling of the button (100 is original width). | 814 | S | |
ScaleY | t_float | Factor for vertical scaling of the button (100 is original height). | 815 | S | |
ShaderSet | t_int | Sets shader configuration id for a button and all of its animations, see "shaderSetOptions()" command. | 798 | S | |
Type | t_int | Defines the type of this button. Possible values:
|
297 | V | |
Use | t_int | Only used if button is a command ("Type" = 3 or 6). Defines on what the command can be used on. Possible values:
|
336 | V | |
UseOnCurrentCharacter | t_bool | Only used if button is a command ("Type" = 3 or 6) and "Use" 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. | 613 | V | |
Value | t_link to Values | If not empty then the button is only shown and detected by the cursor if the value query (consisting of "Value", "ValueOperator" and "ValueInt") is met. If this query results in false and a "Condition" is also defined, it depends on the condition whether the button is active. | 882 | V | |
ValueInt | t_int | Integer value for querying the value linked under "Value". | 884 | V | |
ValueOperator | t_int | Operator for querying the value linked under "Value". Possible values:
|
883 | V | |
Visibility | t_int | Visibility of the button in percent. Must be between 0 and 100. A value of 0 means the object is not visible at all (but is still recognized by the cursor). | 888 | S |
Characters
Table id: 0 (eCharacters)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
ActionCharacter | t_link to Characters | 505 | S | ||
Actions | t_links to Actions (parent) | All actions of the character. | 280 | V | |
ActionDestPosition | t_point | 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. | 734 | V/S | |
Active | t_bool | If true (default) the character is shown and detected by the cursor. | 502 | S | |
ActiveCommand | t_link to Buttons | Currently active command for this character. The button must have "Type" = 3. | 517 | S | |
ActiveDialogFont | t_link to Fonts | Font which is used for a currently hovered dialog part. | 457 | V | |
ActiveUsedDialogFont | t_link to Fonts | Font which is used for a currently hovered – and previously selected – dialog part. | 920 | V | |
AnimIndex | t_int | Index for character animations. If there is more than one animation for a direction (e. g. two talk animations for direction 90°) this value decides which animation is used. The index starts with 0 (default, use first animation). | 564 | S | |
AnimState | t_int | Type of currently playing character animation. Possible values:
|
508 | S | |
AudioBus | t_link to AudioBusses | 855 | S | ||
CommentSets | t_links to CommentSets (parent) | All comment sets of the character. | 282 | V | |
Conditions | t_links to Conditions | All conditions of the character. | 331 | V | |
CurrentCommentSet | t_link to CommentSets | Currently used comment set. | 277 | V/S | |
CurrentOutfit | t_link to Outfits | Currently used outfit. | 276 | V/S | |
Destination | t_point | Destination where the character is currently walking to. | 513 | S | |
DestinationObject | t_point | 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 "Game > DestinationCommand", "Game > DestinationItem" and "Game > DestinationItemPicked"). | 515 | S | |
DestVisibility | t_int | The visibility of the character is fading to the visibility defined by this value. Must be between 0 and 100. A value of 0 means the character will not be visible at all (but is still recognized by the cursor). The time to fade from the current visibility to "DestVisibility" is defined by "TimeToDestVisibility". | 596 | S | |
DialogActiveScrollDown | t_sprite | 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 ("DialogArea"). | 461 | V | |
DialogActiveScrollUp | t_sprite | 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 ("DialogArea"). | 459 | V | |
DialogArea | t_rect | Defines the absolutely positioned rectangle on the screen where the dialog is displayed. | 458 | V | |
DialogCursor | t_link to Cursors | Cursor which will be displayed if a dialog is currently active. | 283 | V | |
DialogInactiveScrollDown | t_sprite | 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 ("DialogArea"). | 462 | V | |
DialogInactiveScrollUp | t_sprite | 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 ("DialogArea"). | 460 | V | |
Dialogs | t_links to Dialogs | All dialogs which can be spoken with this character. | 278 | V | |
DialogSprite | t_sprite | Sprite which is used as a background for dialogs. | 463 | V | |
DialogVerticalSpace | t_int | Distance between two dialog part selections (in pixels). | 464 | V | |
Direction | t_int | Direction (in degress from 0 to 360) the character is currently looking at. 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 "Direction" is set to 80 then the second animation is shown). | 599 | S | |
FollowAction | t_link to Actions | Action which is executed if this character is following another character ("FollowCharacter") and the other character is within reach (less pixel than "FollowReachDistance"). | 506 | S | |
FollowCharacter | t_link to Characters | Character which this character is currently following. | 504 | S | |
FollowReachDistance | t_int | If this character is following another character ("FollowCharacter") this value (in pixels) defines when the other character is within reach (see "FollowAction"). | 507 | S | |
Font | t_link to Fonts | Font which is used for all texts which are spoken by this character. | 275 | V | |
HarmonizeWalkAnimations | t_bool | 839 | V | ||
InactiveDialogFont | t_link to Fonts | Font which is used for all dialog parts except the one currently hovered (see "ActiveDialogFont"). | 581 | V | |
InactiveUsedDialogFont | t_link to Fonts | Font which is used for all previously selected dialog parts except the one currently hovered (see "ActiveUsedDialogFont"). | 919 | V | |
Interfaces | t_links to Interfaces | All interfaces currently used for this character. | 585 | V/S | |
Items | t_links to Objects | All items which are picked up by this character. | 663 | S | |
LightmapActive | t_bool | 801 | S | ||
MatrixId | t_int | 793 | S | ||
Name | t_link to Texts | The name of the character (as shown in the action text). | 271 | V | |
Outfits | t_links to Outfits (parent) | All outfits of the character. | 281 | V | |
Position | t_point | Current position of character (if field is set and character is walking, then it will stop walking). | 512 | S | |
Scale | t_bool | If false the character is not scaled and will always be drawn in the original size. | 456 | V | |
ScaleFactor | t_int | Factor in percent the character is scaled with. Must be > 0 (default is 100). | 566 | V/S | |
Scene | t_link to Scenes | Scene where the character is currently on. | 503 | S | |
ShaderSet | t_int | Sets shader configuration id for a character, see "shaderSetOptions()" command. | 795 | S | |
Size | t_float | Current size of character in percent (100 = original size) taking "Scale", "ScaleFactor" and the current character position on the scene into account. | 749 | S | |
StartObject | t_link to Objects | Scene object where the character is standing ("Object > Position") at the beginning of the game. | 311 | V | |
State | t_int | Current state of character (only set to 2 to stop walking, do not set 3). Possible values:
|
511 | S | |
TimeToDestVisibility | t_int | Defines the time (in milliseconds) until the destination visibility ("DestVisibility") is reached. This value is used the next time when "DestVisibility" is set. | 597 | S | |
Tint | t_int | Color (in BGR notation) 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. | 664 | S | |
Values | t_links to Values | All values of the character. | 334 | V | |
Visibility | t_int | Visibility of the character in percent. Must be between 0 and 100. A value of 0 means the character is not visible at all (but is still recognized by the cursor). | 595 | S | |
WalkingSound | t_path | Sound which is played when the character is walking. | 272 | V/S |
CommentSets
Table id: 16 (eCommentSets)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Entries | t_links to CommentSetEntries | All comment set entries of this comment set. | 557 | V |
CommentSetEntries
Table id: 27 (eCommentSetEntries)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Command | t_link to Buttons | If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command ("Button > Type" 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. | 560 | V | |
Text | t_link to Texts | Text for this comment. | 559 | V |
Conditions
Table id: 10 (eConditions)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Conditions | t_links to Conditions | All conditions of a combined condition (only used if "IsVariable" is false). | 844 | V | |
ConditionsNegate | Table of booleans corresponding to the conditions linked in "Conditions". If true the correspoding condition will be negated (only used if "IsVariable" is false). | 845 | V | ||
IsVariable | t_bool | If true this condition only contains true or false. If false this condition is a combined condition (see "Conditions", "ConditionsNegate"). | 193 | V | |
Operator | t_int | Defines how the conditions of a combined condition (linked in "Conditions") are combined (only used if "IsVariable" is false). Possible values:
|
198 | V | |
ReturnNegate | t_bool | If true then the combined result of "Conditions" will be negated (only used if "IsVariable" is false). | 195 | V | |
Value | t_bool | Current value of the condition (true or false). This is only used if "IsVariable" is true. | 194 | V/S |
Cursors
Table id: 15 (eCursors)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
ActiveAnimation | t_link to Animations | Animation of the active cursor. | 647 | V | |
InactiveAnimation | t_link to Animations | Animation of the inactive cursor. | 648 | V |
Curves
Table id: 42 (eCurves)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Points | t_vpoint | 895 | V | ||
Type | t_int | 896 | V |
Dialogs
Table id: 11 (eDialogs)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
DialogParts | t_links to DialogParts (parent) | All dialog part selections of this dialog. | 202 | V | |
Character | t_link to Characters | 825 | V |
DialogParts
Table id: 12 (eDialogParts)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Action | t_link to Actions (parent) | Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action. | 206 | V | |
AltText | t_link to Texts (parent) | Text which is spoken by the current character (only used if "UseAltText" is true, otherwise "Text" is spoken). | 465 | V | |
AnswerText | t_link to Texts (parent) | Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character. | 286 | V | |
Available | t_bool | If true then this dialog part is still available (see "Remove"). | 317 | S | |
Condition | t_link to Conditions | The dialog part selection is only shown if the condition is true (or the condition is false and "ConditionNegate" is true). If this condition query results in false and a "Value" is also defined, it depends on the value whether the dialog part is shown. | 204 | V | |
ConditionNegate | t_bool | If true then the condition linked under "Condition" is negated. | 614 | V | |
LinkedAction | t_link to Actions | Action which is executed if this dialog part is selected and the link "Action" is empty. It is not allowed to start a dialog in this action. | 655 | V | |
NextDialog | t_link to Dialogs (parent) | Dialog which is shown when this dialog part is selected. | 289 | V | |
Remove | t_bool | If true then this dialog part can only be selected once ("Available" will be set to false after selection). | 288 | V | |
Return | t_int | 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). Possible values:
|
287 | V | |
Text | t_link to Texts (parent) | Text which is shown as a selection in the dialog. Further it is spoken by the current character if "UseAltText" is false. | 205 | V | |
UseAltText | t_bool | If true then "AltText" will be spoken by the current character, otherwise "Text". | 466 | V | |
Value | t_link to Values | The dialog part selection is only shown if the value query (consisting of "Value", "ValueOperator" and "ValueInt") is met. If this query results in false and a "Condition" is also defined, it depends on the condition whether the dialog part is shown. | 885 | V | |
ValueInt | t_int | Integer value for querying the value linked under "Value". | 887 | V | |
ValueOperator | t_int | Operator for querying the value linked under "Value". Possible values:
|
886 | V |
Events
Table id: 38 (eEvents)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Action | t_link | 864 | V | ||
StartBus | t_link to AudioBusses | 865 | V | ||
StopBus | t_link to AudioBusses | 866 | V |
Fonts
Table id: 3 (eFonts)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Alphabet | t_string | A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite linked in "Sprite" (from left to right and top to bottom). This value is only used for bitmap fonts ("TrueTypeFont" = false). | 249 | V | |
AutoLineBreak | t_bool | 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 "LineWidth". | 634 | V | |
Border | t_bool | If true a font border will be drawn. This value is only used for TrueType fonts ("TrueTypeFont" = true). | 774 | V | |
BorderColor | t_int | Color for font border. The least significant byte specifies red, then green and the third byte specifies blue (BGR notation). This value is only used for TrueType fonts ("TrueTypeFont" = true) and if "Border" is set to true. | 775 | V | |
BorderSize | t_float | Size of font border in pixels. This value is only used for TrueType fonts ("TrueTypeFont" = true) and if "Border" is set to true. | 776 | V | |
Color | t_int | Font color. The least significant byte specifies red, then green and the third byte specifies blue (BGR notation). This value is only used for TrueType fonts ("TrueTypeFont" = true). | 773 | V | |
Font | t_link | 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 ("TrueTypeFont" = true). This can save a lot of resources compared to creating a new TrueType font. | 770 | V | |
Kerning | t_string | Defines spacings for individual letters or pairs of letters. This value is only used for bitmap fonts ("TrueTypeFont" = false). | 703 | V | |
Letters | t_vrect | List of rectangles where each rectangle contains the position of a single character on the sprite linked in "Sprite". This value is only used for bitmap fonts ("TrueTypeFont" = false). | 143 | V | |
LetterSpacing | t_int | Horizontal distance between two characters (in pixel). This value is only used for bitmap fonts ("TrueTypeFont" = false). | 250 | V | |
LineWidth | t_int | Maximum line width (in pixel) for automatic line break. This value is only used if "AutoLineBreak" is true. | 635 | V | |
Shadow | t_bool | If true a font shadow will be drawn. This value is only used for TrueType fonts ("TrueTypeFont" = true). | 777 | V | |
ShadowOffset | t_point | Offset in pixels for font shadow (see "Shadow"). | 778 | V | |
Size | t_float | Font size in pixels. This value is only used for TrueType fonts ("TrueTypeFont" = true). | 772 | V | |
SpaceWidth | t_int | Width of space (in pixels). This value is only used for bitmap fonts ("TrueTypeFont" = false). | 623 | V | |
Sprite | t_sprite | Sprite with all characters of the font. This value is only used for bitmap fonts ("TrueTypeFont" = false). | 248 | V | |
TrueTypeFont | t_bool | If set to true this is a TrueType font. Either "TrueTypeFontPath" or "Font" must be set for a valid font. | 769 | V | |
TrueTypeFontPath | t_path | Path to TrueType font file. This value is only used for TrueType fonts ("TrueTypeFont" = true). | 771 | V | |
VerticalLetterSpacing | t_int | Vertical distance between two characters (in pixel). | 540 | V |
game
Table id: -1 (eGame)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
About | t_string | Long description of game, authors can make additional comments here. | 125 | V | |
Actions | t_links to Actions (parent) | All actions which can be started with a key. The key value is stored in "Action > ExecutionType". | 318 | V | |
ActionTextFont | t_link to Fonts | Font which will be used for the action text (only used if "DrawActionText" is 1 or 2). | 589 | V/S | |
ActionTextRect | t_rect | Rectangle in which the action text will be drawn horizontally and vertically centered (only used if "DrawActionText" is 2). | 590 | V | |
ActiveCommand | t_link to Buttons | The currently active command. | 610 | V/S | |
AlignCharacterOnImExecution | t_bool | If true the active character will be automatically aligned to the clicked object when an action with an "immediate" execution type is executed. | 582 | V/S | |
AlwaysAllowSkipText | t_bool | 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). | 565 | V/S | |
AudioContainerLinks | t_links to AudioBusses | 835 | V | ||
AudioMixLinks | t_links to AudioBusses | 834 | V | ||
AutoHideInterfacesInMenu | t_bool | 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. | 628 | V/S | |
Behaviours | t_links | 890 | V | ||
BlockContainers | t_links | 877 | V | ||
BuildOptions | t_string | 819 | V | ||
BuildRules | t_vstring | 804 | V | ||
CharacterComposedFile | t_path | Defines the filename for composing the character when compiling the game. | 620 | V | |
CharacterComposedFiles | t_int | The number of composed character files. Possible values:
|
619 | V | |
CharacterLinks | t_links to Characters (parent) | All characters of the game. | 118 | V | |
CommandBehaviour | t_int | Behavior for selecting the standard command. Possible values:
|
244 | V/S | |
CompanyName | t_string | The company name is used for the path where game log files and savegames are stored. E. g. on an English Windows the path could look like this: C:\Users\USERNAME\AppData\Local\COMPANY_NAME\GAME_NAME .
|
700 | V | |
ComposedFile | t_path | Defines the filename for composing the main output file (.vis file) when compiling the game. | 616 | V | |
Containers | t_vstring | 803 | V | ||
CurrentCharacter | t_link to Characters | Character which is currently controlled by the player (active character). | 468 | S | |
CurrentObject | t_link to Objects or Characters or Buttons | The object currently below the cursor. | 687 | S | |
CurrentScene | t_link to Scenes | Scene which is currently shown. | 469 | S | |
CurrentText | t_link to ActiveTexts | Text which is currently displayed. | 477 | S | |
Cursor | t_link to Cursors | 856 | S | ||
CursorHorizontalScrollDistance | t_int | Distance of cursor to the left or right screen border where horizontal scrolling will be started. | 689 | S | |
CursorVerticalScrollDistance | t_int | Distance of cursor to the top or bottom screen border where vertical scrolling will be started. | 690 | S | |
Cursors | t_links to Cursors (parent) | All cursors of the game. | 215 | V | |
CustomActionParts | t_vstring | All custom action parts from installed action part plugins. | 857 | V | |
CutsceneAction | t_link to Actions | If a cutscene is active this links to the action which started (and should stop) the cutscene. | 633 | S | |
DefaultMusicBus | t_link to AudioBusses | 854 | S | ||
DefaultSoundBus | t_link to AudioBusses | 852 | S | ||
DefaultSpeechBus | t_link to AudioBusses | 851 | S | ||
Description | t_string | Short description of the game. | 124 | V | |
DestinationCommand | t_link to Buttons | When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached. | 483 | S | |
DestinationEvent | t_int | When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached. Possible values:
|
615 | S | |
DestinationItem | t_link to Objects | 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. | 484 | S | |
DestinationItemPicked | t_bool | 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 "DraggableObjects"). Then the item in "DestinationItem" will be dropped on the object when it is reached. | 485 | S | |
Dialog | t_link to Dialogs | Currently displayed dialog. | 476 | S | |
DialogAction | t_link to Actions | Running action which contains the text for the current dialog. | 481 | S | |
DisableInteractionDuringAnim | t_int | 643 | V | ||
DraggableItems | t_bool | True if objects can be dragged from the interface. | 305 | V/S | |
DrawActionText | t_int | Defines if and where the action text is drawn. Possible values:
|
588 | V/S | |
ExecuteActionsDuringDialog | t_bool | If true the key actions (defined in "Actions") will also be executed if a dialog is currently displayed. | 578 | V/S | |
ExecuteCalledActionImmediately | t_bool | 790 | V | ||
FadeDelay | t_int | Delay for fade in/out of a scene in milliseconds. | 234 | V/S | |
FadeEffect | t_int | Effect for fade in/out of a scene. Possible values:
|
547 | V/S | |
FirstCharacter | t_link to Characters | Character which is used for starting the game. This is the character which is controlled by the player. | 303 | V | |
FirstScene | t_link to Scenes | The first scene of the game (which is shown after the loading screen) | 121 | V | |
FontLinks | t_links to Fonts (parent) | All fonts of the game. | 120 | V | |
FullScreenIntro | t_bool | True if the intro movie is scaled to fullscreen. | 247 | V | |
GameComposedFile | t_path | 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. | 683 | V | |
GameComposedFiles | t_int | The number of composed game files. Possible values:
|
682 | V | |
GameName | t_string | The game name is used for the path where game log files and savegames are stored. E. g. on an English Windows the path could look like this: C:\Users\USERNAME\AppData\Local\COMPANY_NAME\GAME_NAME.
|
701 | V | |
HiddenDialog | t_link to Dialogs | 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 "ExecuteActionsDuringDialog" is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene. | 579 | V/S | |
HideCursor | t_bool | If true the cursor is hidden and no cursor interaction is possible. | 480 | S | |
HideInterfaces | t_bool | If true all interfaces are hidden, independent of individual interface visibility. | 479 | S | |
HoldTime | t_int | Time (in milliseconds) until the 'Mouse holding' event (for "LeftHoldAction" and "LeftHoldingAction") is fired. | 377 | V/S | |
HorizontalScrollDistance | t_int | 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. | 667 | S | |
IconFile | t_path | 818 | V | ||
Id | t_string | Unique Identification number. Used for savegames in order to only load savegames for correct game. | 370 | V | |
Interfaces | t_links to Interfaces (parent) | All interfaces of the game. | 662 | V | |
InterfaceClasses | t_links to InterfaceClasses (parent) | All interface classes of the game. | 661 | V | |
InterfaceComposedFile | t_path | Defines the filename for composing the interface when compiling the game. | 671 | V | |
InterfaceComposedFiles | t_int | The number of composed interface files. Possible values:
|
670 | ||
Intro | t_path | Intro movie which will be played at the beginning of the game. | 224 | V | |
Items | t_links to Objects (parent) | All items of the game. | 349 | V | |
KeepCharacterSpritesDuringMenus | t_bool | 642 | V | ||
Languages | t_links to Languages (parent) | All languages of the game. | 259 | V | |
LeftClickAction | t_link to Actions (parent) | An action which will be started if the left mouse button is clicked. | 563 | V | |
LeftClickBehaviour | t_int | Defines if the character will be sent to the current position when the left mouse button is clicked. Possible values:
|
891 | V/S | |
LeftDblClickAction | t_link to Actions (parent) | An action which will be started if the left mouse button is double clicked. | 379 | V | |
LeftHoldAction | t_link to Actions (parent) | Action which is started if the left mouse button is pressed for a certain time ("HoldTime") and "LeftMouseHold" is set to 3 or 4. The action is started when the mouse button is released. | 381 | V | |
LeftHoldingAction | t_link to Actions (parent) | Action which is started if the left mouse button is pressed for a certain time ("HoldTime") and "LeftMouseHolding" is set to 3. The action is started when the mouse button is pressed. | 386 | V | |
LeftHoldBehaviour | t_int | Defines if the character will be sent to the current position when the left button is released. Possible values:
|
780 | V/S | |
Loading | t_link to Loadings (parent) | The loading screen which is shown on startup when the game is loaded. | 358 | V | |
MinificationFilter | t_int | DEPRECATED, see "NearestNeighborInterpolation" instead | |||
MagnificationFilter | t_int | DEPRECATED, see "NearestNeighborInterpolation" instead | |||
MiddleClickAction | t_link | An action which will be started if the middle mouse button is clicked. | 766 | V | |
MiddleClickBehaviour | t_int | Defines if the character will be sent to the current position when the middle mouse button is clicked. Possible values:
|
781 | V/S | |
MouseWheelDownAction | t_link to Actions | An action which will be started if the mouse wheel is moved down. | 768 | V | |
MouseWheelUpAction | t_link to Actions | An action which will be started if the mouse wheel is moved up. | 767 | V | |
MovieComposedFile | t_path | Defines the filename for composing the movies when compiling the game. | 622 | V | |
MovieComposedFiles | t_int | The number of composed movie files. Possible values:
|
621 | V | |
NearestNeighborInterpolation | t_bool | If true nearest neighbor interpolation is used scaling of character images (pixel effect). | 745 | V | |
ObjectFont | t_link to Fonts | 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. | 685 | V | |
ObjectTextOutput | t_int | 702 | V | ||
OverlayColor | t_int | 841 | S | ||
OverlayVisibility | t_int | 840 | S | ||
ParticleContainerLinks | t_links to ParticleContainers (parent) | All particle systems of the game. | 448 | V | |
PicBufferSize | t_int | 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 "PicBufferSize" must be set to a value >= 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). | 733 | V | |
PictureCacheSize | t_int | Size (in MB) for cache which stores the recently loaded images. | 669 | V | |
Plugins | t_links to Plugins | Installed action part plugins. | 863 | V | |
PreallocatedTextures | t_int | 743 | V | ||
PreloadPicThreads | t_int | Number of threads used for preloading animations. "PreloadPicThreads" number of buffers with size of "PreloadedPicBufferSize" will be preallocated. | 731 | V | |
PreloadedPicBufferSize | t_int | 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 "PreloadedPicBufferSize" must be set to a value >= 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). | 732 | V | |
Quake | t_bool | If true a quake constantly moves the screen. The values "QuakeForce" and "QuakeSpeed" are used as parameters for the quake. | 629 | S | |
QuakeForce | t_int | Number of maximum pixels the screen is moved by a quake. Value is only used if "Quake" is true. | 630 | S | |
QuakeSpeed | t_int | Defines how long (in milliseconds) 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 "Quake" is true. | 631 | S | |
RegisteredEventHandlers | t_string | All registered event handlers. | 759 | S | |
Reserved | t_string | Licence number. | 369 | V | |
RightClickAction | t_link to Actions (parent) | Action which is started if the right mouse button is pressed and "RightMouseClick" is set to 3 or 4. | 337 | V | |
RightClickBehaviour | t_int | Defines if the character will be sent to the current position when the right mouse button is clicked.Possible values:
|
782 | V/S | |
SavedObject | t_link to Characters or Objects or Buttons | Object which is currently saved to execute an action on (usually through the "Save object" action part). | 486 | S | |
SaveGameName | t_string | Used to store name of current savegame. | 537 | S | |
SavegameScreenshot | t_path | Image used as savegame screenshot for all scenes when game is played on a mobile device. | 764 | V | |
SaveNameOffsetY | t_int | 843 | V | ||
SceneComposedFile | t_path | Defines the filename for composing the scenes when compiling the game. | 618 | V | |
SceneComposedFiles | t_int | The number of composed scene files. Possible values:
|
617 | V | |
SceneLinks | t_links to Scenes (parent) | All scenes of the game. | 117 | V | |
ScriptLinks | t_links to Scripts (parent) | All scripts of the game. | 651 | V | |
ScrollCenterCharacter | t_bool | If true the character linked in "ScrollCharacter" will be centered on the scene (if "ScrollTo" is false). If false then no character will be centered. | 561 | S | |
ScrollCharacter | t_link to Characters | Character which will be centered on the current scene (if "ScrollCenterCharacter" is true and "ScrollTo" is false). | 611 | S | |
ScrollDirectionHorizontal | t_int | DEPRECATED | 473 | S | |
ScrollDirectionVertical | t_int | DEPRECATED | 474 | S | |
ScrollPosition | t_point | Upper left corner of current scroll position (on current scene). | 470 | S | |
ScrollSpeed | t_int | Number of pixels which will be scrolled in one second. | 246 | V/S | |
ScrollToPoint | t_point | Upper left corner the current scene is scrolling to. | 471 | S | |
ScrollTo | t_bool | If true the scene is currently scrolling to "ScrollToPoint". | 472 | S | |
ShaderExclude | t_int | Defines which components (scene, interfaces, texts, cursor) will be excluded from shader programs. Possible values:
|
787 | S | |
ShaderLinks | t_links to Shaders | 820 | V | ||
ShowBlackScreenAfterVideo | t_bool | 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. | 763 | V/S | |
SmoothScrolling | t_bool | 826 | V | ||
SpeakerSoundPanFactor | t_int | Speech output balance in percent. 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. | 758 | V/S | |
SpeakerTextAlignment | t_int | Defines alignment of speaker text. Possible values:
|
592 | V/S | |
SpeechLanguage | t_link to Languages | Defines the language which is used for speech output. If empty the language from "StandardLanguage" will be used. | 755 | S | |
StandardLanguage | t_link to Languages | Defines the currently used language. | 306 | V/S | |
StartAction | t_link to Actions (parent) | This action will be executed once at the beginning of the game (after the game was loaded). | 368 | V | |
TextAlignment | t_int | Defines alignment of spoken text. Possible values:
|
593 | V/S | |
TextOutput | t_int | Defines if spoken texts should be printed and/or spoken. Possible values:
|
583 | S | |
TextSpeed | t_int | Speed for displaying texts (in percent). Default is 100. | 646 | S | |
UsedItem | t_link to Objects | The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text. | 686 | S | |
UsedItemPicked | t_bool | True if "UsedItem" = true and the used item is dragged (shown instead of cursor). | 730 | S | |
Version | t_string | Version number of the game. | 627 | V | |
VerticalScrollDistance | t_int | 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. | 668 | S | |
VideoAudioLanguage | t_string | 738 | S | ||
VideosEncrypted | t_bool | If true the videos are stored in an encrypted container. This field is only relevant for compiled games. | 699 | V | |
VideoPauseScreen | t_path | 788 | V | ||
VideoSubtitleFont | t_link to Fonts | 735 | S | ||
VideoSubtitleLanguage | t_string | 737 | S | ||
VideoSubtitlePosition | t_point | 736 | S | ||
WalksoundBus | t_link to AudioBusses | 853 | S | ||
WaitCursor | t_link to Cursors | 880 | V/S | ||
WindowResolution | t_point | Screen resolution. | 126 | V |
Interfaces
Table id: 1 (eInterfaces)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
ActionTextFont | t_link to Fonts | Font which will be used for the action text - only used if "DrawActionText" is true. | 320 | V | |
ActionTextRect | t_rect | Rectangle in which the action text will be drawn horizontally and vertically centered - only used if "DrawActionText" is true. | 319 | V | |
ActiveCommand | t_link to Buttons | 607 | S | ||
Border | t_vpoint | Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon. | 325 | V | |
Buttons | t_links to Buttons (parent) | All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items. | 140 | V | |
InterfaceClass | t_link to InterfaceClasses | The class this interface belongs to. | 659 | V | |
Conditions | t_links to Conditions (parent) | The conditions of the interface. | 452 | V | |
DestVisibility | t_int | 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. A value of 0 means the interface will not be visible at all (but is still recognized by the cursor). The time to fade from the current visibility to "DestVisibility" is defined by "TimeToDestVisibility". | 604 | S | |
Displacement | t_int | Defines where the interface is shown. Possible values:
|
314 | V/S | |
DrawActionText | t_bool | Defines if the action text is drawn on this interface (if true then "ActionTextFont" and "ActionTextRect" must be set). | 587 | V | |
ItemsScrollPosition | t_int | Current scroll position of the items in the interface/inventory. | 609 | S | |
LeaveAction | t_link to Actions (parent) | Action which will be executed if the cursor leaves the interface (outside of polygon "Border"). | 388 | V | |
MatrixId | t_int | 802 | S | ||
Offset | t_point | Offset (or absolute position) for displaying the interface (only used if "Displacement" is 4 or 5). | 302 | V/S | |
Position | t_point | Absolute position of upper left corner of interface. | 688 | V/S | |
ScrollStepSize | t_int | Defines how many item positions will be scrolled if a scroll arrow is pushed. | 138 | V | |
ShowAlways | t_bool | 789 | V/S | ||
Size | t_int | Defines the size of the interface (in pixels). 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 > 0 and "Displacement" is 0, 1, 2 or 3. | 324 | V/S | |
Sprite | t_sprite | Background sprite of the interface. | 238 | V | |
StandardCommand | t_link to Buttons | Button which is the standard command (usually "Walk to") for this interface. | 298 | V | |
TimeToDestVisibility | t_int | Defines the time (in milliseconds) until the visibility defined in "DestVisibility" is reached. This value is used the next time when "DestVisibility" is set. | 605 | S | |
Values | t_links to Values (parent) | The values of the interface. | 453 | V | |
Visibility | t_int | Visibility of the interface (and all of its buttons) in percent. Must be between 0 and 100. A value of 0 means the interface is not visible at all. Note that the interface can only be visible if "Active" and "Visible" are true. | 603 | S | |
Visible | t_bool | If true the interface is visible - supposed "Visibility" is > 0. This option can be used to toggle the interface on/off without changing "Visibility". | 606 | V/S |
InterfaceClasses
Table id: 31 (eInterfaceClasses)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Name | t_string | Interface class name. The name of the object itself will be set to the translated class name. | 660 | V |
Languages
Table id: 18 (eLanguages)
The language name is defined by the name of each language object.
Loadings
Table id: 21 (eLoadings)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Music | t_path | Music which is played while the loading screen is shown. | 357 | V | |
Sprite | t_sprite | Background sprite of the loading screen. | 353 | V | |
StatusCover | t_bool | 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). | 356 | V | |
StatusSprite | t_sprite | Sprite for progress bar. | 355 | V |
Models
Table id: 35 (eModels)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Model | t_path | 706 | V | ||
Textures | t_vpath | 707 | V |
Objects
Table id: 6 (eObjects)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Actions | t_links to Actions (parent) | All actions of the object. "ExecutionType" defines when the action is started. | 172 | V | |
Animation | t_link to Animations | Animation which is automatically started if this object is active (see "Condition" and "Value"). | 171 | V | |
Animations | t_links to Animations (parent) | All animations of the object. | 176 | V | |
Center | t_int | Defines the line number (y coordinate) which decides if a character is in front or behind this object. | 329 | V | |
Condition | t_link to Conditions | If not empty then the object is only shown and detected by the cursor if the condition is true (or the condition is false and "ConditionNegate" is true). If this condition query results in false and a "Value" is also defined, it depends on the value whether the object is active. | 169 | V | |
ConditionNegate | t_bool | If true then the condition linked under "Condition" is negated. | 359 | V | |
Conditions | t_links to Condition (parent) | All conditions of the object. | 175 | V | |
DestVisibility | t_int | The visibility of the object is fading to the visibility defined by this value. Must be between 0 and 100. A value of 0 means the object will not be visible at all (but is still recognized by the cursor). The time to fade from the current visibility to "DestVisibility" is defined by "TimeToDestVisibility". | 601 | S | |
Direction | t_int | Direction in degrees which a character is aligned if it reaches this object ("Position"). | 222 | V | |
IsItem | t_bool | If true then this object is an item, otherwise it is a scene object. | 350 | V | |
IsWalkable | t_bool | If true then then no action can be executed on this object with the standard command (see "Interface > StandardCommand"). | 384 | V | |
MatrixId | t_int | 792 | S | ||
Model | t_path | 791 | V | ||
Name | t_link to Texts (parent) | The name of the object (as shown in the action text). | 251 | V | |
Offset | t_point | 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 ("Polygon") by the cursor also considers the offset. | 779 | S | |
ParticleSystem | t_link to ParticleSystems | DEPRECATED | 467 | ||
Polygon | t_vpoint | Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon. | 341 | V | |
Position | t_point | Position of the object on the scene (only used if "IsItem" is false). If the user clicked on this object then the current character walks to this position. | 339 | V | |
Rotation | t_float | 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. | 783 | S | |
RotationCenter | t_point | Coordinates (on screen) which define the center for object rotation (see "Rotation"). If set to -1,-1 (default) the image center is used as rotation center. | 784 | S | |
Scale | t_float | Defines the 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. | 786 | S | |
ScaleX | t_float | Factor for horizontal scaling of the button (100 is original width). | 812 | S | |
ScaleY | t_float | Factor for vertical scaling of the button (100 is original height). | 812 | S | |
ScrollFactorX | t_int | 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 (> 100), slower (< 100) or not at all (0). | 538 | V | |
ScrollFactorY | t_int | 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 (> 100), slower (< 100) or not at all (0). | 539 | V | |
ShaderSet | t_int | Sets shader configuration id for an object and all of its animations, see "shaderSetOptions()" command. | 785 | S | |
SnoopAnimation | t_link to Animations | Animation which is shown when the "hotspot" (formerly known as "snoop") animations are active. The animation is only shown if the object is currently active. The "hotspot" animations can be activated with an action part. | 665 | V | |
SnoopAnimationPos | t_point | Absolute position of the "hotspot" (formerly known as "snoop") animation (see "SnoopAnimation") on the scene. | 666 | V | |
Sprite | t_link to Sprites (parent) | Sprite which is shown if the object is active. | 170 | V | |
TimeToDestVisibility | t_int | Defines the time (in milliseconds) until the visibility defined in "DestVisibility" is reached. This value is used the next time when "DestVisibility" is set. | 602 | S | |
Values | t_links to Values (parent) | All values of the object. | 333 | V | |
Value | t_link to Values | If not empty then the object is only shown and detected by the cursor if the value query (consisting of "Value", "ValueOperator" and "ValueInt") is met. If this query results in false and a "Condition" is also defined, it depends on the condition whether the object is active. | 846 | V | |
ValueInt | t_int | Integer value for querying the value linked under "Value". | 848 | V | |
ValueOperator | t_int | Operator for querying the value linked under "Value". Possible values:
|
847 | V | |
Visibility | t_int | Visibility of the object in percent. Must be between 0 and 100. A value of 0 means the object is not visible at all (but is still recognized by the cursor). | 600 | S |
Outfits
Table id: 17 (eOutfits)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
AmbientLightColor | t_int | 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. | 729 | V/S | |
CameraAngle | t_float | 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°). | 711 | V/S | |
CameraHeight | t_float | 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. | 710 | V/S | |
CharacterAnimations | t_links to Animations (parent) | Person animations, must be started manually. | 269 | V | |
CharacterSpeed | t_int | Speed of character with this outfit (in pixel per second). | 270 | V/S | |
LightColor | t_int | The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model. | 716 | V/S | |
LightPosX | t_float | 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. | 713 | V/S | |
LightPosY | t_float | 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. | 714 | V/S | |
LightPosZ | t_float | 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. | 715 | V/S | |
LightColor | t_int | 716 | V/S | ||
Model | t_path | Path to the 3D model file used for the outfit. | 708 | V | |
ModelAmbientOcclusion | t_int | This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion. | 752 | V | |
ModelFiles | t_vpath | 807 | V | ||
ModelOutlineColor | t_int | The color used for the contours of 3D models. | 724 | V/S | |
ModelOutlineWidth | t_int | The width of contours of 3D models. | 725 | V/S | |
ModelScaleFactor | t_int | 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. | 718 | V/S | |
ModelShadow | t_int | 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. | 751 | V | |
ModelShadowVisibility | t_int | This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows. | 750 | V | |
ModelShowOutline | t_bool | This flag indicates whether outlines of a 3D model are drawn. | 723 | V/S | |
ModelTextures | t_vpath | 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. | 728 | V | |
ModelToonNuances | t_int | 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. | 722 | V/S | |
ModelTurnSpeed | t_int | 867 | V | ||
ModelUseToonShading | t_bool | This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading. | 721 | V/S | |
RandomAnimations | t_links to Animation (parent) |
|
321 | V | |
RandomMinTime | t_int | Minimum time (in milliseconds) until a random animation (see "RandomAnimations") is started. | 756 | V | |
RandomMaxTime | t_int | Maximum time (in milliseconds) until a random animation (see "RandomAnimations") is started. | 757 | V | |
SlideWalkAnimation | t_bool | 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. | 762 | V/S | |
StandingAnimations | t_links to Animations (parent) | Standing animations, shown when person is standing. | 383 | V | |
TalkAnimations | t_links to Animations (parent) | Talk animations. | 268 | V | |
TurnAnimations | t_links to Animations (parent) | Turn animations. | 810 | V | |
UseLight | t_bool | 712 | V/S | ||
WalkAnimations | t_links to Animations (parent) | Walk animations. | 267 | V |
ParticleContainers
Table id: 23 (eParticleContainers)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
CameraZoom | t_float | DEPRECATED | |||
CameraZPosition | t_float | DEPRECATED | |||
LeadTime | t_links to Particles (parent) | DEPRECATED | |||
Particles | t_links to Particles (parent) | DEPRECATED | |||
PreviewScene | t_link to Scenes | Scene for particles preview. | 824 | V | |
Settings | t_string | Particle system settings. | 806 | V |
Particles
Table id: 22 (eParticles)
DEPRECATED
Plugins
Table id: 39 (ePlugins)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Active | t_bool | 860 | V | ||
Data | t_string | 862 | V | ||
Directory | t_string | 861 | V |
Points
Table id: 5 (ePoints)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Position | t_point | Position on the scene. | 146 | V | |
Relations | t_links to Points | Links to connected points for way system. | 147 | V | |
Size | t_int | Size for character on this point (in percent). | 145 | V |
Scenes
Table id: 4 (eScenes)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Actions | t_links to Actions (parent) | All actions of the scene. These actions can only be started by another action. | 335 | V | |
ActionAreas | t_links to ActionAreas (parent) | All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area). | 681 | V | |
AudioBusses | t_links to AudioBusses | 838 | V | ||
BackgroundMusic | t_path | Background music which is played in a loop. | 132 | V/S | |
Brightness | t_int | Defines the overall brightness of the scene (in percent). Must be between 0 and 100. A velue of 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. | 594 | S | |
CDTrack | t_int | 133 | V | ||
Conditions | t_links to Conditions (parent) | All conditions of the scene. | 330 | V | |
ContinueMusic | t_bool | If true then the background music from the last scene is continued instead of playing the background music of this scene ("BackgroundMusic"). | 365 | V | |
CurrentWaySystem | t_link to WaySystems | Currently used way system (only relevant if "IsMenu" is false). | 641 | V/S | |
Cursor | t_link to Cursors | Cursor which is displayed on this scene (only used if "IsMenu" is true). | 293 | V | |
Curves | t_links to Curves | 892 | V | ||
LightMap | t_path | Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene. | 550 | V/S | |
IsMenu | t_bool | If true then this scene is a menu (for savegames, options, etc.), otherwise it is a playable scene (where characters can move, etc.). | 292 | V | |
MusicBalance | t_int | Balance of the background music ("BackgroundMusic"). Must be between -100 (only left speaker) and 100 (only right speaker). | 316 | V/S | |
MusicVolume | t_int | Volume of the background music ("BackgroundMusic"). Must be between 0 (mute) and 100 (full volume). | 315 | V/S | |
Name | t_link to Texts (parent) | The name of the scene (used for name in savegames). | 364 | V | |
Objects | t_links to Objects (parent) | All objects of the scene. | 136 | V | |
ParticleSystem | t_link to ParticleContainers | Particle system of the scene which is always shown. | 441 | V | |
SavegameAreas | t_vrect | All areas where savegame screenshots are shown (only if "IsMenu" is true). A savegame can be selected by clicking inside an area. | 322 | V | |
SavegameFont | t_link to Font | Font which is used for the name of the savegame (only if "IsMenu" is true). | 348 | V | |
SavegameScreenshot | t_path | Image used as savegame screenshot for this scene when game is played on a mobile device. | 765 | V | |
SavegameScrollStep | t_int | Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart (only if "IsMenu" is true). | 323 | V | |
SaveTextAlignment | t_int | Defines the alignment of the timestamp text underneath the savegames (only if "IsMenu" is true). Possible Values:
|
930 | V | |
SaveTextOffset | t_point | Defines the offset of the timestamp text underneath the savegames from its default location (only if "IsMenu" is true). | 929 | V | |
ScrollableArea | t_rect | 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. | 568 | V/S | |
ScrollOnEdges | t_bool | If true then the scene will be scrolled if the cursor is on the screen edge. | 232 | V/S | |
ShaderSet | t_int | Sets shader configuration id for the scene, see "shaderSetOptions()" command. | 794 | S | |
Sprite | t_sprite | Background sprite of the scene. | 236 | V | |
TestCharacter | t_link to Characters | 879 | V | ||
Values | t_links to Values (parent) | All values of the scene. | 332 | V | |
WaySystems | t_links to WaySystems (parent) | All way systems of the scene. | 640 | V |
Scripts
Table id: 30 (eScripts)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Script | t_string | Script content. | 652 | V | |
Type | t_string | Script type. Possible Values:
|
653 | V |
ScriptVariables
Table id: 34 (eScriptVariables)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
IsGlobalVar | t_bool | 697 | S | ||
Items | t_links | 698 | S | ||
KeyType | t_int | 694 | S | ||
Value | t_string | 696 | S | ||
ValueType | t_int | 695 | S |
Shaders
Table id: 36 (eShaders)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Compiled | t_string | 823 | V | ||
FS | t_string | 821 | V | ||
VS | t_string | 822 | V |
Sprites
Table id: 13 (eSprites)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Sprite | t_sprite | 237 | V |
Texts
Table id: 14 (eTexts)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
TextLanguages | t_vtext | Language-dependent texts for this text entry. | 761 | V |
TextLanguages
Table id: 19 (eTextLanguages)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Language | t_link to Languages | 258 | V | ||
Sound | t_path | 257 | V | ||
Text | t_string | 256 | V |
Values
Table id: 20 (eValues)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Float | t_float | The current float value. | 805 | V/S | |
Int | t_int | The current integer value. | 328 | V/S | |
Random | t_bool | If true then the value ("Int") will be set to a random value (between "RandomMin" and "RandomMax") at the beginning of the game. | 345 | V | |
RandomMax | t_int | Upper bound for random value (see "Random"). | 347 | V | |
RandomMin | t_int | Lower bound for random value (see "Random"). | 346 | V | |
String | t_string | The current string value. | 632 | V/S |
WaySystems
Table id: 29 (eWaySystems)
Field | Type | Description | id | Scriptable | Storage |
---|---|---|---|---|---|
Border | t_vpoint | Polygon which defines the way borders of the scene. A character is only allowed to walk inside the way borders. | 638 | V | |
Points | t_links to Points (parent) | Way points of the scene which store the character size. The way points are connected to each other to define where a character can walk. | 639 | V |
Contents
- 1 Actions
- 2 ActionAreas
- 3 ActionParts
- 4 ActiveActions
- 5 ActiveAnimations
- 6 ActiveTexts
- 7 Animations
- 8 AnimationFrames
- 9 AreaActions
- 10 AudioBusses
- 11 Blocks
- 12 BlockContainers
- 13 Buttons
- 14 Characters
- 15 CommentSets
- 16 CommentSetEntries
- 17 Conditions
- 18 Cursors
- 19 Curves
- 20 Dialogs
- 21 DialogParts
- 22 Events
- 23 Fonts
- 24 game
- 25 Interfaces
- 26 InterfaceClasses
- 27 Languages
- 28 Loadings
- 29 Models
- 30 Objects
- 31 Outfits
- 32 ParticleContainers
- 33 Particles
- 34 Plugins
- 35 Points
- 36 Scenes
- 37 Scripts
- 38 ScriptVariables
- 39 Shaders
- 40 Sprites
- 41 Texts
- 42 TextLanguages
- 43 Values
- 44 WaySystems