Difference between revisions of "Data Structure"

From The Official Visionaire Studio: Adventure Game Engine Wiki
 
(159 intermediate revisions by 4 users not shown)
Line 1: Line 1:
== Visionaire Data Structure ==
+
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.
  
This is the official documentation of the Visionaire Data Structure.<br><br>
+
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.
  
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column 'Storage' describes where each field is saved. A field with Storage 'V' is saved in the ved-file. If there is a 'S' in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type 'V').
+
<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>
  
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column 'Scriptable' next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a 'V' followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: "game:getLink(VGameCurrentScene)").
+
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 table Action but once an action gets executed an object in ActiveAction 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]].'''
  
== Action ==
+
 
{| class="ts"
+
== Actions ==
 +
Table id: 7 <small>(eActions)</small>
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| ActionActionParts
+
| ActionParts
| t_links to [[#ActionPart|ActionPart]] (parent)
+
| t_links to [[#ActionParts|ActionParts]] (parent)
| Actionparts of this action. The actionparts will be executed if this action is started.
+
| Action parts of this action. The action parts will be executed if this action is started.
| class="cent" |
+
| 162
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ActionCommand
+
| Command
| t_link to [[#Button|Button]]
+
| t_link to [[#Buttons|Buttons]]
 
| Command which must be active to execute this action.
 
| Command which must be active to execute this action.
| class="cent" |
+
| 161
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ActionExecutionType
+
| ExecutionType
 
| t_int
 
| t_int
| Defines when the action is started.<br>
+
| Defines when the action is started. Possible values:
'0': right mouse button click.<br>
+
* 0 (eExecutionTypeRightMouseClick): Right mouse button click.
'1': cursor enters area.<br>
+
* 1 (eExecutionTypeMouseEntersArea): Cursor enters area.
'2': cursor leaves area.<br>
+
* 2 (eExecutionTypeMouseLeavesArea): Cursor leaves area.
'3': item dropped.<br>
+
* 3 (eExecutionTypeFixtureDropped): Item dropped.
'5': called by an other action.<br>
+
* 5 (eExecutionTypeCalledByOtherAction): Called by other action.
'6': command executed.<br>
+
* 6 (eExecutionTypeActionCommand): Command executed.
'7': left mouse click.<br>
+
* 7 (eExecutionTypeLeftMouseClickIm): Left mouse click.
'8': character reached object.<br>
+
* 8: Character reached object.
'12': left mouse button double click.<br>
+
* 12 (eExecutionTypeLeftMouseDblClick): Left mouse button double click.
'13': left mouse button double click (immediate execution).<br>
+
* 13 (eExecutionTypeLeftMouseDblClickIm): Left mouse button double click (immediate execution).
'14': left mouse button hold.<br>
+
* 14 (eExecutionTypeLeftMouseHold): Left mouse button hold.
'15': left mouse button hold (immediate execution).<br>
+
* 15 (eExecutionTypeLeftMouseHoldIm): Left mouse button hold (immediate execution).
'16': right mouse button click (immediate execution).<br>
+
* 16 (eExecutionTypeRightMouseClickIm): Right mouse button click (immediate execution).
'17': command executed (immediate execution).<br>
+
* 17 (eExecutionTypeActionCommandIm): Command executed (immediate execution).
'20': item dropped (immediate execution).<br>
+
* 18 (eExecutionTypeCommandMouseClickIm): Command mouse click (immediate execution).
'21': command executed - both.<br>
+
* 19 (eExecutionTypeCombinedCommandMouseClickIm): Combined command mouse click (immediate execution).
'22': command executed - both (immediate execution).<br>
+
* 20 (eExecutionTypeFixtureDroppedIm): Item dropped (immediate execution).
'23': command executed - other.<br>
+
* 21 (eExecutionTypeActionCommandBoth): Command executed - both.
'24': command executed - other (immediate execution).<br>
+
* 22 (eExecutionTypeActionCommandImBoth): Command executed - both (immediate execution).
'25': item dropped - both.<br>
+
* 23 (eExecutionTypeActionCommandOther): Command executed - other.
'26': item dropped - both (immediate execution).<br>
+
* 24 (eExecutionTypeActionCommandImOther): Command executed - other (immediate execution).
'27': item dropped - other.<br>
+
* 25 (eExecutionTypeFixtureDroppedBoth): Item dropped - both.
'28': item dropped - other (immediate execution).<br>
+
* 26 (eExecutionTypeFixtureDroppedImBoth): Item dropped - both (immediate execution).
'29': character enters area.<br>
+
* 27 (eExecutionTypeFixtureDroppedOther): Item dropped - other.
'30': character leaves area.<br>
+
* 28 (eExecutionTypeFixtureDroppedImOther): Item dropped - other (immediate execution).
| style="text-align:center;" |
+
* 29: Character enters area.
| style="text-align:center;" | V
+
* 30: Character leaves area.
 +
* 31 (eAtBeginningOfScene): At beginning of scene.
 +
* 32 (eAtEndOfScene): At end of scene.
 +
| 159
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|-
 
|-
| ActionFixture
+
| Fixture
| t_link to [[#Object|Object]]
+
| t_link to [[#Objects|Objects]]
 
| Item which is necessary to execute this action.
 
| Item which is necessary to execute this action.
| class="cent" |
+
| 160
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|}
 
|}
  
== ActionArea ==
+
 
{| class="ts"
+
== ActionAreas ==
 +
Table id: 32 <small>(eActionAreas)</small>
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| ActionAreaActions
+
| Actions
| t_links to [[#AreaAction|AreaAction]] (parent)
+
| t_links to [[#AreaActions|AreaActions]] (parent)
| The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).
+
| The actions which will be executed if a character enters or leaves the action area.
| class="cent" |
+
| 675
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ActionAreaPolygon
+
| Polygon
 
| t_vpoint
 
| t_vpoint
| Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.
+
| 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.
| class="cent" |
+
| 674
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|}
 
|}
  
== ActionPart ==
+
 
{| class="ts"
+
== ActionParts ==
 +
Table id: 8 <small>(eActionParts)</small>
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| ActionPartAltInt
+
| AltInt
 
| t_int
 
| t_int
| Parameter #2. Defined by ActionPartCommand.
+
| 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.
| class="cent" |
+
| 290
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ActionPartAltInt2
+
| AltInt2
 
|t_int
 
|t_int
| Parameter #3. Defined by ActionPartCommand.
+
| 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.
| class="cent" |
+
| 591
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ActionPartAltLink
+
| AltLink
| t_link
+
| t_link (parent if link to [[#Texts|Texts]])
| Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.
+
| 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.
| class="cent" |
+
| 290
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ActionPartCommand
+
| Command
 
| t_int
 
| t_int
| Actionpart type. See [[Actionparts Documentation]] for all action part types.
+
| Action part type (constant number). See [[Actionparts Documentation]] for all action part types.
| class="cent" |
+
| 179
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ActionPartInt
+
| Int
 
| t_int
 
| t_int
| Parameter #1. Defined by ActionPartCommand.
+
| 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.
| class="cent" |
+
| 242
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ActionPartLink
+
| Link
| t_link (parent if link to [[#Text|Text]])
+
| t_link (parent if link to [[#Texts|Texts]])
| Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.
+
| 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.
| class="cent" |
+
| 180
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ActionPartPath
+
| Path
 
| t_path
 
| t_path
| Path to a file (e.g. sound file, movie file, image file).
+
| 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.
| class="cent" |
+
| 181
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|}
 
|}
  
== ActiveAction ==
+
 
{| class="ts"
+
== ActiveActions ==
 +
Table id: 25 <small>(eActiveActions)</small>
 +
 
 +
''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.''
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| ActionActionPartIndex
+
| ActionPartIndex
 
| t_int
 
| t_int
| Index of current active actionpart inside this action. If changing the current action part you have to make sure that ActionContinueWaitForEndIfElse is also correct for the new action part index.
+
| 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.
| class="cent" |
+
| 489
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| ActionContinueWaitForEndIfElse
+
| ActionPartStarted
 +
| t_bool
 +
|True if the current action part is already started, e.&nbsp;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
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 +
|-
 +
| ContinueWaitForEndIfElse
 
| t_int
 
| t_int
 
| Total number of open if statements in this action at current position. Use with care.
 
| Total number of open if statements in this action at current position. Use with care.
|  class="cent" |
+
| 490
 +
|  class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| ActionActionPartStarted
+
| PauseTime
 +
| t_int
 +
| Time past since last timer was started. Only valid if "TimerStarted" is true.
 +
| 492
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 +
|-
 +
| TimerStarted
 
| t_bool
 
| 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.
+
| True if there is currently a timer running (e.&nbsp;g. waiting for pause).
| class="cent" |
+
| 491
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| ActionPauseTime
+
| SavedObject
| t_int
+
| t_link to [[#Actions|Actions]]
| Time past since last timer was started. Only valid if ActionTimerStarted is true.
+
| Link to the original action object.
| class="cent" |
+
| 625
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| ActionTimerStarted
+
| SavedValue
| t_bool
+
| t_int
| True if there is currently a timer running (e.g. waiting for pause).
+
|  
| class="cent" |
+
| 842
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|}
 
|}
  
== ActiveAnimation ==
+
 
{| class="ts"
+
== ActiveAnimations ==
 +
Table id: 26 <small>(eActiveAnimations)</small>
 +
 
 +
''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.''
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| AnimationActive
+
| Active
 
| t_bool
 
| 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.
 
| 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.
| class="cent" |
+
| 580
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| AnimationCalledTime
+
| CalledTime
 
| t_int
 
| t_int
| Time (in msec) past since frame was first shown or animation loop finished.
+
| Time past (in milliseconds) since frame was first shown or animation loop finished.
| class="cent" |
+
| 497
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| AnimationCurrentPosition
+
| CurrentPosition
 
| t_point
 
| t_point
| Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).
+
| Position of animation on scene (each frame can have an offset to the animation which is defined in each sprite).
| class="cent" |
+
| 496
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| AnimationCurrentSpriteIndex
+
| CurrentSpriteIndex
 
| t_int
 
| t_int
 
| Index of currently active frame.
 
| Index of currently active frame.
| class="cent" |
+
| 494
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| AnimationCurrentSpritePos
+
| CurrentSpritePos
 
| t_point
 
| t_point
| Position on scene of currently active frame.
+
| Position of currently active frame on scene.
| class="cent" |
+
| 495
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| AnimationFirstFrame
+
| FirstFrame
 
| t_int
 
| t_int
 
| First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.
 
| First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.
| class="cent" |
+
| 644
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| AnimationFrameCount
+
| FrameCount
 
| t_int
 
| t_int
 
| Total number of frames already shown in the current animation loop.
 
| Total number of frames already shown in the current animation loop.
| class="cent" |
+
| 542
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| AnimationLastFrame
+
| LastFrame
 
| t_int
 
| 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.
 
| 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.
| class="cent" |
+
| 645
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| AnimationLoops
+
| Loops
 
| t_int
 
| t_int
 
| Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.
 
| Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.
| class="cent" |
+
| 493
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| AnimationPlayOppositeDirection
+
| PlayOppositeDirection
 
| t_bool
 
| t_bool
 
| True if the animation is played backwards.
 
| True if the animation is played backwards.
| class="cent" |
+
| 541
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| AnimationPreloaded
+
| Preloaded
 
| t_bool
 
| t_bool
| True if the animation is preloaded. If it is preloaded the value of AnimationActive defines if the animation is shown or just kept in memory.
+
| 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.
| class="cent" |
+
| 577
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| SavedObject
 +
| t_link to [[#Animations|Animations]]
 +
| Link to the original animation object.
 +
| 626
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| AnimationSize
+
| Size
 
| t_int
 
| t_int
| Scaling of animation in percent (100 means animation is played in original size, < 100: animation is shrinked, > 100: animation is enlarged).
+
| Scaling of animation in percent (100 means animation is played in original size).
| class="cent" |
+
| 499
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| AnimationStartedByUser
+
| StartedByUser
 
| t_bool
 
| 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.
 
| True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.
| class="cent" |
+
| 691
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| AnimationWaiting
+
| Waiting
 
| t_bool
 
| t_bool
| True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).
+
| True if animation is currently waiting for next animation loop (e.&nbsp;g. if there is a random pause between animation loops).
| class="cent" |
+
| 500
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| AnimationWaitingTime
+
| WaitingTime
 
| t_int
 
| t_int
| Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.
+
| Total time (in milliseconds) currently waiting between two animation loops. Only valid if "Waiting" is true.
| class="cent" |
+
| 501
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|}
 
|}
  
== ActiveText ==
+
 
{| class="ts"
+
== ActiveTexts ==
 +
Table id: 24 <small>(eActiveTexts)</small>
 +
 
 +
''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.''
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| TextActive
+
| Alignment
| t_bool
+
| t_int
 +
| Defines alignment of text. Possible values:
 +
* 0 (eAlignLeft): Align left.
 +
* 1 (eAlignRight): Align right.
 +
* 2 (eAlignCentered): Centered.
 +
* 3 (eAlignLeftWithCenterPos): Align left (use center position).
 +
* 4 (eAlignRightWithCenterPos): Align right (use center position).
 +
* 5 (eAlignCenteredWithLeftPos): Centered (use left position).
 +
| 744
 +
| class="cent"  | <div class="tick"></div>
 +
| class="cent"  | S
 +
|-
 +
| Active
 +
| t_bool
 
| True if the text is currently active.
 
| True if the text is currently active.
| class="cent"  |
+
| 529
 +
| class="cent"  | <div class="tick"></div>
 
| class="cent"  | S
 
| class="cent"  | S
 
|-
 
|-
| TextBackground
+
| Background
 
| t_bool
 
| 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).
 
| 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).
| class="cent" |
+
| 527
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| TextCurrentText
+
| CurrentText
 
| t_string
 
| 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.
 
| Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.
| class="cent" |
+
| 522
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| TextFont
+
| Font
| t_link to [[#Font|Font]]
+
| t_link to [[#Fonts|Fonts]]
 
| Font used for displaying this text.
 
| Font used for displaying this text.
| class="cent" |
+
| 526
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| TextOwner
+
| Owner
| t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]
+
| t_link to [[#Characters|Characters]] or [[#Objects|Objects]] or [[#Buttons|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.
 
| 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.
| class="cent" |
+
| 684
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| TextPosition
+
| Position
 
| t_point
 
| t_point
 
| Position on scene where the text is shown.
 
| Position on scene where the text is shown.
| class="cent" |
+
| 523
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| TextRemainingText
+
| RemainingText
 
| t_string
 
| t_string
 
| Remaining text after TextCurrentText.
 
| Remaining text after TextCurrentText.
| class="cent" |
+
| 521
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| TextTimeElapsed
+
| SavedObject
 +
| t_link to [[#Texts|Texts]]
 +
| Link to the original text object.
 +
| 624
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 +
|-
 +
| TimeElapsed
 
| t_int
 
| t_int
 
| time (in msec) elapsed since showing current part (TextCurrentText) of text.
 
| time (in msec) elapsed since showing current part (TextCurrentText) of text.
| class="cent" |
+
| 525
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| TextTimeToWait
+
| TimeToWait
 
| t_int
 
| t_int
 
| Total time (in msec) for showing current part (TextCurrentText) of text.
 
| Total time (in msec) for showing current part (TextCurrentText) of text.
| class="cent" |
+
| 524
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| TextWaitForAudio
+
| WaitForAudio
 
| t_bool
 
| 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.
 
| 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.
| class="cent" |
+
| 530
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|}
 
|}
  
== Animation ==
+
 
{| class="ts"
+
== Animations ==
 +
Table id: 9 <small>(eAnimations)</small>
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| AnimationAction
+
| Action
| t_link to [[#Action|Action]]
+
| t_link to [[#Actions|Actions]]
 
| Action which is started when the animation is finished.
 
| Action which is started when the animation is finished.
| class="cent" |
+
| 190
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationCenter
+
| Center
 
| t_point
 
| 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).
+
| Defines the center of the animation. If an animation is set to a position then the center will match this position (e.&nbsp;g. used for hotspot of cursor or feet center of character animation).
| class="cent" |
+
| 367
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Direction
 +
| t_int
 +
| Defines the direction in degrees (0-359) this animation should be used for (only for character animations).
 +
| 285
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationDirection
+
| EndDirection
 
| t_int
 
| t_int
| Defines the direction in degress ('0' - '359') this animation should be used for (only for character animations).
+
| Defines the end direction for turn animations in degrees (0-359).
| class="cent" |
+
| 811
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationLoopRandom
+
| LoopRandom
 
| t_bool
 
| t_bool
 
| If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.
 
| If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.
| class="cent" |
+
| 184
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationMirror
+
| Mirror
| t_link to [[#Animation|Animation]]
+
| t_link to [[#Animations|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).
 
| 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).
| class="cent" |
+
| 284
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationModelAnimIndex (v4.0)
+
| ModelAnimIndex
 
| t_int
 
| t_int
| TODO
+
| 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.
| class="cent" |
+
| 726
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationModelAnimSpeed (v4.0)
+
| ModelAnimSpeed
 
| t_int
 
| t_int
| TODO
+
| 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.
| class="cent" |
+
| 727
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationMove
+
| Move
 
| t_bool
 
| 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)
+
| 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).
| class="cent" |
+
| 338
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationNumberOfLoops
+
| NumberOfLoops
 
| t_int
 
| t_int
| Number of loops. '0' if it is an endless animation.
+
| Number of loops. Set to 0 if it is an endless animation.
| class="cent" |
+
| 187
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" |V
 
| class="cent" |V
 
|-
 
|-
| AnimationPause
+
| Pause
 
| t_int
 
| t_int
| Time in milli seconds between two frames of the animation. Is only used if AnimationUseIndividualPause is false (otherwise the pause is stored in each sprite).
+
| Time (in milliseconds) between two frames of the animation. Is only used if "UseIndividualPause" is false (otherwise the pause is stored in each sprite).
| class="cent" |
+
| 188
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationPosition
+
| Pauses
 +
| t_vint
 +
|
 +
| 849
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Position
 
| t_point
 
| t_point
 
| Upper left corner of animation on scene (or interface).
 
| Upper left corner of animation on scene (or interface).
| class="cent" |
+
| 189
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationPropertyFrames
+
| PropertyFrames
| t_links to [[#AnimationFrame|AnimationFrame]] (parent)
+
| t_links to [[#AnimationFrames|AnimationFrames]] (parent)
| Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.
+
| Frames with special properties which will be used when the frame of the animation (identified by "FrameIndex") is shown.
| class="cent" |
+
| 576
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationReplay
+
| Replay
 
| t_int
 
| t_int
| eReplayNormal ('0'): animation loops are shown in normal order.<br/>
+
| Possible values:
eReplayReverse ('1'): each loop of the animation is shown in reverse order.<br/>
+
* 0 (eReplayNormal): animation loops are shown in normal order.
eReplayRandom ('2'): all frames of an animation loop are shown in random order.
+
* 1 (eReplayReverse): each loop of the animation is shown in reverse order.
| class="cent" |
+
* 2 (eReplayRandom): all frames of an animation loop are shown in random order.
 +
| 656
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationSprites
+
| Sprites
 
| t_vsprites
 
| t_vsprites
 
| All sprites of the animation.
 
| All sprites of the animation.
| class="cent" |
+
| 235
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationUseIndividualPause
+
| UseIndividualPause
 
| t_bool
 
| t_bool
| If true then the pause between two frames of the animation is stored in each sprite. If false then AnimationPause is used for the pause between two frames.
+
| 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.
| class="cent" |
+
| 344
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|}
 
|}
  
== AnimationFrame ==
+
 
{| class="ts"
+
== AnimationFrames ==
 +
Table id: 28 <small>(eAnimationFrames)</small>
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| AnimationFrameAction
+
| Action
| t_link to [[#Action|Action]]
+
| t_link to [[#Actions|Actions]]
 
| An action which will be started when this frame is shown.
 
| An action which will be started when this frame is shown.
| class="cent" |
+
| 575
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationFrameIndex
+
| Index
 
| t_int
 
| 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 AnimationPropertyFrames.
+
| 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".
| class="cent" |
+
| 571
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationFrameSound
+
| Sound
 
| t_path
 
| t_path
 
| A sound which will be played when this frame is shown.
 
| A sound which will be played when this frame is shown.
| class="cent" |
+
| 572
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationFrameSoundBalance
+
| SoundBalance
 
| t_int
 
| t_int
| Balance of the sound (AnimationFrameSound). Must be between '-100' (only left speaker) and '100' (only right speaker).
+
| Balance of the sound (as defined in "Sound"). Must be between -100 (only left speaker) and 100 (only right speaker).
| class="cent" |
+
| 574
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AnimationFrameSoundVolume
+
| SoundVolume
 
| t_int
 
| t_int
| Volume of the sound (AnimationFrameSound). Must be between '0' (mute) and '100' (full volume).
+
| Volume of the sound (as defined in "Sound"). Must be between 0 (mute) and 100 (full volume).
| class="cent" |
+
| 573
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|}
 
|}
  
== AreaAction ==
+
 
{| class="ts"
+
== AreaActions ==
 +
Table id: 33 <small>(eAreaActions)</small>
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| AreaActionAction
+
| Action
| t_link to [[#Action|Action]] (parent)
+
| t_link to [[#Actions|Actions]] (parent)
| The action to execute if all conditions are fulfilled (see AreaActionCharacter and AreaActionExecuteAlways). The execution type of the action (ActionExecutionType) must also match the character either entering or leaving the area (type is either '29' (CharacterEntersArea) or '30' (CharacterLeavesArea)).
+
| 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)).
| class="cent" |
+
| 680
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AreaActionCharacter
+
| Character
| t_link to [[#Character|Character]]
+
| t_link to [[#Characters|Characters]]
| If set the action is only executed if the specified character enters/leaves (see ActionExecutionType) the area. If not set then the action is executed for all characters.
+
| 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.
| class="cent" |
+
| 678
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| AreaActionExecuteAlways
+
| ExecuteAlways
 
| t_bool
 
| 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.
 
| 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.
| class="cent" |
+
| 679
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|}
 
|}
  
== Button ==
+
 
{| class="ts"
+
== AudioBusses ==
 +
Table id: 37 <small>(eAudioBusses)</small>
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| ButtonActions
+
| Events
| t_links to [[#Action|Action]] (parent)
+
| t_links to [[#Events|Events]]
| All actions of this button.
+
|  
| class="cent" |
+
| 837
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ButtonActiveSprite
+
| LinkedObjects
| t_link to [[#Sprite|Sprite]] (parent)
+
| t_links to [[#Objects|Objects]]
| Sprite which is shown if the button is active. If ButtonType is '3' or '6' (command) and this button is currently selected then the button is active. If ButtonType is '1' or '2' (scroll arrow) and it is possible to scroll the items then the button is also active. In all other situations the button is inactive.
+
|  
| class="cent" |
+
| 881
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ButtonAnimation
+
| Links
| t_link to [[#Animation|Animation]]
+
| t_links
| Animation which will be played automatically if the button is shown (see ButtonCondition).
+
|  
| class="cent" |
+
| 830
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ButtonAnimations
+
| OutputBus
| t_links to [[#Animation|Animation]] (parent)
+
| t_link to [[#AudioBusses|AudioBusses]]
| All animations of the button.
+
|  
| class="cent" |
+
| 850
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ButtonCommandType
+
| Setings
| t_int
+
| t_string
| Only used if the button is a command (ButtonType = '3' or '6'). Defines the type of this command:<br>
+
|  
'0' (eButtonNormal): normal command (e.g. 'Look at', 'Push'). <br>
+
| 831
'1' (eButtonCombined): combined command (e.g. 'Use', 'Give').<br>
+
| class="cent" | <div class="cross"></div>
'2' (eButtonGive): give command (e.g. 'Give').<br>
 
| class="cent" |
 
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ButtonCondition
+
| Type
| t_link to [[#Condition|Condition]]
+
| t_int
| If ButtonCondition is not empty then the button is only shown and detected by the cursor if the conidition is true (or the condition is false and ButtonConditionNegate is true).
+
|  
| class="cent" |
+
| 829
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ButtonConditionNegate
+
| Values
| t_bool
+
| t_links to [[#Values|Values]]
| If true then the condition ButtonCondition is negated. (see ButtonCondition)
+
|  
| class="cent" |
+
| 837
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 +
|}
 +
 +
 +
== Blocks ==
 +
Table id: 41 <small>(eBlocks)</small>
 +
{| class="ts sortable"
 
|-
 
|-
| ButtonConjunction
+
! style="width:15%" | Field
| t_link to [[#Text|Text]]
+
! style="width:15%" class="unsortable" | Type
| The conjunction word for the action text (e.g. 'with' in action text 'Use item with ...'). Only used if the button is a combined command (ButtonType = '3' or '6' and ButtonCommandType = '1' or '2').
+
! class="unsortable" | Description
| class="cent" |
+
! style="width:3%" | id
| class="cent" | V
+
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| ButtonCursor
+
| Active
| t_link to [[#Cursor|Cursor]]
 
| Only used if button is a command (ButtonType = '3' or '6'). The cursor which is shown if the command is active.
 
| class="cent" | ✘
 
| class="cent" | V
 
|-
 
| ButtonDraggable
 
 
| t_bool
 
| 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 GameDraggableItems is true and ButtonType of this button is '3').
+
|  
| class="cent" |
+
| 878
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ButtonGroup
+
| Config
| t_links to [[#Button|Button]]
+
| t_string
| List of commands (ButtonType of the linked buttons must be '3' or '6') which are used for the button group. With a button group it is possible to define an action for a various number of commands (all commands which are linked by this button).
+
|  
| class="cent" |
+
| 874
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ButtonInactiveSprite
+
| Links
| t_link to [[#Sprite|Sprite]] (parent)
+
| t_links
| Sprite which is shown if the button is inactive. (see ButtonActiveSprite)
+
|  
| class="cent" |
+
| 873
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ButtonName
+
| Position
| t_link to [[#Text|Text]]
+
| t_point
| Only used if button is a command (ButtonType = '3' or '6'). The name of the command which is shown in the action text.
+
|  
| class="cent" |
+
| 876
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ButtonPolygon
+
| Type
| t_vpoint
+
| t_int
| Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.
+
|  
| class="cent" |
+
| 889
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ButtonType
+
| TypeName
| t_int
+
| t_string
| Defines the type of this button:<br>
+
|  
'0' (eButtonPlaceholder): Placeholder for an item.<br>
+
| 875
'1' (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)<br>
+
| class="cent" | <div class="cross"></div>
'2' (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)<br>
 
'3' (eButtonCommand): Command.<br>
 
'4' (eButtonActionArea): Action area. (only used to define individual actions for an area)<br>
 
'5' (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)<br>
 
'6' (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command ('3') with the only difference that this command cannot be selected for actions (because it is only selected through its group).<br>
 
| class="cent" |
 
 
| class="cent" | V
 
| class="cent" | V
 +
|}
 +
 +
 +
== BlockContainers ==
 +
Table id: 40 <small>(eBlockContainers)</small>
 +
{| class="ts sortable"
 
|-
 
|-
| ButtonUse
+
! style="width:15%" | Field
| t_int
+
! style="width:15%" class="unsortable" | Type
| Only used if button is a command (ButtonType = '3' or '6'). Defines on what the command can be used on:<br>
+
! class="unsortable" | Description
'0' (eUseOnAll): on objects (scene objects and items) and characters.<br>
+
! style="width:3%" | id
'1' (eUseOnCharacters): only on characters.<br>
+
! style="width:5%" class="unsortable" | Scriptable
'2' (eUseOnObjects): only on objects (scene objects and items).<br>
+
! style="width:5%" class="unsortable" | Storage
| class="cent" |
 
| class="cent" | V
 
 
|-
 
|-
| ButtonUseOnCurrentCharacter
+
| Blocks
| t_bool
+
| t_links to [[#Blocks|Blocks]]
| Only used if button is a command (ButtonType = '3' or '6') and ButtonUse is '1' or '2'. If false the command can be used on all characters except the current character. If true the command can also be used on the current character.
+
|  
| class="cent" |
+
| 870
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|}
 
|}
  
== Character ==
+
 
{| class="ts"
+
== Buttons ==
 +
Table id: 2 <small>(eButtons)</small>
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| CharacterActions
+
| Actions
| t_links to [[#Action|Action]] (parent)
+
| t_links to [[#Actions|Actions]] (parent)
| All actions of the character.
+
| All actions of this button.
| class="cent" |
+
| 455
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
 
| CharacterActive
 
| t_bool
 
| If true the character is shown and detected by the cursor. (default)
 
| class="cent" | ✔
 
| class="cent" | S
 
|-
 
| CharacterActiveCommand
 
| t_link to [[#Button|Button]]
 
| Currently active command for this character. The button must have ButtonType = '3'.
 
| class="cent" | ✔
 
| class="cent" | S
 
 
|-
 
|-
| CharacterActiveDialogFont
+
| ActiveSprite
| t_link to [[#Font|Font]]
+
| t_link to [[#Sprites|Sprites]] (parent)
| Font which is used for a currently selected dialog part.
+
| 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").
| class="cent" |
+
| 342
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Animation
 +
| t_link to [[#Animations|Animations]]
 +
| Animation which will be played automatically if the button is shown (see "Condition").
 +
| 545
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Animations
 +
| t_links to [[#Animations|Animations]] (parent)
 +
| All animations of the button.
 +
| 546
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-  
+
|-
| CharacterAnimIndex
+
| CommandType
 
| 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 degrees) this value decides which animation is used. The index starts with '0' (default, use first animation).
+
| Only used if the button is a command ("Type" = 3 or 6). Defines the type of this command. Possible values:
| class="cent" |
+
* 0 (eButtonNormal): normal command (e.&nbsp;g. "Look at", "Push").
| class="cent" | S
+
* 1 (eButtonCombined): combined command (e.&nbsp;g. "Use", "Give").
 +
* 2 (eButtonGive): give command (e.&nbsp;g. "Give").
 +
| 612
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Condition
 +
| t_link to [[#Conditions|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
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| ConditionNegate
 +
| t_bool
 +
| If true then the condition linked under "Condition" is negated.
 +
| 544
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Conjunction
 +
| t_link to [[#Texts|Texts]]
 +
| The conjunction word for the action text (e.&nbsp;g. "with" in action text "Use item with&nbsp;..."). Only used if the button is a combined command ("Type" = 3 or 6 and "CommandType" = 1 or 2).
 +
| 296
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Cursor
 +
| t_link to [[#Cursors|Cursors]]
 +
| Only used if button is a command ("Type" = 3 or 6). The cursor which is shown if the command is active.
 +
| 229
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Group
 +
| t_links to [[#Buttons|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
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| InactiveSprite
 +
| t_link to [[#Sprites|Sprites]] (parent)
 +
| Sprite which is shown if the button is inactive (also see "ActiveSprite").
 +
| 343
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|-
 
|-
| CharacterAnimState
+
| MatrixId
 
| t_int
 
| t_int
| Type of currently playing character animation:<br>
+
|  
'0': No animation.<br>
+
| 800
'1': Individual character animation.<br>
+
| class="cent" | <div class="tick"></div>
'2': Random animation.<br>
 
'3': Talk animation.<br>
 
'4': Standing animation.<br>
 
| class="cent" |
 
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| CharacterCommentSets
+
| Name
| t_links to [[#CommentSet|CommentSet]] (parent)
+
| t_link to [[#Texts|Texts]]
| All comment sets of the character.
+
| Only used if button is a command ("Type" = 3 or 6). The name of the command which is shown in the action text.
| class="cent" |
+
| 295
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| CharacterConditions
+
| Offset
| t_links to [[#Condition|Condition]] (parent)
+
| t_point
| All conditions of the character.
+
| 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.
| class="cent" |
+
| 916
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| Polygon
 +
| t_vpoint
 +
| Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.
 +
| 454
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-  
+
|-
| CharacterCurrentCommentSet
+
| Rotation
| t_link to [[#CommentSet|CommentSet]]
+
| t_float
| Currently used comment set.
+
| Defines the rotation in degrees.
| class="cent" | ✔
+
| 796
| class="cent" | V/S
+
| class="cent" | <div class="tick"></div>
|-
 
| CharacterCurrentOutfit
 
| t_link to [[#Outfit|Outfit]]
 
| Currently used outfit.
 
| class="cent" | ✔
 
| class="cent" | V/S
 
|-
 
| CharacterDestination
 
| t_point
 
| Destination where the character is currently walking to.
 
| class="cent" | ✔
 
 
| class="cent" | S
 
| class="cent" | S
|-  
+
|-
| CharacterDestinationObject
+
| RotationCenter
 
| 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 GameDestinationCommand, GameDestinationItem and GameDestinationItemPicked).
+
| Defines the center point of rotation.
| class="cent" |
+
| 797
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
|-  
+
|-
| CharacterDestVisibility
+
| Scale
| t_int
+
| t_float
| The visibility of the character is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the character will not be visible at all (but is still recognized by the cursor), '100' means the character will be completely visible (default). The time to fade from the current visibility to CharacterDestVisibility is defined by CharacterTimeToDestVisibility.
+
| Factor for scaling of the button (100 is original size).
| class="cent" |
+
| 799
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| CharacterDialogActiveScrollDown
+
| ScaleX
| t_sprite
+
| t_float
| Active scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)
+
| Factor for horizontal scaling of the button (100 is original width).
| class="cent" |
+
| 814
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
|-
+
| class="cent" | S
| CharacterDialogActiveScrollUp
+
|-
| t_sprite
+
| ScaleY
| Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).
+
| t_float
| class="cent" |
+
| Factor for vertical scaling of the button (100 is original height).
| class="cent" | V
+
| 815
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| CharacterDialogArea
+
| ShaderSet
| t_rect
+
| t_int
| Defines the absolute position on the screen where the dialog is displayed.
+
| Sets shader configuration id for a button and all of its animations, see "shaderSetOptions()" command.
| class="cent" |
+
| 798
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| CharacterDialogCursor
+
| Type
| t_link to [[#Cursor|Cursor]]
+
| t_int
| Cursor which will be displayed if a dialog is currently active.
+
| Defines the type of this button. Possible values:
| class="cent" |
+
* 0 (eButtonPlaceholder): Placeholder for an item.
 +
* 1 (eButtonScrollUp): Scroll arrow to scroll items up (number of items to scroll is defined by "Interface > ScollStepSize").
 +
* 2 (eButtonScrollDown): Scroll arrow to scroll items down (number of items to scroll is defined by "Interface > ScollStepSize").
 +
* 3 (eButtonCommand): Command.
 +
* 4 (eButtonActionArea): Action area (only used to define individual actions for an area).
 +
* 5 (eButtonCommandGroup): Command group (buttons in the group defined by "Group").
 +
* 6 (eButtonCommandInGroup): Command in a command group (group defined by "Group"). This is basically the same as a command (3) with the only difference that this command cannot be selected for actions (because it is only selected through its group).
 +
| 297
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| CharacterDialogInactiveScrollUp
+
| Use
| t_sprite
+
| t_int
| Inactive scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).
+
| Only used if button is a command ("Type" = 3 or 6). Defines on what the command can be used on. Possible values:
| class="cent" |
+
* 0 (eUseOnAll): on objects (scene objects and items) and characters.
 +
* 1 (eUseOnCharacters): only on characters.
 +
* 2 (eUseOnObjects): only on objects (scene objects and items).
 +
| 336
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| CharacterDialogInactiveScrollDown
+
| UseOnCurrentCharacter
| t_sprite
+
| t_bool
| Inactive scroll arrow (for scrolling down). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).
+
| 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.
| class="cent" |
+
| 613
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| CharacterDialogs
+
| Value
| t_links to [[#Dialog|Dialog]] (parent)
+
| t_link to [[#Values|Values]]
| All dialogs which can be spoken with this character.
+
| 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.
| class="cent" |
+
| 882
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| CharacterDialogSprite
+
| ValueInt
| t_sprite
+
| t_int
| Sprite which is used as a background for dialogs.
+
| Integer value for querying the value linked under "Value".
| class="cent" |
+
| 884
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| CharacterDialogVerticalSpace
+
| ValueOperator
 
| t_int
 
| t_int
| Distance between two dialog part selections (in pixel).
+
| Operator for querying the value linked under "Value". Possible values:
| class="cent" |
+
* 0: equals (=)
 +
* 1: doesn't equal (!=)
 +
* 2: equal or greater than (>=)
 +
* 3: greater than (>)
 +
* 4: equal or less than (<=)
 +
* 5: less than (<)
 +
| 883
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-  
+
|-
| CharacterDirection
+
| Visibility
 
| t_int
 
| t_int
| Direction (in degress from 0 to 360) the character is currently looking at. Always the animation (or sprite) which best fits the direction is shown (e.g. if there are 4 animations for 0,90,180 and 270 degress and CharacterDirection is set to 80 then the second animation is shown).
+
| 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).
| class="cent" |
+
| 888
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 +
|}
 +
 +
 +
== Characters ==
 +
Table id: 0 <small>(eCharacters)</small>
 +
{| class="ts sortable"
 +
|-
 +
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-  
 
|-  
| CharacterFollowAction
+
| ActionCharacter
| t_link to [[#Action|Action]]
+
| t_link to [[#Characters|Characters]]
| Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).
+
|  
| class="cent" |
+
| 505
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | S
 
| class="cent" | S
|-  
+
|-
| CharacterFollowCharacter
+
| Actions
| t_link to [[#Character|Character]]
+
| t_links to [[#Actions|Actions]] (parent)
| Character which this character is currently following.
+
| All actions of the character.
| class="cent" |
+
| 280
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| Active
 +
| t_bool
 +
| If true (default) the character is shown and detected by the cursor.
 +
| 502
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| CharacterFollowReachDistance
+
| ActiveCommand
| t_link to [[#Action|Action]]
+
| t_link to [[#Buttons|Buttons]]
| If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).
+
| Currently active command for this character. The button must have "Type" = 3.
| class="cent" |
+
| 517
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| CharacterFont
+
| ActiveDialogFont
| t_link to [[#Font|Font]]
+
| t_link to [[#Fonts|Fonts]]
| Font which is used for all texts which are spoken by this character.
+
| Font which is used for a currently hovered dialog part.
| class="cent" |
+
| 457
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| CharacterInactiveDialogFont
+
| ActiveUsedDialogFont
| t_link to [[#Font|Font]]
+
| t_link to [[#Fonts|Fonts]]
| Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).
+
| Font which is used for a currently hovered – and previously selected – dialog part.
| class="cent" |
+
| 920
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
 
| CharacterInterfaces
 
| t_links to [[#Interface|Interface]]
 
| All interfaces currently used for this character.
 
| class="cent" | ✘
 
| class="cent" | V/S
 
 
|-  
 
|-  
| CharacterItems
+
| AnimIndex
| t_links to [[#Object|Object]]
+
| t_int
| All items which are picked up by this character.
+
| Index for character animations. If there is more than one animation for a direction (e.&nbsp;g. two talk animations for direction 90°) this value decides which animation is used. The index starts with 0 (default, use first animation).
| class="cent" |
+
| 564
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| CharacterItemsScrollPosition
+
| AnimState
 
| t_int
 
| t_int
| Current scroll position of the items in the interface/inventory.
+
| Type of currently playing character animation. Possible values:
| class="cent" |
+
* 0 (eNoAnim): No animation.
 +
* 1 (eWalkAnim): Walk animation.
 +
* 2 (eTalkAnim): Talk animation.
 +
* 3 (eStandingAnim): Standing animation.
 +
* 4 (eCharacterAnim): Character animations.
 +
* 5 (eRandomAnim): Random animations.
 +
| 508
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 +
|-
 +
| AudioBus
 +
| t_link to [[#AudioBusses|AudioBusses]]
 +
|
 +
| 855
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| CharacterName
+
| CommentSets
| t_link to [[#Text|Text]]
+
| t_links to [[#CommentSets|CommentSets]] (parent)
| The name of the character (as shown in the action text).
+
| All comment sets of the character.
| class="cent" |
+
| 282
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| CharacterOutfits
+
| Conditions
| t_links to [[#Outfit|Outfit]] (parent)
+
| t_links to [[#Conditions|Conditions]]
| All outfits of the character.
+
| All conditions of the character.
| class="cent" |
+
| 331
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| CharacterPosition
+
| CurrentCommentSet
| t_point
+
| t_link to [[#CommentSets|CommentSets]]
| Current position of character.
+
| Currently used comment set.
| class="cent" | ✔ (if field is set and character is walking it will stop walking)
+
| 277
| class="cent" | S
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 
|-  
 
|-  
| CharacterScale
+
| CurrentOutfit
| t_bool
+
| t_link to [[#Outfits|Outfits]]
| If false the character is not scaled and will always be drawn in the original size.
+
| Currently used outfit.
| class="cent" | ✔
+
| 276
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
|-
 
| CharacterScaleFactor
 
| t_int
 
| Factor in % the character is scaled with. Must be > '0' (default '100').
 
| class="cent" | ✔
 
 
| class="cent" | V/S
 
| class="cent" | V/S
 
|-  
 
|-  
| CharacterScene
+
| Destination
| t_link to [[#Scene|Scene]]
+
| t_point
| Scene where the character is currently on.
+
| Destination where the character is currently walking to.
| class="cent" |
+
| 513
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
|-
 
| CharacterSize
 
| t_int
 
| Current size of character in % ('100' = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.
 
| class="cent" | ✘ (read only)
 
| class="cent" | S
 
|-
 
| CharacterStartObject
 
| t_link to [[#Object|Object]]
 
| Scene object where the character is standing (ObjectPosition) at the beginning of the game.
 
| class="cent" | ✘
 
| class="cent" | V
 
 
|-  
 
|-  
| CharacterState
+
| DestinationObject
| t_int
+
| t_point
| Current state of character:<br>
+
| 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").
'2': standing.<br>
+
| 515
'3': walking.<br>
+
| class="cent" | <div class="tick"></div>
| class="cent" | ✔ (only set to '2' to stop walking, do not set '3')
 
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| CharacterTimeToDestVisibility
+
| DestVisibility
 
| t_int
 
| t_int
| Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.
+
| 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".
| class="cent" | ✔
+
| 596
| class="cent" | S
+
| class="cent" | <div class="tick"></div>
|-
 
| CharacterTint
 
| t_int
 
| Color 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.
 
| class="cent" |
 
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| CharacterValues
+
| DialogActiveScrollDown
| t_links to [[#Value|Value]] (parent)
+
| t_sprite
| All values of the character.
+
| 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").
| class="cent" |
+
| 461
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-  
+
|-
| CharacterVisibility
+
| DialogActiveScrollUp
| t_int
+
| t_sprite
| Visibility of the character in %. Must be between '0' and '100'. '0' means the character is not visible at all (but is still recognized by the cursor), '100' means the character is completely visible (default).
+
| 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").
| class="cent" | ✔
+
| 459
| class="cent" | S
+
| class="cent" | <div class="cross"></div>
|-
 
| CharacterWalkingSound
 
| t_path
 
| Sound which is played if the character is walking.
 
| class="cent" | ✔
 
| class="cent" | V/S
 
|}
 
 
 
== CommentSet ==
 
{| class="ts"
 
|-
 
! Field !! Type !! Description !! Scriptable !! Storage
 
|-
 
| CommentSetEntries
 
| t_links to [[#CommentSetEntry|CommentSetEntry]]
 
| All comment set entries of this comment set.
 
| class="cent" | ✘
 
 
| class="cent" | V
 
| class="cent" | V
|}
 
 
== CommentSetEntry ==
 
{| class="ts"
 
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| DialogArea
|-
+
| t_rect
| CommentSetEntryText
+
| Defines the absolutely positioned rectangle on the screen where the dialog is displayed.
| t_link to [[#Text|Text]]
+
| 458
| Text for this comment.
+
| class="cent" | <div class="cross"></div>
| class="cent" |
 
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| CommentSetEntryCommand
+
| DialogCursor
| t_link to [[#Button|Button]]
+
| t_link to [[#Cursors|Cursors]]
| If empty this comment set entry is a standard comment set entry (used for all comments). If this link is a command (ButtonType must be '3') then this comment set entry will only be shown if a command is shown after an execution of an action with this command failed.
+
| Cursor which will be displayed if a dialog is currently active.
| class="cent" |
+
| 283
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|}
 
 
== Condition ==
 
{| class="ts"
 
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| DialogInactiveScrollDown
|-
+
| t_sprite
| ConditionCondition1
+
| 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").
| t_link to [[#Condition|Condition]]
+
| 462
| First condition for a combined condition (only used if ConditionIsVariable is false).
+
| class="cent" | <div class="cross"></div>
| class="cent" |
 
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ConditionCondition1Negate
+
| DialogInactiveScrollUp
| t_bool
+
| t_sprite
| If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).
+
| 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").
| class="cent" |
+
| 460
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ConditionCondition2
+
| Dialogs
| t_link to [[#Condition|Condition]]
+
| t_links to [[#Dialogs|Dialogs]]
| Second condition for a combined condition (only used if ConditionIsVariable is false).
+
| All dialogs which can be spoken with this character.
| class="cent" |
+
| 278
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ConditionCondition2Negate
+
| DialogSprite
| t_bool
+
| t_sprite
| If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).
+
| Sprite which is used as a background for dialogs.
| class="cent" |
+
| 463
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ConditionIsVariable
+
| DialogVerticalSpace
| t_bool
+
| t_int
| If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).
+
| Distance between two dialog part selections (in pixels).
| class="cent" |
+
| 464
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
+
|-  
| ConditionOperator
+
| 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.&nbsp;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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| FollowAction
 +
| 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").
 +
| 506
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| FollowCharacter
 +
| t_link to [[#Characters|Characters]]
 +
| Character which this character is currently following.
 +
| 504
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| FollowReachDistance
 
| t_int
 
| t_int
| Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):<br>
+
| If this character is following another character ("FollowCharacter") this value (in pixels) defines when the other character is within reach (see "FollowAction").
'0': logical AND.<br>
+
| 507
'1': logical OR.<br>
+
| class="cent" | <div class="tick"></div>
| class="cent" |
+
| class="cent" | S
| class="cent" | V
 
 
|-
 
|-
| ConditionReturnNegate
+
| Font
| t_bool
+
| t_link to [[#Fonts|Fonts]]
| If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).
+
| Font which is used for all texts which are spoken by this character.
| class="cent" |
+
| 275
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| ConditionValue
+
| HarmonizeWalkAnimations
 
| t_bool
 
| t_bool
| Current value of condition. True or false. This is only used if ConditionIsVariable is true.
+
|  
| class="cent" | ✔
+
| 839
| class="cent" | V/S
+
| class="cent" | <div class="cross"></div>
|}
 
 
 
== Cursor ==
 
{| class="ts"
 
|-
 
! Field !! Type !! Description !! Scriptable !! Storage
 
|-
 
| CursorActiveAnimation
 
| t_link to [[#Animation|Animation]]
 
| Animation of the active cursor.
 
| class="cent" | ✘
 
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| CursorHotspot
+
| InactiveDialogFont
| t_point
+
| t_link to [[#Fonts|Fonts]]
| Point on the cursor which defines the 'center' of the cursor.
+
| Font which is used for all dialog parts except the one currently hovered (see "ActiveDialogFont").
| class="cent" |
+
| 581
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| CursorInactiveAnimation
+
| InactiveUsedDialogFont
| t_link to [[#Animation|Animation]]
+
| t_link to [[#Fonts|Fonts]]
| Animation of the inactive cursor.
+
| Font which is used for all previously selected dialog parts except the one currently hovered (see "ActiveUsedDialogFont").
| class="cent" |
+
| 919
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
|}
 
 
== Dialog ==
 
{| class="ts"
 
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| Interfaces
|-
+
| t_links to [[#Interfaces|Interfaces]]
| DialogDialogParts
+
| All interfaces currently used for this character.
| t_links to [[#DialogPart|DialogPart]] (parent)
+
| 585
| All dialog part selections of this dialog.
+
| class="cent" | <div class="cross"></div>
| class="cent" |
+
| class="cent" | V/S
| class="cent" | V
+
|-
|}
+
| Items
 
+
| t_links to [[#Objects|Objects]]
== DialogPart ==
+
| All items which are picked up by this character.
{| class="ts"
+
| 663
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| LightmapActive
 +
| t_bool
 +
|
 +
| 801
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| DialogPartAction
+
| MatrixId
| t_link to [[#Action|Action]] (parent)
+
| t_int
| Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.
+
|  
| class="cent" |
+
| 793
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| DialogPartAltText
+
| Name
| t_link to [[#Text|Text]] (parent)
+
| t_link to [[#Texts|Texts]]
| Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).
+
| The name of the character (as shown in the action text).
| class="cent" |
+
| 271
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| DialogPartAnswerText
+
| Outfits
| t_link to [[#Text|Text]] (parent)
+
| t_links to [[#Outfits|Outfits]] (parent)
| Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.
+
| All outfits of the character.
| class="cent" |
+
| 281
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| DialogPartAvailable
+
| Position
| t_bool
+
| t_point
| If true then this dialog part is still available (see DialogPartRemove).
+
| Current position of character (if field is set and character is walking, then it will stop walking).
| class="cent" |
+
| 512
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
|-
+
|-  
| DialogPartCondition
+
| Scale
| t_link to [[#Condition|Condition]]
 
| The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).
 
| class="cent" | ✘
 
| class="cent" | V
 
|-
 
| DialogPartConditionNegate
 
 
| t_bool
 
| t_bool
| If true then the condition DialogPartCondition is negated. (see DialogPartCondition)
+
| If false the character is not scaled and will always be drawn in the original size.
| class="cent" | ✘
+
| 456
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
|-
 
| DialogPartLinkedAction
 
| t_link to [[#Action|Action]]
 
| Action which is executed if this dialog part is selected and the link DialogPartAction is empty. It is not allowed to start a dialog in this action.
 
| class="cent" | ✘
 
 
| class="cent" | V
 
| class="cent" | V
 +
|-
 +
| ScaleFactor
 +
| t_int
 +
| Factor in percent the character is scaled with. Must be > 0 (default is 100).
 +
| 566
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| Scene
 +
| t_link to [[#Scenes|Scenes]]
 +
| Scene where the character is currently on.
 +
| 503
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| ShaderSet
 +
| t_int
 +
| Sets shader configuration id for a character, see "shaderSetOptions()" command.
 +
| 795
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| DialogPartNextDialog
+
| Size
| t_link to [[#Dialog|Dialog]] (parent)
+
| t_float
| Dialog which is shown when this dialog part is selected.
+
| Current size of character in percent (100 = original size) taking "Scale", "ScaleFactor" and the current character position on the scene into account.
| class="cent" |
+
| 749
| class="cent" | V
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 
|-
 
|-
| DialogPartRemove
+
| StartObject
| t_bool
+
| t_link to [[#Objects|Objects]]
| If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).
+
| Scene object where the character is standing ("Object > Position") at the beginning of the game.
| class="cent" |
+
| 311
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
+
|-  
| DialogPartReturn
+
| State
 +
| t_int
 +
| Current state of character (only set to 2 to stop walking, do not set 3). Possible values:
 +
* 2: standing.
 +
* 3: walking.
 +
| 511
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| Tint
 
| t_int
 
| 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):<br />
+
| 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.&nbsp;g. with 0xFF0000 the character would be drawn with a blue light.
'0' (eDialogReturnToSame): the same dialog will be shown again.<br />
+
| 664
'1' (eDialogReturnToUpper): the 'upper' dialog (which linked to the current dialog) will be shown.<br />
+
| class="cent" | <div class="tick"></div>
'2' (eDialogReturnToEnd): no dialog will be shown.<br />
+
| class="cent" | S
| class="cent" |
 
| class="cent" | V
 
 
|-
 
|-
| DialogPartText
+
| Values
| t_link to [[#Text|Text]] (parent)
+
| t_links to [[#Values|Values]]
| Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.
+
| All values of the character.
| class="cent" |
+
| 334
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
+
|-  
| DialogPartUseAltText
+
| Visibility
| t_bool
+
| t_int
| If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.
+
| 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).
| class="cent" |
+
| 595
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| WalkingSound
 +
| t_path
 +
| Sound which is played when the character is walking.
 +
| 272
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|}
 +
 
 +
 
 +
== CommentSets ==
 +
Table id: 16 <small>(eCommentSets)</small>
 +
{| class="ts sortable"
 +
|-
 +
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| Entries
 +
| t_links to [[#CommentSetEntries|CommentSetEntries]]
 +
| All comment set entries of this comment set.
 +
| 557
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|}
 
|}
  
== Font ==
+
 
{| class="ts"
+
== CommentSetEntries ==
 +
Table id: 27 <small>(eCommentSetEntries)</small>
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| FontAlphabet
+
| Command
| t_string
+
| t_link to [[#Buttons|Buttons]]
| A string which contains all characters of the font. The characters have to be in the same order as they appear in the sprite FontSprite (from left to right and top to bottom).
+
| 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.
| class="cent" |
+
| 560
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| FontAutoLineBreak
+
| Text
| t_bool
+
| t_link to [[#Texts|Texts]]
| If true then line breaks will be added to all texts rendered with this font so that the maximum length of a line does not exceed a certain limit. Each line has a maximum width which is defined in FontLineWidth.
+
| Text for this comment.
| class="cent" |
+
| 559
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 +
|}
 +
 +
 +
== Conditions ==
 +
Table id: 10 <small>(eConditions)</small>
 +
{| class="ts sortable"
 
|-
 
|-
| FontLetters
+
! style="width:15%" | Field
| t_vrect
+
! style="width:15%" class="unsortable" | Type
| List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).
+
! class="unsortable" | Description
| class="cent" |
+
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| Conditions
 +
| t_links to [[#Conditions|Conditions]]
 +
| All conditions of a combined condition (only used if "IsVariable" is false).
 +
| 844
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| FontLetterSpacing
+
| ConditionsNegate
| t_int
+
|  
| Horizontal distance between two characters (in pixel).
+
| Table of booleans corresponding to the conditions linked in "Conditions". If true the correspoding condition will be negated (only used if "IsVariable" is false).
| class="cent" |
+
| 845
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| FontLineWidth
+
| IsVariable
| t_int
+
| t_bool
| Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.
+
| If true this condition only contains true or false. If false this condition is a combined condition (see "Conditions", "ConditionsNegate").
| class="cent" |
+
| 193
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| FontSpaceWidth
+
| Operator
 
| t_int
 
| t_int
| Width of space (in pixel).
+
| Defines how the conditions of a combined condition (linked in "Conditions") are combined (only used if "IsVariable" is false). Possible values:
| class="cent" |
+
* 0: logical AND.
 +
* 1: logical OR.
 +
| 198
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| FontSprite
+
| ReturnNegate
| t_sprite
+
| t_bool
| Sprite with all characters of the font.
+
| If true then the combined result of "Conditions" will be negated (only used if "IsVariable" is false).
| class="cent" | ✘
+
| 195
| class="cent" | V
+
| class="cent" | <div class="cross"></div>
|-
 
| FontVerticalLetterSpacing
 
| t_int
 
| Vertical distance between two characters (in pixel).
 
| class="cent" | ✘
 
 
| class="cent" | V
 
| class="cent" | V
 +
|-
 +
| Value
 +
| t_bool
 +
| Current value of the condition (true or false). This is only used if "IsVariable" is true.
 +
| 194
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 
|}
 
|}
  
== Game ==
+
 
{| class="ts"
+
== Cursors ==
 +
Table id: 15 <small>(eCursors)</small>
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| GameAbout
+
| ActiveAnimation
| t_string
+
| t_link to [[#Animations|Animations]]
| Long description of game, authors can make additional comments here.
+
| Animation of the active cursor.
| class="cent" |
+
| 647
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameActions
+
| InactiveAnimation
| t_links to [[#Action|Action]] (parent)
+
| t_link to [[#Animations|Animations]]
| All actions which can be started with a key. The key value is stored in ActionExecutionType.
+
| Animation of the inactive cursor.
| class="cent" |
+
| 648
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 +
|}
 +
 +
 +
== Curves ==
 +
Table id: 42 <small>(eCurves)</small>
 +
{| class="ts sortable"
 
|-
 
|-
| GameActionTextFont
+
! style="width:15%" | Field
| t_link to [[#Font|Font]]
+
! style="width:15%" class="unsortable" | Type
| Font which will be used for the action text - only used if GameDrawActionText is '1' or '2'.
+
! class="unsortable" | Description
| class="cent" |
+
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| Points
 +
| t_vpoint
 +
|
 +
| 895
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameActionTextRect
+
| Type
| t_rect
+
| t_int
| Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is '2'.
+
|  
| class="cent" |
+
| 896
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
+
|}
| GameActiveCommand
+
 
| t_link to [[#Button|Button]]
+
 
| The currently active command.
+
== Dialogs ==
| class="cent" | ✔
+
Table id: 11 <small>(eDialogs)</small>
| class="cent" | V/S
+
{| class="ts sortable"
 
|-
 
|-
| GameAlignCharacterOnImExecution
+
! style="width:15%" | Field
| t_bool
+
! style="width:15%" class="unsortable" | Type
| If true the active character will be automatically aligned to the clicked object when an action with execution type 'immediate' is executed.
+
! class="unsortable" | Description
| class="cent" |
+
! style="width:3%" | id
| class="cent" | V
+
! style="width:5%" class="unsortable" | Scriptable
|-
+
! style="width:5%" class="unsortable" | Storage
| GameAlwaysAllowSkipText
 
| 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).
 
| class="cent" | ✔
 
| class="cent" | V/S
 
|-
 
| GameAutoHideInterfacesInMenu
 
| 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.
 
| class="cent" | ✔
 
| class="cent" | V/S
 
 
|-
 
|-
| GameCharacterComposedFile
+
| DialogParts
| t_path
+
| t_links to [[#DialogParts|DialogParts]] (parent)
| Defines the filename for composing the character when compiling the game.
+
| All dialog part selections of this dialog.
| class="cent" |
+
| 202
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameCharacterComposedFiles
+
| Character
| t_int
+
| t_link to [[#Characters|Characters]]
| The number of composed character files:<br>
+
|  
'0' (eMainContainer): All characters are stored in the main container.<br>
+
| 825
'1' (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.<br>
+
| class="cent" | <div class="cross"></div>
'2' (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).<br>
 
| class="cent" |
 
 
| class="cent" | V
 
| class="cent" | V
 +
|}
 +
 +
 +
== DialogParts ==
 +
Table id: 12 <small>(eDialogParts)</small>
 +
{| class="ts sortable"
 
|-
 
|-
| GameCharacterLinks
+
! style="width:15%" | Field
| t_links to [[#Character|Character]] (parent)
+
! style="width:15%" class="unsortable" | Type
| All characters of the game.
+
! class="unsortable" | Description
| class="cent" |
+
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| Action
 +
| t_link to [[#Actions|Actions]] (parent)
 +
| Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.
 +
| 206
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
 
| GameCommandBehaviour
 
| t_int
 
| Behavior for selecting the standard command.<br>
 
'0'(eStdCommandAlways): set standard command after executing an action.<br>
 
'1' (eSetStdCommandNever): never set standard command.<br>
 
'2' (eSetStdCommandOnSuccess): set standard command after successful execution of an action.<br>
 
| class="cent" | ✔
 
| class="cent" | V/S
 
 
|-
 
|-
| GameCompanyName
+
| AltText
| t_string
+
| t_link to [[#Texts|Texts]] (parent)
| The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&lt;UserName&gt;\AppData\Local\&lt;CompanyName&gt;\&lt;GameName&gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.
+
| Text which is spoken by the current character (only used if "UseAltText" is true, otherwise "Text" is spoken).
| class="cent" |
+
| 465
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameComposedFile
+
| AnswerText
| t_path
+
| t_link to [[#Texts|Texts]] (parent)
| Defines the filename for composing the main output file (.vis file) when compiling the game.
+
| Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.
| class="cent" |
+
| 286
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
 
 
|-  
 
|-  
| GameCurrentCharacter
+
| Available
| t_link to [[#Character|Character]]
+
| t_bool
| Character which is currently controlled by the player (active character).
+
| If true then this dialog part is still available (see "Remove").
| class="cent" |
+
| 317
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| GameCurrentObject
+
| Condition
| t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]
+
| t_link to [[#Conditions|Conditions]]
| The object currently below the cursor.
+
| 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.
| class="cent" | ✘
+
| 204
| class="cent" | S
+
| class="cent" | <div class="cross"></div>
|-
+
| class="cent" | V
| GameCurrentScene
 
| t_link to [[#Scene|Scene]]
 
| Scene which is currently shown.
 
| class="cent" | ✔
 
| class="cent" | S
 
|-
 
| GameCursorHorizontalScrollDistance
 
| t_int
 
| Distance of cursor to the left or right screen border where horizontal scrolling will be started.
 
| class="cent" | ✔
 
| class="cent" | S
 
|-
 
| GameCursorVerticalScrollDistance
 
| t_int
 
| Distance of cursor to the top or bottom screen border where vertical scrolling will be started.
 
| class="cent" | ✔
 
| class="cent" | S
 
 
|-
 
|-
| GameCursors
+
| ConditionNegate
| t_links to [[#Cursor|Cursor]] (parent)
+
| t_bool
| All cursors of the game.
+
| If true then the condition linked under "Condition" is negated.
| class="cent" |
+
| 614
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameCutsceneAction
+
| LinkedAction
| t_link to [[#Action|Action]]
+
| t_link to [[#Actions|Actions]]
| If a cutscene is active this links to the action which started (and should stop) the cutscene.
+
| 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.
| class="cent" |
+
| 655
| class="cent" | S
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|-
 
|-
| GameDescription
+
| NextDialog
| t_string
+
| t_link to [[#Dialogs|Dialogs]] (parent)
| Short description of the game.
+
| Dialog which is shown when this dialog part is selected.
| class="cent" |
+
| 289
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-  
+
|-
| GameDestinationCommand
+
| Remove
| t_link to [[#Button|Button]]
+
| t_bool
| When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.
+
| If true then this dialog part can only be selected once ("Available" will be set to false after selection).
| class="cent" |
+
| 288
| class="cent" | S
+
| class="cent" | <div class="cross"></div>
|-  
+
| class="cent" | V
| GameDestinationEvent
+
|-
 +
| Return
 
| t_int
 
| 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:<br>
+
| 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:
'0': no event.<br>
+
* 0 (eDialogReturnToSame): the same dialog will be shown again.
'1': left mousebutton click.<br>
+
* 1 (eDialogReturnToUpper): the "upper" dialog (which linked to the current dialog) will be shown.
'2': right mousebutton click.<br>
+
* 2 (eDialogReturnToEnd): no dialog will be shown.
'3': left mousebutton double click.<br>
+
| 287
'4': left mousebutton hold.<br>
+
| class="cent" | <div class="cross"></div>
'5': mouse enters area.<br>
+
| class="cent" | V
'6': mouse leaves area.<br>
+
|-
| class="cent" |
+
| Text
| class="cent" | S
+
| t_link to [[#Texts|Texts]] (parent)
|-  
+
| Text which is shown as a selection in the dialog. Further it is spoken by the current character if "UseAltText" is false.
| GameDestinationItem
+
| 205
| t_link to [[#Object|Object]]
+
| class="cent" | <div class="cross"></div>
| 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.
+
| class="cent" | V
| class="cent" |
+
|-
| class="cent" | S
+
| UseAltText
|-  
 
| GameDestinationItemPicked
 
 
| t_bool
 
| 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 GameDragableObjects). Then the item in GameDestinationItem will be dropped on the object when it is reached.
+
| If true then "AltText" will be spoken by the current character, otherwise "Text".
| class="cent" |
+
| 466
| class="cent" | S
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|-
 
|-
| GameDialog
+
| Value
| t_link to [[#Dialog|Dialog]]
+
| t_link to [[#Values|Values]]
| Currently displayed dialog.
+
| 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.
| class="cent" |
+
| 885
| class="cent" | S
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|-
 
|-
| GameDialogAction
+
| ValueInt
| t_link to [[#Action|Action]]
 
| Running action which contains the text for the current dialog.
 
| class="cent" | ✘
 
| class="cent" | S
 
|-
 
| GameDraggableItems
 
| t_bool
 
| True if objects can be dragged from the interface.
 
| class="cent" | ✔
 
| class="cent" | V/S
 
|-
 
| GameDrawActionText
 
 
| t_int
 
| t_int
| Defines if and where the action text is drawn:<br>
+
| Integer value for querying the value linked under "Value".
'0' (eDrawNoActionText): do not draw action text.<br>
+
| 887
'1' (eDrawActionTextAtCurrentPos): draw action text at current cursor position.<br>
+
| class="cent" | <div class="cross"></div>
'2' (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.<br>
+
| class="cent" | V
| class="cent" |
 
| class="cent" | V/S
 
|-
 
| GameExecuteActionsDuringDialog
 
| t_bool
 
| If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.
 
| class="cent" | ✔
 
| class="cent" | V/S
 
 
|-
 
|-
|-
+
| ValueOperator
| GameFadeDelay
 
| t_int
 
| Delay in milli seconds for fade in/out of a scene.
 
| class="cent" | ✔
 
| class="cent" | V/S
 
|-
 
| GameFadeEffect
 
 
| t_int
 
| t_int
| Effect for fade in/out of a scene.<br>
+
| Operator for querying the value linked under "Value". Possible values:
'0' (eFadeNo): no effect. display new scene immediately.<br>
+
* 0: equals (=)
'1' (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.<br>
+
* 1: doesn't equal (!=)
'2' (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.<br>
+
* 2: equal or greater than (>=)
'3' (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.<br>
+
* 3: greater than (>)
'4' (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.<br>
+
* 4: equal or less than (<=)
'5' (eShiftLeft): shift left. Shift current scene to the left and show new scene.<br>
+
* 5: less than (<)
'6' (eShiftRight): shift right. Shift current scene to the right and show new scene.<br>
+
| 886
'7' (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.<br>
+
| class="cent" | <div class="cross"></div>
| class="cent" | ✔
 
| class="cent" | V/S
 
|-
 
| GameFirstCharacter
 
| t_link to [[#Character|Character]]
 
| Character which is used for starting the game. This is the character which is controlled by the player.
 
| class="cent" | ✘
 
 
| class="cent" | V
 
| class="cent" | V
 +
|}
 +
 +
 +
== Events ==
 +
Table id: 38 <small>(eEvents)</small>
 +
{| class="ts sortable"
 
|-
 
|-
| GameFirstScene
+
! style="width:15%" | Field
| t_link to [[#Scene|Scene]]
+
! style="width:15%" class="unsortable" | Type
| The first scene of the game (which is shown after the loading screen)
+
! class="unsortable" | Description
| class="cent" |
+
! style="width:3%" | id
| class="cent" | V
+
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| GameFontLinks
+
| Action
| t_links to [[#Font|Font]] (parent)
+
| t_link
| All fonts of the game.
+
|  
| class="cent" |
+
| 864
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameFullScreenIntro
+
| StartBus
| t_bool
+
| t_link to [[#AudioBusses|AudioBusses]]
| True if the intro movie is scaled to fullscreen.
+
|  
| class="cent" |
+
| 865
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameGameComposedFile
+
| StopBus
| t_path
+
| t_link to [[#AudioBusses|AudioBusses]]
| 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.
+
|  
| class="cent" |
+
| 866
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 +
|}
 +
 +
 +
== Fonts ==
 +
Table id: 3 <small>(eFonts)</small>
 +
{| class="ts sortable"
 
|-
 
|-
| GameGameComposedFiles
+
! style="width:15%" | Field
| t_int
+
! style="width:15%" class="unsortable" | Type
| The number of composed game files:<br>
+
! class="unsortable" | Description
'0' (eMainContainer): The game object is stored in the main container.<br>
+
! style="width:3%" | id
'1' (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.<br>
+
! style="width:5%" class="unsortable" | Scriptable
| class="cent" |
+
! style="width:5%" class="unsortable" | Storage
| class="cent" | V
 
 
|-
 
|-
| GameGameName
+
| Alphabet
 
| t_string
 
| t_string
| The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&lt;UserName&gt;\AppData\Local\&lt;CompanyName&gt;\&lt;GameName&gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.
+
| 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).
| class="cent" |
+
| 249
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameHiddenDialog
+
| AutoLineBreak
| t_link to [[#Dialog|Dialog]]
+
| t_bool
| If the user switches to a menu while a dialog is currently shown in a playable scene (e.g. the dialog parts are displayed) - this is only possible if GameExecuteActionsDuringDialog is true - then the dialog is saved in this field. The dialog is hidden until the user switches back to a playable scene.
+
| 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".
| class="cent" | ✘
+
| 634
| class="cent" | V/S
+
| class="cent" | <div class="tick"></div>
|-
 
| GameHoldTime
 
| t_int
 
| Time in milli seconds until the event 'Mouse holding' (for GameLeftHoldAction and GameLeftHoldingAction) is fired.
 
| class="cent" | ✔
 
| class="cent" | V/S
 
|-
 
| GameHorizontalScrollDistance
 
| 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.
 
| class="cent" | ✔
 
| class="cent" | S
 
|-
 
| GameId
 
| t_string
 
| Unique Identification number. Used for savegames in order to only load savegames for correct game.
 
| class="cent" | ✘
 
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameInterfaces
+
| Border
| t_links to [[#Interface|Interface]] (parent)
+
| t_bool
| All interfaces of the game.
+
| If true a font border will be drawn. This value is only used for TrueType fonts ("TrueTypeFont" = true).
| class="cent" |
+
| 774
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameInterfaceClasses
+
| BorderColor
| t_links to [[#InterfaceClass|InterfaceClass]] (parent)
+
| t_int
| All interface classes of the game.
+
| 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.
| class="cent" |
+
| 775
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameInterfaceComposedFile
+
| BorderSize
| t_path
+
| t_float
| Defines the filename for composing the interface when compiling the game.
+
| Size of font border in pixels. This value is only used for TrueType fonts ("TrueTypeFont" = true) and if "Border" is set to true.
| class="cent" |
+
| 776
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameInterfaceComposedFiles
+
| Color
 
| t_int
 
| t_int
| The number of composed interface files:<br>
+
| 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).
'0' (eMainContainer): All interfaces are stored in the main container.<br>
+
| 773
'1' (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.<br>
+
| class="cent" | <div class="tick"></div>
'2' (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).<br>
 
| class="cent" |
 
|-
 
| GameIntro
 
| t_path
 
| Intro movie which will be played at the beginning of the game.
 
| class="cent" | ✘
 
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameItems
+
| Font
| t_links to [[#Object|Object]] (parent)
+
| t_link
| All items of the game.
+
| 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.
| class="cent" |
+
| 770
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameLanguages
+
| Kerning
| t_links to [[#Language|Language]] (parent)
+
| t_string
| All languages of the game.
+
| Defines spacings for individual letters or pairs of letters. This value is only used for bitmap fonts ("TrueTypeFont" = false).
| class="cent" |
+
| 703
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameLeftClickAction
+
| Letters
| t_link to [[#Action|Action]] (parent)
+
| t_vrect
| An action which will be started if the left mouse button is clicked.
+
| 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).
| class="cent" |
+
| 143
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameLeftDblClickAction
+
| LetterSpacing
| t_link to [[#Action|Action]] (parent)
+
| t_int
| An action which will be started if the left mouse button is double clicked.
+
| Horizontal distance between two characters (in pixel). This value is only used for bitmap fonts ("TrueTypeFont" = false).
| class="cent" |
+
| 250
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V
 +
|-
 +
| LineWidth
 +
| t_int
 +
| Maximum line width (in pixel) for automatic line break. This value is only used if "AutoLineBreak" is true.
 +
| 635
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameLeftHoldAction
+
| Shadow
| t_link to [[#Action|Action]] (parent)
+
| t_bool
| Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to '3' or '4'. The action is started when the mouse button is released.
+
| If true a font shadow will be drawn. This value is only used for TrueType fonts ("TrueTypeFont" = true).
| class="cent" |
+
| 777
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameLeftHoldingAction
+
| ShadowOffset
| t_link to [[#Action|Action]] (parent)
+
| t_point
| Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to '3'. The action is started when the mouse button is pressed.
+
| Offset in pixels for font shadow (see "Shadow").
| class="cent" |
+
| 778
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
 
| GameLeftMouseClick
 
| t_int
 
| Defines what a left mouse click is used for:<br>
 
'0' (eIndividualAction): used for individual actions.<br>
 
'4' (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.<br>
 
| class="cent" | ✔
 
| class="cent" | V/S
 
|-
 
| GameLeftMouseDblClick
 
| t_int
 
| Defines what a left double click is used for:<br>
 
'0' (eIndividualAction): used for individual actions.<br>
 
'3' (eStandardAction): used for standard action (GameLeftDblClickAction).<br>
 
'4' (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.<br>
 
| class="cent" | ✔
 
| class="cent" | V/S
 
|-
 
| GameLeftMouseHold
 
| t_int
 
| Defines what the event 'left mouse button hold' is used for when the button is released.<br>
 
'0' (eIndividualAction): used for individual actions.<br>
 
'3' (eStandardAction): used for standard action (GameLeftHoldAction).<br>
 
'4' (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.<br>
 
| class="cent" | ✔
 
| class="cent" | V/S
 
|-
 
| GameLeftMouseHolding
 
| t_int
 
| Defines what the event 'left mouse button hold' is used for when the button is pressed.<br>
 
'0' (eIndividualAction): used for individual actions.<br>
 
'3' (eStandardAction): used for standard action (GameLeftHoldingAction).<br>
 
| class="cent" | ✔
 
| class="cent" | V/S
 
 
|-
 
|-
| GameLoading
+
| Size
| t_link to [[#Loading|Loading]] (parent)
+
| t_float
| The loading screen. (is shown on startup when the game is loaded)
+
| Font size in pixels. This value is only used for TrueType fonts ("TrueTypeFont" = true).
| class="cent" |
+
| 772
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameMinificationFilter
+
| SpaceWidth
 
| t_int
 
| t_int
| Filter for minification of textures (scaling of character images).<br>
+
| Width of space (in pixels). This value is only used for bitmap fonts ("TrueTypeFont" = false).
'0': Linear interpolation.<br>
+
| 623
'1': Nearest neighbor.<br>
+
| class="cent" | <div class="tick"></div>
| class="cent" |
 
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameMagnificationFilter
+
| Sprite
| t_int
+
| t_sprite
| Filter for magnification of textures (scaling of character images).<br>
+
| Sprite with all characters of the font. This value is only used for bitmap fonts ("TrueTypeFont" = false).
'0' (eLinearInterpolation): Linear interpolation.<br>
+
| 248
'1' (eNearestNeighborInterpolation): Nearest neighbor.<br>
+
| class="cent" | <div class="cross"></div>
| class="cent" |
+
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameMovieComposedFile
+
| TrueTypeFontPath
 
| t_path
 
| t_path
| Defines the filename for composing the movies when compiling the game.
+
| Path to TrueType font file. This value is only used for TrueType fonts ("TrueTypeFont" = true).
| class="cent" |
+
| 771
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameMovieComposedFiles
+
| VerticalLetterSpacing
 
| t_int
 
| t_int
| The number of composed movie files:<br>
+
| Vertical distance between two characters (in pixel).
'0' (eMainContainer): All movies are stored in the main container.<br>
+
| 540
'1' (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.<br>
+
| class="cent" | <div class="tick"></div>
| class="cent" | ✘
 
| class="cent" | V
 
|-
 
| GameObjectFont
 
| t_link to [[#Font|Font]]
 
| 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.
 
| class="cent" | ✔
 
 
| class="cent" | V
 
| class="cent" | V
 +
|}
 +
 +
 +
== game ==
 +
Table id: -1 <small>(eGame)</small>
 +
{| class="ts sortable"
 
|-
 
|-
| GameParticleContainerLinks
+
! style="width:15%" | Field
| t_links to [[#ParticleContainer|ParticleContainer]] (parent)
+
! style="width:15%" class="unsortable" | Type
| All particle systems of the game.
+
! class="unsortable" | Description
| class="cent" |
+
! style="width:3%" | id
| class="cent" | V
+
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| GamePicBufferSize
+
| About
| t_int
+
| t_string
| Buffer size (in KB) for reserved memory at game startup. This buffer is used for all non-preloaded images and should be large enough to hold the largest image, otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image is 1400x1200 and has an alpha channel then GamePicBufferSize must be set to a value >= 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).
+
| Long description of game, authors can make additional comments here.
| class="cent" |
+
| 125
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GamePictureCacheSize
+
| Actions
| t_int
+
| t_links to [[#Actions|Actions]] (parent)
| Size in MB for cache which stores the recently loaded images.
+
| All actions which can be started with a key. The key value is stored in "Action > ExecutionType".
| class="cent" |
+
| 318
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GamePreloadPicThreads
+
| ActionTextFont
| t_int
+
| t_link to [[#Fonts|Fonts]]
| Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.
+
| Font which will be used for the action text (only used if "DrawActionText" is 1 or 2).
| class="cent" |
+
| 589
| class="cent" | V
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V/S
 
|-
 
|-
| GamePreloadedPicBufferSize
+
| ActionTextRect
| t_int
+
| t_rect
| Buffer size (in KB) for reserved memory at game startup. This buffer is used for preloading images and should be large enough to hold the largest image (of a preloaded animation), otherwise memory must be allocated dynamically which can lead to memory fragmentation and crash the application. E.g. if the largest image of all preloaded animations is 1400x1200 and has an alpha channel then GamePreloadedPicBufferSize must be set to a value >= 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).
+
| Rectangle in which the action text will be drawn horizontally and vertically centered (only used if "DrawActionText" is 2).
| class="cent" |
+
| 590
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| GameQuake
+
| ActiveCommand
 +
| t_link to [[#Buttons|Buttons]]
 +
| The currently active command.
 +
| 610
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| AlignCharacterOnImExecution
 
| t_bool
 
| t_bool
| If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.
+
| If true the active character will be automatically aligned to the clicked object when an action with an "immediate" execution type is executed.
| class="cent" |
+
| 582
| class="cent" | S
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V/S
 
|-  
 
|-  
| GameQuakeForce
+
| AlwaysAllowSkipText
| t_int
+
| t_bool
| Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.
+
| 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).
| class="cent" | ✔
+
| 565
| class="cent" | S
+
| class="cent" | <div class="tick"></div>
|-
+
| class="cent" | V/S
| GameQuakeSpeed
 
| t_int
 
| Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.
 
| class="cent" | ✔
 
| class="cent" | S
 
|-
 
| GameRegisteredEventHandlers (v4.0)
 
| t_string
 
| All registered event handlers.
 
| class="cent" | ✘
 
| class="cent" | S
 
 
|-
 
|-
| GameReserved
+
| AudioContainerLinks
| t_string
+
| t_links to [[#AudioBusses|AudioBusses]]
| Licence number.
+
|  
| class="cent" |
+
| 835
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameRightClickAction
+
| AudioMixLinks
| t_link to [[#Action|Action]] (parent)
+
| t_links to [[#AudioBusses|AudioBusses]]
| Action which is started if the right mouse button is pressed and GameRightMouseClick is set to '3' or '4'.
+
|  
| class="cent" |
+
| 834
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| GameRightMouseClick
+
| AutoHideInterfacesInMenu
| t_int
+
| t_bool
| Defines what the right mouse button is used for.<br>
+
| 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.
'0' (eIndividualAction): used for individual actions.<br>
+
| 628
'1' (eActivateStandardCommand): activates standard command.<br>
+
| class="cent" | <div class="tick"></div>
'2' (eActivateNextCommand): activates next command.<br>
 
'3' (eStandardAction): used for standard action (GameRightClickAction).<br>
 
'4' (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.<br>
 
| class="cent" |
 
 
| class="cent" | V/S
 
| class="cent" | V/S
|-
 
| GameSavedObject
 
| t_link to [[#Object|Object]]
 
| Saved object. An action can be executed on this saved object. (see actionpart 'Execute command on saved object')
 
| class="cent" | ✔
 
| class="cent" | S
 
 
|-
 
|-
| GameSaveGameName
+
| Behaviours
 +
| t_links
 +
|
 +
| 890
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| BlockContainers
 +
| t_links
 +
|
 +
| 877
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| BuildOptions
 
| t_string
 
| t_string
| Used to store name of current savegame.
+
|  
| class="cent" |
+
| 819
| class="cent" | S
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| BuildRules
 +
| t_vstring
 +
|
 +
| 804
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|-
 
|-
| GameSceneComposedFile
+
| CharacterComposedFile
 
| t_path
 
| t_path
| Defines the filename for composing the scenes when compiling the game.
+
| Defines the filename for composing the character when compiling the game.
| class="cent" |
+
| 620
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameSceneComposedFiles
+
| CharacterComposedFiles
 
| t_int
 
| t_int
| The number of composed scene files:<br>
+
| The number of composed character files. Possible values:
'0' (eMainContainer): All scenes are stored in the main container.<br>
+
* 0 (eMainContainer): All characters are stored in the main container.
'1' (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.<br>
+
* 1 (eSingleContainer): All characters are stored in one file specified by "CharacterComposedFile".
'2' (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).<br>
+
* 2 (eMultipleContainers): Each character is stored in an own container specified by "CharacterComposedFile" (filename extended by the character number).
| class="cent" |
+
| 619
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameSceneLinks
+
| CharacterLinks
| t_links to [[#Scene|Scene]] (parent)
+
| t_links to [[#Characters|Characters]] (parent)
| All scenes of the game.
+
| All characters of the game.
| class="cent" |
+
| 118
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| CommandBehaviour
 +
| t_int
 +
| Behavior for selecting the standard command. Possible values:
 +
* 0 (eStdCommandAlways): set standard command after executing an action.
 +
* 1 (eSetStdCommandNever): never set standard command.
 +
* 2 (eSetStdCommandOnSuccess): set standard command after successful execution of an action.
 +
| 244
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| CompanyName
 +
| t_string
 +
| The company name is used for the path where game log files and savegames are stored. E.&nbsp;g. on an English Windows the path could look like this: <code>C:\Users\USERNAME\AppData\Local\COMPANY_NAME\GAME_NAME</code>.
 +
| 700
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| ComposedFile
 +
| t_path
 +
| Defines the filename for composing the main output file (.vis file) when compiling the game.
 +
| 616
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| GameScriptLinks
+
| Containers
| t_links to [[#Script|Script]] (parent)
+
| t_vstring
| All scripts of the game.
+
|  
| class="cent" |
+
| 803
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| GameScrollCenterCharacter
+
| CurrentCharacter
| t_bool
+
| t_link to [[#Characters|Characters]]
| If true the scroll-character (see GameScrollCharacter) will be centered on the scene (if GameScrollTo is false). If false then no character will be centered.
+
| Character which is currently controlled by the player (active character).
| class="cent" |
+
| 468
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| CurrentObject
 +
| t_link to [[#Objects|Objects]] or [[#Characters|Characters]] or [[#Buttons|Buttons]]
 +
| The object currently below the cursor.
 +
| 687
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| GameScrollCharacter
+
| CurrentScene
| t_link to [[#Character|Character]]
+
| t_link to [[#Scenes|Scenes]]
| Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).
+
| Scene which is currently shown.
| class="cent" |
+
| 469
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
|-
+
|-  
| GameScrollDirectionHorizontal
+
| CurrentText
| t_int
+
| t_link to [[#ActiveTexts|ActiveTexts]]
| Horizontal direction the scene is currently scrolling.<br>
+
| Text which is currently displayed.
'0': currently no horizontal scrolling.<br>
+
| 477
'1': currently scrolling to the left.<br>
+
| class="cent" | <div class="tick"></div>
'2': currently scrolling to the right.<br>
 
| class="cent" |
 
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| GameScrollDirectionVertical
+
| Cursor
| t_int
+
| t_link to [[#Cursors|Cursors]]
| Vertical direction the scene is currently scrolling.<br>
+
|  
'0': currently no vertical scrolling.<br>
+
| 856
'3': currently scrolling to the top.<br>
+
| class="cent" | <div class="tick"></div>
'4': currently scrolling to the bottom.<br>
 
| class="cent" |
 
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| GameScrollPosition
+
| CursorHorizontalScrollDistance
| t_point
+
| t_int
| Upper left corner of current scroll position (on current scene).
+
| Distance of cursor to the left or right screen border where horizontal scrolling will be started.
| class="cent" |
+
| 689
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| GameScrollSpeed
+
| CursorVerticalScrollDistance
 
| t_int
 
| t_int
| Number of pixels which will be scrolled in one second.
+
| Distance of cursor to the top or bottom screen border where vertical scrolling will be started.
| class="cent" | ✔
+
| 690
| class="cent" | V/S
+
| class="cent" | <div class="tick"></div>
|-
 
| GameScrollToPoint
 
| t_point
 
| Upper left corner the current scene is scrolling to.
 
| class="cent" | ✔
 
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| GameScrollTo
+
| Cursors
| t_bool
+
| t_links to [[#Cursors|Cursors]] (parent)
| If true the scene is currently scrolling to GameScrollToPoint.
+
| All cursors of the game.
| class="cent" | ✘
+
| 215
| class="cent" | S
+
| class="cent" | <div class="cross"></div>
|-
+
| class="cent" | V
| GameSpeakerTextAlignment
 
| t_int
 
| Defines alignment of speaker text:<br>
 
'0' (eAlignLeft): Align left.<br>
 
'1' (eAlignRight): Align right.<br>
 
'2' (eAlignCentered): Centered.<br>
 
'3' (eAlignLeftWithCenterPos): Align left (use center position).<br>
 
'4' (eAlignRightWithCenterPos): Align right (use center position).<br>
 
'5' (eAlignCenteredWithLeftPos): Centered (use left position).<br>
 
| class="cent" | ✔
 
| class="cent" | V/S
 
|-
 
| GameSpeechLanguage (v4.0)
 
| t_link to [[#Language|Language]]
 
| Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.
 
| class="cent" | ✔
 
| class="cent" | S
 
|-
 
| GameStandardLanguage
 
| t_link to [[#Language|Language]]
 
| Defines the currently used language.
 
| class="cent" | ✔
 
| class="cent" | V/S
 
 
|-
 
|-
| GameStartAction
+
| CustomActionParts
| t_link to [[#Action|Action]] (parent)
+
| t_vstring
| This action will be executed once at the beginning of the game (after the game was loaded).
+
| All custom action parts from installed action part plugins.
| class="cent" |
+
| 857
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-  
+
|-
| GameTextAlignment
+
| CutsceneAction
| t_int
+
| t_link to [[#Actions|Actions]]
| Defines alignment of spoken text:<br>
+
| If a cutscene is active this links to the action which started (and should stop) the cutscene.
'0' (eAlignLeft): Align left.<br>
+
| 633
'1' (eAlignRight): Align right.<br>
+
| class="cent" | <div class="cross"></div>
'2' (eAlignCentered): Centered.<br>
 
'3' (eAlignLeftWithCenterPos): Align left (use center position).<br>
 
'4' (eAlignRightWithCenterPos): Align right (use center position).<br>
 
'5' (eAlignCenteredWithLeftPos): Centered (use left position).<br>
 
| class="cent" |
 
| class="cent" | V/S
 
|-
 
| GameTextOutput
 
| t_int
 
| Defines if spoken texts should be printed and/or spoken:<br>
 
'0' (eTextAndSpeechOutput): Display text and play speech file.<br>
 
'1' (eOnlySpeechOutput): Only play speech file.<br>
 
'2' (eOnlyTextOutput): Only display text.<br>
 
| class="cent" | ✔
 
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
|-  
+
| DefaultMusicBus
| GameTextSpeed
+
| t_link to [[#AudioBusses|AudioBusses]]
| t_int
+
|
| Speed for displaying texts (in %). Default is 100.
+
| 854
| class="cent" |
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| DefaultSoundBus
 +
| t_link to [[#AudioBusses|AudioBusses]]
 +
|  
 +
| 852
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| GameTextureFilter (v4.0)
+
| DefaultSpeechBus
| t_int
+
| t_link to [[#AudioBusses|AudioBusses]]
| TODO
+
|  
| class="cent" | ✘
+
| 851
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
|-
 
| GameUsedItem
 
| t_link to [[#Object|Object]]
 
| The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.
 
| class="cent" |
 
 
| class="cent" | S
 
| class="cent" | S
 
|-
 
|-
| GameVersion
+
| Description
 
| t_string
 
| t_string
| Version number of the game.
+
| Short description of the game.
| class="cent" |
+
| 124
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| GameVerticalScrollDistance
+
| DestinationCommand
 +
| t_link to [[#Buttons|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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| DestinationEvent
 
| t_int
 
| 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.
+
| 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:
| class="cent" |
+
* 0: no event.
 +
* 1: left mousebutton click.
 +
* 2: right mousebutton click.
 +
* 3: left mousebutton double click.
 +
* 4: left mousebutton hold.
 +
* 5: mouse enters area.
 +
* 6: mouse leaves area.
 +
| 615
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| DestinationItem
 +
| t_link to [[#Objects|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
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
|-
+
|-  
| GameVideosEncrypted
+
| DestinationItemPicked
 
| t_bool
 
| t_bool
| If true the videos are stored in an encrypted container. This field is only relevant for compiled games.
+
| 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.
| class="cent" |
+
| 485
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| GameWindowResolution
+
| Dialog
| t_point
+
| t_link to [[#Dialogs|Dialogs]]
| Screen resolution (e.g. 640x480).
+
| Currently displayed dialog.
| class="cent" |
+
| 476
| class="cent" | V
+
| class="cent" | <div class="cross"></div>
|}
+
| class="cent" | S
 
 
== Interface ==
 
{| class="ts"
 
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| DialogAction
 +
| t_link to [[#Actions|Actions]]
 +
| Running action which contains the text for the current dialog.
 +
| 481
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 
|-
 
|-
| InterfaceActionTextFont
+
| DisableInteractionDuringAnim
| t_link to [[#Font|Font]]
+
| t_int
| Font which will be used for the action text - only used if InterfaceDrawActionText is true.
+
|  
| class="cent" | ✘
+
| 643
| class="cent" | V
+
| class="cent" | <div class="cross"></div>
|-
 
| InterfaceActionTextRect
 
| t_rect
 
| Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.
 
| class="cent" | ✘
 
| class="cent" | V
 
|-
 
| InterfaceBorder
 
| t_vpoint
 
| Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.
 
| class="cent" |
 
| class="cent" | V
 
|-
 
| InterfaceButtons
 
| t_links to [[#Button|Button]] (parent)
 
| All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items
 
| class="cent" | ✘
 
| class="cent" | V
 
|-
 
| InterfaceClass
 
| t_link to [[#InterfaceClass|InterfaceClass]]
 
| The class this interface belongs to.
 
| class="cent" | ✘
 
| class="cent" | V
 
|-
 
| InterfaceConditions
 
| t_links to [[#Condition|Condition]] (parent)
 
| The conditions of the interface.
 
| class="cent" | ✘
 
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| InterfaceDestVisibility
+
| DraggableItems
| t_int
+
| t_bool
| The visibility of the interface (and all of its buttons) is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the interface will not be visible at all (but is still recognized by the cursor), '100' means the interface will be completely visible (default). The time to fade from the current visibility to InterfaceDestVisibility is defined by InterfaceTimeToDestVisibility.
+
| True if objects can be dragged from the interface.
| class="cent" |
+
| 305
| class="cent" | S
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 
|-  
 
|-  
| InterfaceDisplacement
+
| DrawActionText
 
| t_int
 
| t_int
| Defines where the interface is shown:<br>
+
| Defines if and where the action text is drawn. Possible values:
'0': top.<br>
+
* 0 (eDrawNoActionText): do not draw action text.
'1': bottom.<br>
+
* 1 (eDrawActionTextAtCurrentPos): draw action text at current cursor position.
'2': left.<br>
+
* 2 (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.
'3': right.<br>
+
| 588
'4': absolute, position on screen defined by InterfaceOffset.<br>
+
| class="cent" | <div class="tick"></div>
'5': relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).<br>
 
| class="cent" |
 
 
| class="cent" | V/S
 
| class="cent" | V/S
 
|-  
 
|-  
| InterfaceDrawActionText
+
| ExecuteActionsDuringDialog
 
| t_bool
 
| t_bool
| Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).
+
| If true the key actions (defined in "Actions") will also be executed if a dialog is currently displayed.
| class="cent" |
+
| 578
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
|-
+
| class="cent" | V/S
| InterfaceLeaveAction
+
|-  
| t_link to [[#Action|Action]] (parent)
+
| ExecuteCalledActionImmediately
| Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).
+
| t_bool
| class="cent" |
+
|  
 +
| 790
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| InterfaceOffset
+
| FadeDelay
| t_point
+
| t_int
| Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is '4' or '5')
+
| Delay for fade in/out of a scene in milliseconds.
| class="cent" | ✔
+
| 234
| class="cent" | V/S
+
| class="cent" | <div class="tick"></div>
|-
 
| InterfacePosition
 
| t_point
 
| Absolute position of upper left corner of interface.
 
| class="cent" | ✘
 
 
| class="cent" | V/S
 
| class="cent" | V/S
 
|-  
 
|-  
| InterfaceScrollStepSize
+
| FadeEffect
 
| t_int
 
| t_int
| Defines how many item positions will be scrolled if a scroll arrow is pushed.
+
| Effect for fade in/out of a scene. Possible values:
| class="cent" | ✔
+
* 0 (eFadeNo): no effect, display new scene immediately.
| class="cent" | V
+
* 1 (eFadeIn): fade in new scene (no fade out of current scene).
|-
+
* 2 (eFadeOut): fade out current scene (no fade in of new scene).
| InterfaceSize
+
* 3 (eFadeInAndOut): fade out current scene and fade in new scene.
| t_int
+
* 4 (eFadeToNew): use alpha-blending to directly fade from current to new scene.
| Defines the size of the interface (in pixel). Is needed if part of the interface is drawn into the scene (e.g. flowers on top of the interface) and the interface is aligned to the border. Is only used if > '0' and InterfaceDisplacement is '0', '1', '2' or '3'.  
+
* 5 (eShiftLeft): shift current scene to the left and show new scene.
| class="cent" |
+
* 6 (eShiftRight): shift current scene to the right and show new scene.
 +
* 7 (eTunnelEffect): use a tunnel effect for fade in/out.
 +
| 547
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
 
|-
 
|-
| InterfaceSprite
+
| FirstCharacter
| t_sprite
+
| t_link to [[#Characters|Characters]]
| Background sprite of the interface.
+
| Character which is used for starting the game. This is the character which is controlled by the player.
| -
+
| 303
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| InterfaceStandardCommand
+
| FirstScene
| t_link to [[#Button|Button]]
+
| t_link to [[#Scenes|Scenes]]
| Button which is the standard command (usually 'Walk to') for this interface.
+
| The first scene of the game (which is shown after the loading screen)
| class="cent" |
+
| 121
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
 
| InterfaceTimeToDestVisibility
 
| t_int
 
| Defines the time in milli seconds until the visibility InterfaceDestVisibility is reached. This value is used the next time when InterfaceDestVisibility is set.
 
| class="cent" | ✔
 
| class="cent" | S
 
 
|-
 
|-
| InterfaceValues
+
| FontLinks
| t_links to [[#Values|Values]] (parent)
+
| t_links to [[#Fonts|Fonts]] (parent)
| The values of the interface.
+
| All fonts of the game.
| class="cent" |
+
| 120
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-  
+
|-
| InterfaceVisibility
+
| FullScreenIntro
 +
| t_bool
 +
| True if the intro movie is scaled to fullscreen.
 +
| 247
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| GameComposedFile
 +
| t_path
 +
| Defines the filename for composing the game object and its actions (e.&nbsp;g. left mouse button action, right mouse button action) when compiling the game.
 +
| 683
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| GameComposedFiles
 
| t_int
 
| t_int
| Visibility of the interface (and all of its buttons) in %. Must be between '0' and '100'. '0' means the interface is not visible at all, '100' means the interface is completely visible (default). Note that the interface can only be visible if InterfaceActive and InterfaceVisible are true.
+
| The number of composed game files. Possible values:
| class="cent" |
+
* 0 (eMainContainer): The game object is stored in the main container.
 +
* 1 (eSingleContainer): The game object is stored in one file specified by "GameComposedFile".
 +
| 682
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| GameName
 +
| t_string
 +
| The game name is used for the path where game log files and savegames are stored. E.&nbsp;g. on an English Windows the path could look like this: <code>C:\Users\USERNAME\AppData\Local\COMPANY_NAME\GAME_NAME.</code>
 +
| 701
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| HiddenDialog
 +
| t_link to [[#Dialogs|Dialogs]]
 +
| If the user switches to a menu while a dialog is currently shown in a playable scene (e.&nbsp;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
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V/S
 +
|-
 +
| HideCursor
 +
| t_bool
 +
| If true the cursor is hidden and no cursor interaction is possible.
 +
| 480
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
 
|-  
 
|-  
| InterfaceVisible
+
| HideInterfaces
 
| t_bool
 
| t_bool
| If true the interface is visible - supposed the visibility is > 0% (see InterfaceVisibility). This option can be used to toggle the interface on/off without changing InterfaceVisibility.
+
| If true all interfaces are hidden, independent of individual interface visibility.
| class="cent" |
+
| 479
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| HoldTime
 +
| t_int
 +
| Time (in milliseconds) until the 'Mouse holding' event (for "LeftHoldAction" and "LeftHoldingAction") is fired.
 +
| 377
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
|}
+
|-
 
+
| HorizontalScrollDistance
== InterfaceClass ==
+
| t_int
{| class="ts"
+
| 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| IconFile
 +
| t_path
 +
|
 +
| 818
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|-
 
|-
| InterfaceClass
+
| Id
| InterfaceClassName
 
 
| t_string
 
| t_string
| Interface class name. The name of the object itself will be set to the translated class name.
+
| Unique Identification number. Used for savegames in order to only load savegames for correct game.
| class="cent" |
+
| 370
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Interfaces
 +
| t_links to [[#Interfaces|Interfaces]] (parent)
 +
| All interfaces of the game.
 +
| 662
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|}
 
 
== Language ==
 
{| class="ts"
 
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| InterfaceClasses
 +
| t_links to [[#InterfaceClasses|InterfaceClasses]] (parent)
 +
| All interface classes of the game.
 +
| 661
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|-
 
|-
| Language
+
| InterfaceComposedFile
| -
+
| t_path
| -
+
| Defines the filename for composing the interface when compiling the game.
| Language name is defined by name of each language object.
+
| 671
| class="cent" |
+
| class="cent" | <div class="cross"></div>
| class="cent" | ✘
+
| class="cent" | V
|}
 
 
 
== Loading ==
 
{| class="ts"
 
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| InterfaceComposedFiles
 +
| t_int
 +
| The number of composed interface files. Possible values:
 +
* 0 (eMainContainer): All interfaces are stored in the main container.
 +
* 1 (eSingleContainer): All interfaces are stored in one file specified by "InterfaceComposedFile".
 +
* 2 (eMultipleContainers): Each interface is stored in an own container specified by "InterfaceComposedFile" (filename extended by the interface number).
 +
| 670
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | <div class="cross"></div>
 
|-
 
|-
| LoadingMusic
+
| Intro
 
| t_path
 
| t_path
| Music which is played while the loading screen is shown.
+
| Intro movie which will be played at the beginning of the game.
| class="cent" |
+
| 224
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| LoadingSprite
+
| Items
| t_sprite
+
| t_links to [[#Objects|Objects]] (parent)
| Background sprite of the loading screen.
+
| All items of the game.
| class="cent" |
+
| 349
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| LoadingStatusCover
+
| KeepCharacterSpritesDuringMenus
 
| t_bool
 
| 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).
+
|  
| class="cent" |
+
| 642
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| LoadingStatusSprite
+
| Languages
| t_sprite
+
| t_links to [[#Languages|Languages]] (parent)
| Sprite for progress bar.
+
| All languages of the game.
| class="cent" |
+
| 259
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|}
 
 
== Object ==
 
{| class="ts"
 
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| LeftClickAction
 +
| t_link to [[#Actions|Actions]] (parent)
 +
| An action which will be started if the left mouse button is clicked.
 +
| 563
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|-
 
|-
| ObjectActions
+
| LeftClickBehaviour
| t_links to [[#Action|Action]] (parent)
+
| t_int
| All actions of the object. ActionExecutionType defines when the action is started.
+
| Defines if the character will be sent to the current position when the left mouse button is clicked. Possible values:
| class="cent" |
+
* 0 (eMouseActionBehaviourDoNotSendCharacter): The character will not be sent to the current position.
 +
* 1 (eMouseActionBehaviourSendCharacterToCursor): Character will be sent to current position.
 +
* 2 (eMouseActionBehaviourSendCharacterToObjects): Character will be sent to current position if it is a scene object.
 +
| 891
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| LeftDblClickAction
 +
| t_link to [[#Actions|Actions]] (parent)
 +
| An action which will be started if the left mouse button is double clicked.
 +
| 379
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ObjectAnimation
+
| LeftHoldAction
| t_link to [[#Animation|Animation]]
+
| t_link to [[#Actions|Actions]] (parent)
| Animation which is automatically started if this object is active (see ObjectCondition).
+
| 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.
| class="cent" |
+
| 381
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ObjectAnimations
+
| LeftHoldingAction
| t_links to [[#Animation|Animation]] (parent)
+
| t_link to [[#Actions|Actions]] (parent)
| All animations of the object.
+
| 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.
| class="cent" |
+
| 386
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ObjectCenter
+
| LeftHoldBehaviour
 
| t_int
 
| t_int
| Defines the line number (y coordinate) which decides if a character is in front or behind this object.
+
| Defines if the character will be sent to the current position when the left button is released. Possible values:
| class="cent" |
+
* 0 (eMouseActionBehaviourDoNotSendCharacter): The character will not be sent to the current position.
 +
* 1 (eMouseActionBehaviourSendCharacterToCursor): Character will be sent to current position.
 +
* 2 (eMouseActionBehaviourSendCharacterToObjects): Character will be sent to current position if it is a scene object.
 +
| 780
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| Loading
 +
| t_link to [[#Loadings|Loadings]] (parent)
 +
| The loading screen which is shown on startup when the game is loaded.
 +
| 358
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ObjectCondition
+
| ''MinificationFilter''
| t_link to [[#Condition|Condition]]
+
| ''t_int''
| If ObjectCondition is not empty then the object is only shown and detected by the cursor if the conidition is true (or the condition is false and ConditionConditionNegate is true).
+
| ''DEPRECATED, see "NearestNeighborInterpolation" instead''
| class="cent" |
+
|  
| class="cent" | V
+
| class="cent" |  
 +
| class="cent" |  
 
|-
 
|-
| ObjectConditionNegate
+
| ''MagnificationFilter''
| t_bool
+
| ''t_int''
| falls dieser Wert wahr ist, wird VObjectCondition vor der Auswertung negiert; dadurch wird der unnötige Aufwand für eine zusammengesetzte Bedingung mit nur einem Ast vermieden
+
| ''DEPRECATED, see "NearestNeighborInterpolation" instead''
| class="cent" |
+
|
| class="cent" | V
+
| class="cent" |  
 +
| class="cent" |  
 
|-
 
|-
| ObjectConditions
+
| MiddleClickAction
| t_links to [[#Condition|Condition]] (parent)
+
| t_link
| If true then the condition ButtonCondition is negated. (see ButtonCondition)
+
| An action which will be started if the middle mouse button is clicked.
| class="cent" |
+
| 766
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
 
| ObjectDestVisibility
 
| t_int
 
| The visibility of the object is fading to the visibility defined by this value. Must be between '0' and '100'. '0' means the object will not be visible at all (but is still recognized by the cursor), '100' means the object will be completely visible (default). The time to fade from the current visibility to ObjectDestVisibility is defined by ObjectTimeToDestVisibility.
 
| class="cent" | ✔
 
| class="cent" | S
 
 
|-
 
|-
| ObjectDirection
+
| MiddleClickBehaviour
 
| t_int
 
| t_int
| Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).
+
| Defines if the character will be sent to the current position when the middle mouse button is clicked. Possible values:
| class="cent" |
+
* 0 (eMouseActionBehaviourDoNotSendCharacter): The character will not be sent to the current position.
| class="cent" | V
+
* 1 (eMouseActionBehaviourSendCharacterToCursor): Character will be sent to current position.
 +
* 2 (eMouseActionBehaviourSendCharacterToObjects): Character will be sent to current position if it is a scene object.
 +
| 781
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 
|-
 
|-
| ObjectIsItem
+
| MouseWheelDownAction
| t_bool
+
| t_link to [[#Actions|Actions]]
| If true then this object is an item, otherwise it is a scene object.
+
| An action which will be started if the mouse wheel is moved down.
| class="cent" |
+
| 768
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ObjectIsWalkable
+
| MouseWheelUpAction
| t_bool
+
| t_link to [[#Actions|Actions]]
| If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).
+
| An action which will be started if the mouse wheel is moved up.
| class="cent" |
+
| 767
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ObjectName
+
| MovieComposedFile
| t_link to [[#Text|Text]] (parent)
+
| t_path
| The name of the object (as shown in the action text).
+
| Defines the filename for composing the movies when compiling the game.
| class="cent" |
+
| 622
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ObjectParticleSystem
+
| MovieComposedFiles
| t_link to [[#ParticleSystem|ParticleSystem]]
+
| t_int
| Particle system which is shown if the object is active (see ObjectCondition).
+
| The number of composed movie files. Possible values:
| class="cent" |
+
* 0 (eMainContainer): All movies are stored in the main container.
 +
* 1 (eSingleContainer): All movies are stored in one file specified by "MovieComposedFile".
 +
| 621
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ObjectPolygon
+
| NearestNeighborInterpolation
| t_vpoint
+
| t_bool
| Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.
+
| If true nearest neighbor interpolation is used scaling of character images (pixel effect).
| class="cent" |
+
| 745
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| ObjectFont
 +
| t_link to [[#Fonts|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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V
 +
|-
 +
| ObjectTextOutput
 +
| t_int
 +
|
 +
| 702
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 +
|-
 +
| OverlayColor
 +
| t_int
 +
|
 +
| 841
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| OverlayVisibility
 +
| t_int
 +
|
 +
| 840
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| ObjectPosition
+
| ParticleContainerLinks
| t_point
+
| t_links to [[#ParticleContainers|ParticleContainers]] (parent)
| Position of the object on the scene (only used if ObjectIsItem is false). If the user clicked on this object then the current character walks to this position.
+
| All particle systems of the game.
| class="cent" |
+
| 448
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ObjectScrollFactorX
+
| PicBufferSize
 
| t_int
 
| 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).
+
| 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.&nbsp;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).
| class="cent" |
+
| 733
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ObjectScrollFactorY
+
| PictureCacheSize
 
| t_int
 
| 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).
+
| Size (in MB) for cache which stores the recently loaded images.
| class="cent" |
+
| 669
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ObjectSnoopAnimation
+
| Plugins
| t_link to [[#Animation|Animation]]
+
| t_links to [[#Plugins|Plugins]]
| Animation which is shown when the snoop animation are active. The animation is only shown if the object is currently active (see ObjectCondition). The snoop animations can be activated with an action part.
+
| Installed action part plugins.
| class="cent" |
+
| 863
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ObjectSnoopAnimationPos
+
| PreallocatedTextures
| t_point
+
| t_int
| Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.
+
|  
| class="cent" |
+
| 743
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ObjectSprite
+
| PreloadPicThreads
| t_link to [[#Sprite|Sprite]] (parent)
+
| t_int
| Sprite which is shown if the object is active (see ObjectCondition).
+
| Number of threads used for preloading animations. "PreloadPicThreads" number of buffers with size of "PreloadedPicBufferSize" will be preallocated.
| class="cent" |
+
| 731
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-  
+
|-
| ObjectTimeToDestVisibility
+
| PreloadedPicBufferSize
 
| t_int
 
| t_int
| Defines the time in milli seconds until the visibility ObjectDestVisibility is reached. This value is used the next time when ObjectDestVisibility is set.
+
| 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.&nbsp;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).
| class="cent" | ✔
+
| 732
| class="cent" | S
+
| class="cent" | <div class="cross"></div>
|-
 
| ObjectValues
 
| t_links to [[#Value|Value]] (parent)
 
| All values of the object.
 
| class="cent" | ✘
 
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| ObjectVisibility
+
| Quake
 +
| t_bool
 +
| If true a quake constantly moves the screen. The values "QuakeForce" and "QuakeSpeed" are used as parameters for the quake.
 +
| 629
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| QuakeForce
 
| t_int
 
| t_int
| Visibility of the object in %. Must be between '0' and '100'. '0' means the object is not visible at all (but is still recognized by the cursor), '100' means the object is completely visible (default).
+
| Number of maximum pixels the screen is moved by a quake. Value is only used if "Quake" is true.
| class="cent" |
+
| 630
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | S
 
| class="cent" | S
|}
 
 
== Outfit ==
 
{| class="ts"
 
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| RegisteredEventHandlers
 +
| t_string
 +
| All registered event handlers.
 +
| 759
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 
|-
 
|-
OutfitAmbientLightColor (v4.0)
+
| Reserved
t_int
+
| t_string
TODO
+
| Licence number.
| class="cent"  |
+
| 369
| class="cent"  | V/S
+
| class="cent" | <div class="cross"></div>
|-
+
| class="cent" | V
| OutfitCameraAngle (v4.0)
 
| t_float
 
| TODO
 
| class="cent" |
 
| class="cent" | V/S
 
|-
 
| OutfitCameraHeight (v4.0)
 
| t_float
 
| TODO
 
| class="cent" | ✔
 
| class="cent" | V/S
 
 
|-
 
|-
| OutfitCharacterAnimations
+
| RightClickAction
| t_links to [[#Animation|Animation]] (parent)
+
| t_link to [[#Actions|Actions]] (parent)
| Person animations, must be started manually.
+
| Action which is started if the right mouse button is pressed and "RightMouseClick" is set to 3 or 4.
| class="cent" |
+
| 337
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| OutfitCharacterSpeed
+
| RightClickBehaviour
 
| t_int
 
| t_int
| Speed of character with this outfit (in pixel per second).
+
| Defines if the character will be sent to the current position when the right mouse button is clicked.Possible values:
| class="cent" |
+
* 0 (eMouseActionBehaviourDoNotSendCharacter): The character will not be sent to the current position.
 +
* 1 (eMouseActionBehaviourSendCharacterToCursor): Character will be sent to current position.
 +
* 2 (eMouseActionBehaviourSendCharacterToObjects): Character will be sent to current position if it is a scene object.
 +
| 782
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
 
|-  
 
|-  
| OutfitLightPosX (v4.0)
+
| SavedObject
| t_float
+
| t_link to [[#Characters|Characters]] or [[#Objects|Objects]] or [[#Buttons|Buttons]]
| TODO
+
| Object which is currently saved to execute an action on (usually through the "Save object" action part).
| class="cent" |
+
| 486
| class="cent" | V/S
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| SaveGameName
 +
| t_string
 +
| Used to store name of current savegame.
 +
| 537
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 +
|-
 +
| SavegameScreenshot
 +
| t_path
 +
| Image used as savegame screenshot for all scenes when game is played on a mobile device.
 +
| 764
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V
 
|-  
 
|-  
| OutfitLightPosY (v4.0)
+
| SaveNameOffsetY
| t_float
+
| t_int
| TODO
+
|  
| class="cent" | ✔
+
| 843
| class="cent" | V/S
+
| class="cent" | <div class="cross"></div>
|-
+
| class="cent" | V
| OutfitLightPosZ (v4.0)
 
| t_float
 
| TODO
 
| class="cent" | ✔
 
| class="cent" | V/S
 
 
|-
 
|-
| OutfitModel (v4.0)
+
| SceneComposedFile
 
| t_path
 
| t_path
| TODO
+
| Defines the filename for composing the scenes when compiling the game.
| class="cent" |
+
| 618
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| OutfitModelAmbientOcclusion (v4.0)
+
| SceneComposedFiles
 
| t_int
 
| t_int
| TODO
+
| The number of composed scene files. Possible values:
| class="cent" |
+
* 0 (eMainContainer): All scenes are stored in the main container.
 +
* 1 (eSingleContainer): All scenes are stored in one file specified by "SceneComposedFile".
 +
* 2 (eMultipleContainers): Each scene is stored in an own container specified by "SceneComposedFile" (filename extended by the scene number).
 +
| 617
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| SceneLinks
 +
| t_links to [[#Scenes|Scenes]] (parent)
 +
| All scenes of the game.
 +
| 117
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| ScriptLinks
 +
| t_links to [[#Scripts|Scripts]] (parent)
 +
| All scripts of the game.
 +
| 651
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| OutfitModelOutlineColor (v4.0)
+
| ScrollCenterCharacter
| t_int
+
| t_bool
| TODO
+
| 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.
| class="cent" |
+
| 561
| class="cent" | V/S
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-  
 
|-  
| OutfitModelOutlineWidth (v4.0)
+
| ScrollCharacter
 +
| t_link to [[#Characters|Characters]]
 +
| Character which will be centered on the current scene (if "ScrollCenterCharacter" is true and "ScrollTo" is false).
 +
| 611
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| ScrollDirectionHorizontal
 
| t_int
 
| t_int
| TODO
+
| ''DEPRECATED''
| class="cent" | ✔
+
| 473
| class="cent" | V/S
+
| class="cent" | <div class="cross"></div>
|-
+
| class="cent" | S
| OutfitModelScaleFactor (v4.0)
 
| t_int
 
| TODO
 
| class="cent" | ✔
 
| class="cent" | V/S
 
 
|-
 
|-
| OutfitModelShadow (v4.0)
+
| ScrollDirectionVertical
 
| t_int
 
| t_int
| TODO
+
| ''DEPRECATED''
| class="cent" |
+
| 474
| class="cent" | V
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 +
|-
 +
| ScrollPosition
 +
| t_point
 +
| Upper left corner of current scroll position (on current scene).
 +
| 470
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-  
 
|-  
| OutfitModelShadowTranslucency (v4.0)
+
| ScrollSpeed
 
| t_int
 
| t_int
| TODO
+
| Number of pixels which will be scrolled in one second.
| class="cent" |
+
| 246
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
 +
|-
 +
| ScrollToPoint
 +
| t_point
 +
| Upper left corner the current scene is scrolling to.
 +
| 471
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| ScrollTo
 +
| t_bool
 +
| If true the scene is currently scrolling to "ScrollToPoint".
 +
| 472
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 
|-
 
|-
| OutfitModelShadowVisibility (v4.0)
+
| ShaderExclude
 
| t_int
 
| t_int
| TODO
+
| Defines which components (scene, interfaces, texts, cursor) will be excluded from shader programs. Possible values:
| class="cent" |
+
* 0 (eShaderExcludeNothing): standard, exclude nothing.
 +
* 1 (eShaderExcludeInterfaces): exclude interfaces, text on top, cursor.
 +
* 2 (eShaderExcludeTextsAndCursor): exclude text on top, cursor.
 +
* 3 (eShaderExcludeCursor): exclude cursor
 +
| 787
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| ShaderLinks
 +
| t_links to [[#Shaders|Shaders]]
 +
|
 +
| 820
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-  
+
|-
| OutfitModelShowOutline (v4.0)
+
| ShowBlackScreenAfterVideo
 
| t_bool
 
| t_bool
| TODO
+
| 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.
| class="cent" |
+
| 763
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
|-  
+
|-
| OutfitModelShowShadow (v4.0)
+
| SmoothScrolling
 
| t_bool
 
| t_bool
| TODO
+
|  
| class="cent" |
+
| 826
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
 
|-
 
|-
| OutfitModelTextures (v4.0)
+
| SpeakerTextAlignment
| t_vpath
 
| TODO
 
| class="cent" | ✘
 
| class="cent" | V
 
|-
 
| OutfitModelToonNuances (v4.0)
 
 
| t_int
 
| t_int
| TODO
+
| Defines alignment of speaker text. Possible values:
| class="cent" |
+
* 0 (eAlignLeft): Align left.
 +
* 1 (eAlignRight): Align right.
 +
* 2 (eAlignCentered): Centered.
 +
* 3 (eAlignLeftWithCenterPos): Align left (use center position).
 +
* 4 (eAlignRightWithCenterPos): Align right (use center position).
 +
* 5 (eAlignCenteredWithLeftPos): Centered (use left position).
 +
| 592
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
 
|-  
 
|-  
| OutfitModelUseToonShading (v4.0)
+
| SpeechLanguage
| t_bool
+
| t_link to [[#Languages|Languages]]
| TODO
+
| Defines the language which is used for speech output. If empty the language from "StandardLanguage" will be used.
| class="cent" |
+
| 755
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| StandardLanguage
 +
| t_link to [[#Languages|Languages]]
 +
| Defines the currently used language.
 +
| 306
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
 
|-
 
|-
| OutfitRandomAnimations
+
| StartAction
| t_links to [[#Animation|Animation]] (parent)
+
| t_link to [[#Actions|Actions]] (parent)
| For playable characters: (characters with an interface):<br />
+
| This action will be executed once at the beginning of the game (after the game was loaded).
Animations are shown if the user did not interact for a longer time span.<br />
+
| 368
For non-playable characters (characters without an interface):<br />
+
| class="cent" | <div class="cross"></div>
Animations are shown after a random time span.<br />
 
| class="cent" | ✘
 
| class="cent" | V
 
|-
 
| OutfitStandingAnimations
 
| t_links to [[#Animation|Animation]] (parent)
 
| Standing animations, shown when person is standing.
 
| class="cent" | ✘
 
| class="cent" | V
 
|-
 
| OutfitTalkAnimations
 
| t_links to [[#Animation|Animation]] (parent)
 
| Talk animations.
 
| class="cent" | ✘
 
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| OutfitUseLight (v4.0)
+
| TextAlignment
| t_bool
+
| t_int
| TODO
+
| Defines alignment of spoken text. Possible values:
| class="cent" |
+
* 0 (eAlignLeft): Align left.
 +
* 1 (eAlignRight): Align right.
 +
* 2 (eAlignCentered): Centered.
 +
* 3 (eAlignLeftWithCenterPos): Align left (use center position).
 +
* 4 (eAlignRightWithCenterPos): Align right (use center position).
 +
* 5 (eAlignCenteredWithLeftPos): Centered (use left position).
 +
| 593
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
 +
|-
 +
| TextOutput
 +
| t_int
 +
| Defines if spoken texts should be printed and/or spoken. Possible values:
 +
* 0 (eTextAndSpeechOutput): Display text and play speech file.
 +
* 1 (eOnlySpeechOutput): Only play speech file.
 +
* 2 (eOnlyTextOutput): Only display text.
 +
| 583
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| OutfitWalkAnimations
+
|-
| t_links to [[#Animation|Animation]] (parent)
+
| TextSpeed
| Walk animations.
+
| t_int
| class="cent" |
+
| Speed for displaying texts (in percent). Default is 100.
| class="cent" | V
+
| 646
|}
+
| class="cent" | <div class="tick"></div>
 
+
| class="cent" | S
== ParticleContainer ==
+
|-
{| class="ts"
+
| UsedItem
 +
| t_link to [[#Objects|Objects]]
 +
| The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.
 +
| 686
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| UsedItemPicked
 +
| t_bool
 +
| True if "UsedItem" = true and the used item is dragged (shown instead of cursor).
 +
| 730
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 
|-
 
|-
| ParticleContainerCameraZoom
+
| Version
| t_float
+
| t_string
| Zoom factor.
+
| Version number of the game.
| class="cent" |
+
| 627
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| ParticleContainerCameraZPosition
+
| VideoAudioLanguage
| t_float
+
| t_string
| Z-Position of 'camera' for showing particle system.
+
|  
| class="cent" |
+
| 738
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| ParticleContainerLeadTime
+
| VideosEncrypted
| t_links to [[#Particles|Particles]] (parent)
+
| t_bool
| All particle emitters of this particle system.
+
| If true the videos are stored in an encrypted container. This field is only relevant for compiled games.
| class="cent" |
+
| 699
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleContainerParticles
+
| VideoPauseScreen
| t_links to [[#Particles|Particles]] (parent)
+
| t_path
| All particle emitters of this particle system.
+
|  
| class="cent" |
+
| 788
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|}
 
 
== Particle ==
 
{| class="ts"
 
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| VideoSubtitleFont
 +
| t_link to [[#Fonts|Fonts]]
 +
|
 +
| 735
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| ParticleActiveStages
+
| VideoSubtitleLanguage
| t_int
+
| t_string
| -
+
|
| class="cent" |
+
| 737
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| VideoSubtitlePosition
 +
| t_point
 +
|
 +
| 736
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| WalksoundBus
 +
| t_link to [[#AudioBusses|AudioBusses]]
 +
|
 +
| 853
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| ParticleBlendColor0
+
| WaitCursor
| t_int
+
| t_link to [[#Cursors|Cursors]]
| -
+
|  
| class="cent" |
+
| 880
| class="cent" | V
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V/S
 
|-
 
|-
| ParticleBlendColor1
+
| WindowResolution
| t_int
+
| t_point
| -
+
| Screen resolution.
| class="cent" |
+
| 126
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 +
|}
 +
 +
 +
== Interfaces ==
 +
Table id: 1 <small>(eInterfaces)</small>
 +
{| class="ts sortable"
 
|-
 
|-
| ParticleBlendColor2
+
! style="width:15%" | Field
| t_int
+
! style="width:15%" class="unsortable" | Type
| -
+
! class="unsortable" | Description
| class="cent" |
+
! style="width:3%" | id
| class="cent" | V
+
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| ParticleBlendColor3
+
| ActionTextFont
| t_int
+
| t_link to [[#Fonts|Fonts]]
| -
+
| Font which will be used for the action text - only used if "DrawActionText" is true.
| class="cent" |
+
| 320
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleBlendColorCurve0
+
| ActionTextRect
| t_vfloat
+
| t_rect
| -
+
| Rectangle in which the action text will be drawn horizontally and vertically centered - only used if "DrawActionText" is true.
| class="cent" |
+
| 319
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleBlendColorCurve1
+
| ActiveCommand
| t_vfloat
+
| t_link to [[#Buttons|Buttons]]
| -
+
|  
| class="cent" |
+
| 607
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| ParticleBlendColorCurve2
+
| Border
| t_vfloat
+
| t_vpoint
| -
+
| Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.
| class="cent" |
+
| 325
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleBlendColorCurve3
+
| Buttons
| t_vfloat
+
| t_links to [[#Buttons|Buttons]] (parent)
| -
+
| All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items.
| class="cent" |
+
| 140
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleBlendMaxTile
+
| InterfaceClass
| t_int
+
| t_link to [[#InterfaceClasses|InterfaceClasses]]
| -
+
| The class this interface belongs to.
| class="cent" |
+
| 659
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleBlendSizeCurve
+
| Conditions
| t_vfloat
+
| t_links to [[#Conditions|Conditions]] (parent)
| -
+
| The conditions of the interface.
| class="cent" |
+
| 452
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
+
|-  
| ParticleBlendTilesControlPoints
+
| DestVisibility
| t_vint
+
| 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".
| class="cent" |
+
| 604
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-  
 +
| Displacement
 +
| t_int
 +
| Defines where the interface is shown. Possible values:
 +
* 0: top.
 +
* 1: bottom.
 +
* 2: left.
 +
* 3: right.
 +
* 4: absolute, position on screen defined by "Offset".
 +
* 5: relative, position defined by current cursor position and offset to the cursor position ("Offset").
 +
| 314
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleBlendTilesCurve
+
| ItemsScrollPosition
| t_vfloat
+
| t_int
| -
+
| Current scroll position of the items in the interface/inventory.
| class="cent" |
+
| 609
| class="cent" | V
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 
|-
 
|-
| ParticleCameraZPos
+
| LeaveAction
| t_float
+
| t_link to [[#Actions|Actions]] (parent)
| Distance of the 'camera' to the z-layer.
+
| Action which will be executed if the cursor leaves the interface (outside of polygon "Border").
| class="cent" |
+
| 388
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 +
|-
 +
| MatrixId
 +
| t_int
 +
|
 +
| 802
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| Offset
 +
| t_point
 +
| Offset (or absolute position) for displaying the interface (only used if "Displacement" is 4 or 5).
 +
| 302
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 
|-
 
|-
| ParticleCameraZoom
+
| Position
| t_float
+
| t_point
| Focal width of 'camera'.
+
| Absolute position of upper left corner of interface.
| class="cent" |
+
| 688
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V/S
 +
|-
 +
| ScrollStepSize
 +
| t_int
 +
| Defines how many item positions will be scrolled if a scroll arrow is pushed.
 +
| 138
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V
 
| class="cent" | V
 +
|-
 +
| ShowAlways
 +
| t_bool
 +
|
 +
| 789
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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.&nbsp;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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 
|-
 
|-
| ParticleColorControlPoints0
+
| Sprite
| t_vint
+
| t_sprite
| -
+
| Background sprite of the interface.
| class="cent" |
+
| 238
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleColorControlPoints1
+
| StandardCommand
| t_vint
+
| t_link to [[#Buttons|Buttons]]
| -
+
| Button which is the standard command (usually "Walk to") for this interface.
| class="cent" |
+
| 298
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| ParticleColorControlPoints2
+
| Values
| t_vint
+
| t_links to [[#Values|Values]] (parent)
| -
+
| The values of the interface.
| class="cent" | ✘
+
| 453
| class="cent" | V
+
| class="cent" | <div class="cross"></div>
|-
 
| ParticleColorControlPoints3
 
| t_vint
 
| -
 
| class="cent" | ✘
 
 
| class="cent" | V
 
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|}
 +
 +
 +
== InterfaceClasses ==
 +
Table id: 31 <small>(eInterfaceClasses)</small>
 +
{| class="ts sortable"
 
|-
 
|-
| ParticleEmitterSizeX
+
! style="width:15%" | Field
| t_int
+
! style="width:15%" class="unsortable" | Type
| Width of particle emitter space.
+
! class="unsortable" | Description
| class="cent" |
+
! style="width:3%" | id
| class="cent" | V
+
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| ParticleEmitterSizeY
+
| Name
| t_int
+
| t_string
| Height of particle emitter space.
+
| Interface class name. The name of the object itself will be set to the translated class name.
| class="cent" |
+
| 660
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 +
|}
 +
 +
 +
== Languages ==
 +
Table id: 18 <small>(eLanguages)</small>
 +
 +
The language name is defined by the name of each language object.
 +
 +
 +
== Loadings ==
 +
Table id: 21 <small>(eLoadings)</small>
 +
{| class="ts sortable"
 
|-
 
|-
| ParticleEmitterSizeZ
+
! style="width:15%" | Field
| t_int
+
! style="width:15%" class="unsortable" | Type
| Depth of particle emitter space.
+
! class="unsortable" | Description
| class="cent" |
+
! style="width:3%" | id
| class="cent" | V
+
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| ParticleEmitterType
+
| Music
| t_int
+
| t_path
| Defines where the particles emit.<br/>
+
| Music which is played while the loading screen is shown.
'1': particles emit from one point in space (see ParticleXPos and ParticleYPos).<br/>
+
| 357
'2': particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).
+
| class="cent" | <div class="cross"></div>
| class="cent" |
 
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleForceBlend
+
| Sprite
| t_float
+
| t_sprite
| -
+
| Background sprite of the loading screen.
| class="cent" |
+
| 353
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleForceRotationX
+
| StatusCover
| t_int
+
| 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).
| class="cent" |
+
| 356
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleForceRotationZ
+
| StatusSprite
| t_int
+
| t_sprite
| -
+
| Sprite for progress bar.
| class="cent" |
+
| 355
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 +
|}
 +
 +
 +
== Models ==
 +
Table id: 35 <small>(eModels)</small>
 +
{| class="ts sortable"
 
|-
 
|-
| ParticleForceStrength
+
! style="width:15%" | Field
| t_float
+
! style="width:15%" class="unsortable" | Type
| Strength of force which affects all particles.
+
! class="unsortable" | Description
| class="cent" |
+
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| Model
 +
| t_path
 +
|
 +
| 706
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleForceType
+
| Textures
| t_int
+
| t_vpath
| Type of force. Possible values are: <br/>
+
|  
'0': directional. <br/>
+
| 707
'1': directional from point. <br/>
+
| class="cent" | <div class="cross"></div>
'2': point. <br />
 
| class="cent" |
 
 
| class="cent" | V
 
| class="cent" | V
 +
|}
 +
 +
 +
== Objects ==
 +
Table id: 6 <small>(eObjects)</small>
 +
{| class="ts sortable"
 
|-
 
|-
| ParticleForceXPos
+
! style="width:15%" | Field
| t_float
+
! style="width:15%" class="unsortable" | Type
| -
+
! class="unsortable" | Description
| class="cent" |
+
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| Actions
 +
| t_links to [[#Actions|Actions]] (parent)
 +
| All actions of the object. "ExecutionType" defines when the action is started.
 +
| 172
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleForceYPos
+
| Animation
| t_float
+
| t_link to [[#Animations|Animations]]
| -
+
| Animation which is automatically started if this object is active (see "Condition" and "Value").
| class="cent" |
+
| 171
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleForceZPos
+
| Animations
| t_float
+
| t_links to [[#Animations|Animations]] (parent)
| -
+
| All animations of the object.
| class="cent" |
+
| 176
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleLeadTime
+
| Center
 
| t_int
 
| t_int
| Number of seconds the particle system is preplayed before it is displayed for the first time.
+
| Defines the line number (y coordinate) which decides if a character is in front or behind this object.
| class="cent" |
+
| 329
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleMaterialMode
+
| Condition
| t_int
+
| t_link to [[#Conditions|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.
| class="cent" |
+
| 169
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleMaxColor
+
| ConditionNegate
| t_int
+
| t_bool
| The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.
+
| If true then the condition linked under "Condition" is negated.
| class="cent" |
+
| 359
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleMaxLife
+
| Conditions
 +
| t_links to [[#Condition|Condition]] (parent)
 +
| All conditions of the object.
 +
| 175
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| DestVisibility
 
| t_int
 
| t_int
| Maximum lifetime of a particle.
+
| 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".
| class="cent" |
+
| 601
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| ParticleMaxParticle
+
| Direction
 
| t_int
 
| t_int
| Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).
+
| Direction in degrees which a character is aligned if it reaches this object ("Position").
| class="cent" |
+
| 222
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleMaxSize
+
| IsItem
| t_float
+
| t_bool
| Maximum size of a particle.
+
| If true then this object is an item, otherwise it is a scene object.
| class="cent" |
+
| 350
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleMaxVelocity
+
| IsWalkable
| t_float
+
| t_bool
| Maximum velocity of a particle.
+
| If true then then no action can be executed on this object with the standard command (see "Interface > StandardCommand").
| class="cent" |
+
| 384
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleMinColor
+
| MatrixId
 
| t_int
 
| t_int
| The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.
+
|  
| class="cent" |
+
| 792
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 +
|-
 +
| Model
 +
| t_path
 +
|
 +
| 791
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleMinLife
+
| Name
| t_int
+
| t_link to [[#Texts|Texts]] (parent)
| Minimum lifetime of a particle.
+
| The name of the object (as shown in the action text).
| class="cent" |
+
| 251
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleMinSize
+
| Offset
| t_float
+
| t_point
| Minimum size of a particle.
+
| 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.
| class="cent" |
+
| 779
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| ''ParticleSystem''
 +
| ''t_link to [[#ParticleSystems|ParticleSystems]]''
 +
| ''DEPRECATED''
 +
| 467
 +
| class="cent" |
 +
| class="cent" |
 +
|-
 +
| Polygon
 +
| t_vpoint
 +
| Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.
 +
| 341
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleMinVelocity
+
| Position
| t_float
+
| t_point
| Minimum velocity of a particle.
+
| 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.
| class="cent" |
+
| 339
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticlePerTime
+
| Rotation
 
| t_float
 
| t_float
| New particles per time (with ~66 time units per second).
+
| 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.
| class="cent" |
+
| 783
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| ScaleX
 +
| t_float
 +
| Factor for horizontal scaling of the button (100 is original width).
 +
| 812
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| ParticlePhiX
+
| ScaleY
 +
| t_float
 +
| Factor for vertical scaling of the button (100 is original height).
 +
| 812
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| ScrollFactorX
 
| t_int
 
| t_int
| Opening angle about the X-axis.
+
| 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).
| class="cent" |
+
| 538
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticlePhiY
+
| ScrollFactorY
 
| t_int
 
| t_int
| Opening angle about the Z-axis.
+
| 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).
| class="cent" |
+
| 539
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticlePosX
+
| ShaderSet
 
| t_int
 
| t_int
| X Position of particle emitter (in pixel coordinates).
+
| Sets shader configuration id for an object and all of its animations, see "shaderSetOptions()" command.
| class="cent" |
+
| 785
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| SnoopAnimation
 +
| t_link to [[#Animations|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
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticlePosY
+
| SnoopAnimationPos
| t_int
+
| t_point
| Y Position of particle emitter (in pixel coordinates).
+
| Absolute position of the "hotspot" (formerly known as "snoop") animation (see "SnoopAnimation") on the scene.
| class="cent" |
+
| 666
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleRotationX
+
| Sprite
| t_int
+
| t_link to [[#Sprites|Sprites]] (parent)
| -
+
| Sprite which is shown if the object is active.
| class="cent" |
+
| 170
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
+
|-  
| ParticleRotationZ
+
| TimeToDestVisibility
 
| t_int
 
| 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.
| class="cent" |
+
| 602
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| ParticleSizeControlPoints
+
| Values
| t_vint
+
| t_links to [[#Values|Values]] (parent)
| -
+
| All values of the object.
| class="cent" |
+
| 333
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleTexture
+
| Value
| t_path
+
| t_link to [[#Values|Values]]
| Sprite used for all particles.
+
| 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.
| class="cent" |
+
| 846
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleTilesX
+
| ValueInt
 
| t_int
 
| t_int
| -
+
| Integer value for querying the value linked under "Value".
| class="cent" |
+
| 848
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ParticleTilesY
+
| ValueOperator
 
| t_int
 
| t_int
| -
+
| Operator for querying the value linked under "Value". Possible values:
| class="cent" |
+
* 0: equals (=)
 +
* 1: doesn't equal (!=)
 +
* 2: equal or greater than (>=)
 +
* 3: greater than (>)
 +
* 4: equal or less than (<=)
 +
* 5: less than (<)
 +
| 847
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
+
|-  
| ParticleType
+
| Visibility
 
| t_int
 
| 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).
| class="cent" |
+
| 600
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|}
 
|}
  
== Point ==
+
 
{| class="ts"
+
== Outfits ==
|-
+
Table id: 17 <small>(eOutfits)</small>
! Field !! Type !! Description !! Scriptable !! Storage
+
{| class="ts sortable"
|-
 
| PointPosition
 
| t_point
 
| Position on the scene.
 
| class="cent" | ✘
 
| class="cent" | V
 
 
|-
 
|-
| PointRelations
+
! style="width:15%" | Field
| t_links to [[#Point|Point]]
+
! style="width:15%" class="unsortable" | Type
| Links to connected points for way system.
+
! class="unsortable" | Description
| class="cent" |
+
! style="width:3%" | id
| class="cent" | V
+
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| PointSize
+
| AmbientLightColor
 
| t_int
 
| t_int
| Size for character on this point (in %).
+
| 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.
| class="cent" | ✘
+
| 729
| class="cent" | V
+
| class="cent" | <div class="tick"></div>
|}
+
| class="cent" | V/S
 
 
== Scene ==
 
{| class="ts"
 
|-
 
! Field !! Type !! Description !! Scriptable !! Storage
 
|-
 
| SceneActions
 
| t_links to [[#Actions|Actions]] (parent)
 
| All actions of the scene. These actions can only be started by another action.
 
| class="cent" | ✘
 
| class="cent" | V
 
|-
 
| SceneActionAreas
 
| t_links to [[#ActionArea|ActionArea]] (parent)
 
| All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).
 
| class="cent" | ✘
 
| class="cent" | V
 
 
|-  
 
|-  
| SceneBackgroundMusic
+
| CameraAngle
| t_path
+
| t_float
| Background music which is played in a loop.
+
| 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°).
| class="cent" |
+
| 711
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
 
|-  
 
|-  
| SceneBrightness
+
| CameraHeight
| t_int
+
| t_float
| Defines the overall brightness of the scene (in %). Must be between '0' and '100'. '0' means this scene (with all its objects and characters) is completely dark (so everything is black), '100' means  that everything is drawn with its original brightness (default).
+
| 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.
| class="cent" |
+
| 710
| class="cent" | S
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 
|-
 
|-
| SceneConditions
+
| CharacterAnimations
| t_links to [[#Condition|Condition]] (parent)
+
| t_links to [[#Animations|Animations]] (parent)
| All conditions of the scene.
+
| Person animations, must be started manually.
| class="cent" | ✘
+
| 269
| class="cent" | V
+
| class="cent" | <div class="cross"></div>
|-
 
| SceneContinueMusic
 
| t_bool
 
| If true then the background music from the last scene is continued instead of playing the background music of this scene (SceneBackgroundMusic).
 
| class="cent" | ✘
 
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| SceneCurrentWaySystem
+
| CharacterSpeed
| t_link to [[#WaySystem|WaySystem]]
+
| t_int
| Currently used way system (only relevant if SceneIsMenu is false).
+
| Speed of character with this outfit (in pixel per second).
| class="cent" |
+
| 270
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
|-
 
| SceneCursor
 
| t_link to [[#Cursor|Cursor]]
 
| Cursor which is displayed on this scene (only used if SceneIsMenu is true).
 
| class="cent" | ✘
 
| class="cent" | V
 
 
|-  
 
|-  
| SceneLightMap
+
| LightColor
| t_path
+
| t_int
| Sprite which is used as a lightmap for the scene. The lightmap defines how the characters are shaded on different positions on the scene.
+
| The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.
| class="cent" |
+
| 716
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
|-
 
| SceneIsMenu
 
| 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.).
 
| class="cent" | ✘
 
| class="cent" | V
 
 
|-  
 
|-  
| SceneMusicBalance
+
| LightPosX
| t_int
+
| t_float
| Balance of the background music (SceneBackgroundMusic). Must be between '-100' (only left speaker) and '100' (only right speaker).
+
| 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.
| class="cent" |
+
| 713
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
 
|-  
 
|-  
| SceneMusicVolume
+
| LightPosY
| t_int
+
| t_float
| Volume of the background music (SceneBackgroundMusic). Must be between '0' (mute) and '100' (full volume).
+
| 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.
| class="cent" |
+
| 714
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| LightColor
 +
| t_int
 +
|
 +
| 716
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
 
|-
 
|-
| SceneName
+
| Model
| t_link to [[#Text|Text]] (parent)
+
| t_path
| The name of the scene (used for name in savegames).
+
| Path to the 3D model file used for the outfit.
| class="cent" | ✘
+
| 708
| class="cent" | V
+
| class="cent" | <div class="cross"></div>
|-
 
| SceneObjects
 
| t_links to [[#Object|Object]] (parent)
 
| All objects of the scene.
 
| class="cent" | ✘
 
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| SceneParticleSystem
+
| ModelAmbientOcclusion
| t_link to [[#ParticleContainer|ParticleContainer]]
+
| t_int
| Particle system of the scene which is always shown.
+
| This field controls the intensity of self-shadowing of a 3D model in percent using ambient occlusion. A value of 0 deactivates ambient occlusion.
| class="cent" |
+
| 752
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| SceneSavegameAreas
+
| ModelFiles
| t_vrect
+
| t_vpath
| All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.
+
|  
| class="cent" |
+
| 807
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 +
|-
 +
| ModelOutlineColor
 +
| t_int
 +
| The color used for the contours of 3D models.
 +
| 724
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| ModelOutlineWidth
 +
| t_int
 +
| The width of contours of 3D models.
 +
| 725
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 
|-
 
|-
| SceneSavegameFont
+
| ModelShadow
| t_link to [[#Font|Font]]
+
| t_int
| Font which is used for the name of the savegame.
+
| 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.
| class="cent" |
+
| 751
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| SceneSavegameScrollStep
+
| ModelShadowVisibility
 
| t_int
 
| t_int
| Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.
+
| This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.
| class="cent" |
+
| 750
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-  
 
|-  
| SceneScrollableArea
+
| ModelShowOutline
| t_rect
+
| t_bool
| 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.
+
| This flag indicates whether outlines of a 3D model are drawn.
| class="cent" |
+
| 723
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | 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
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| ModelTurnSpeed
 +
| t_int
 +
|
 +
| 867
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|-  
 
|-  
| SceneScrollOnEdges
+
| ModelUseToonShading
 
| t_bool
 
| t_bool
| If true then the scene will be scrolled if the cursor is on the screen edge.
+
| This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.
| class="cent" |
+
| 721
 +
| class="cent" | <div class="tick"></div>
 
| class="cent" | V/S
 
| class="cent" | V/S
 
|-
 
|-
| SceneSprite
+
| RandomAnimations
| t_sprite
+
| t_links to [[#Animation|Animation]] (parent)
| Background sprite of the scene.
+
|
| class="cent" |
+
* For playable characters (characters with an interface): Animations are shown if the user did not interact for a longer random time span (between "RandomMinTime" and "RandomMaxTime" milliseconds).
 +
* For non-playable characters (characters without an interface): Animations are shown after a random time span (between "RandomMinTime" and "RandomMaxTime" milliseconds).
 +
| 321
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| SceneValues
+
| RandomMinTime
| t_links to [[#Value|Value]] (parent)
+
| t_int
| All values of the scene.
+
| Minimum time (in milliseconds) until a random animation (see "RandomAnimations") is started.
| class="cent" |
+
| 756
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| SceneWaySystems
+
| RandomMaxTime
| t_links to [[#WaySystem|WaySystem]] (parent)
+
| t_int
| All way systems of the scene.
+
| Maximum time (in milliseconds) until a random animation (see "RandomAnimations") is started.
| class="cent" |
+
| 757
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|}
 
 
== Script ==
 
{| class="ts"
 
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| 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
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V/S
 
|-
 
|-
| Script
+
| StandingAnimations
| ScriptScript
+
| t_links to [[#Animations|Animations]] (parent)
| t_string
+
| Standing animations, shown when person is standing.
| Script content.
+
| 383
| class="cent" |
+
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|}
 
 
== Sprite ==
 
{| class="ts"
 
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| TalkAnimations
 +
| t_links to [[#Animations|Animations]] (parent)
 +
| Talk animations.
 +
| 268
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|-
 
|-
| Sprite
+
| TurnAnimations
| SpriteSprite
+
| t_links to [[#Animations|Animations]] (parent)
| t_sprite
+
| Turn animations.
| -
+
| 810
| class="cent" |
+
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|}
 
 
== Text ==
 
{| class="ts"
 
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| UseLight
 +
| t_bool
 +
|
 +
| 712
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 
|-
 
|-
| Text
+
| WalkAnimations
| TextAll
+
| t_links to [[#Animations|Animations]] (parent)
| t_links to [[#TextLanguage|TextLanguage]] (parent)
+
| Walk animations.
| Language dependent texts for this text entry.
+
| 267
| class="cent" |
+
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|}
 
|}
  
== TextLanguage ==
+
 
{| class="ts"
+
== ParticleContainers ==
 +
Table id: 23 <small>(eParticleContainers)</small>
 +
{| class="ts sortable"
 +
|-
 +
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
| ''CameraZoom''
 +
| ''t_float''
 +
| ''DEPRECATED''
 +
|
 +
| class="cent" |
 +
| class="cent" |
 
|-
 
|-
| TextLanguageLanguage
+
| ''CameraZPosition''
| t_link to [[#Language|Language]]
+
| ''t_float''
| Language of this text.
+
| ''DEPRECATED''
| class="cent" |
+
|
| class="cent" | V
+
| class="cent" |
 +
| class="cent" |
 +
|-
 +
| ''LeadTime''
 +
| ''t_links to [[#Particles|Particles]] (parent)''
 +
| ''DEPRECATED''
 +
|
 +
| class="cent" |
 +
| class="cent" |
 +
|-
 +
| ''Particles''
 +
| ''t_links to [[#Particles|Particles]] (parent)''
 +
| ''DEPRECATED''
 +
|
 +
| class="cent" |  
 +
| class="cent" |  
 
|-
 
|-
| TextLanguageSound
+
| PreviewScene
| t_path
+
| t_link to [[#Scenes|Scenes]]
| Voice output file for this text.
+
| Scene for particles preview.
| class="cent" |
+
| 824
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| TextLanguageText
+
| Settings
 
| t_string
 
| t_string
| Language dependent text.
+
| Particle system settings.
| class="cent" |
+
| 806
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|}
 
|}
  
== Value ==
+
 
{| class="ts"
+
== Particles ==
 +
Table id: 22 <small>(eParticles)</small>
 +
 
 +
''DEPRECATED''
 +
 
 +
 
 +
== Plugins ==
 +
Table id: 39 <small>(ePlugins)</small>
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
ValueInt
+
| Active
t_int
 
The current integer value.
 
| class="cent"  | ✔
 
| class="cent"  | V/S
 
|-
 
| ValueRandom
 
 
| t_bool
 
| t_bool
| If true then the value (ValueInt) will be set to a random value (between ValueRandomMin and ValueRandomMax) at the beginning of the game.
+
|  
| class="cent" |
+
| 860
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ValueRandomMax
+
| Data
| t_int
+
| t_string
| Upper bound for random value (see ValueRandom).
+
|  
| class="cent" |
+
| 862
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| ValueRandomMin
+
| Directory
| t_int
+
| t_string
| Lower bound for random value (see ValueRandom).
+
|
| class="cent" |
+
| 861
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|}
 +
 
 +
 
 +
== Points ==
 +
Table id: 5 <small>(ePoints)</small>
 +
{| class="ts sortable"
 +
|-
 +
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| Position
 +
| t_point
 +
| Position on the scene.
 +
| 146
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Relations
 +
| t_links to [[#Points|Points]]
 +
| Links to connected points for way system.
 +
| 147
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Size
 +
| t_int
 +
| Size for character on this point (in percent).
 +
| 145
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
|-
 
| ValueString
 
| t_string
 
| The current string value.
 
| class="cent" | ✔
 
| class="cent" | V/S
 
 
|}
 
|}
  
== WaySystem ==
+
 
{| class="ts"
+
== Scenes ==
 +
Table id: 4 <small>(eScenes)</small>
 +
{| class="ts sortable"
 +
|-
 +
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| Actions
 +
| t_links to [[#Actions|Actions]] (parent)
 +
| All actions of the scene. These actions can only be started by another action.
 +
| 335
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| ActionAreas
 +
| t_links to [[#ActionAreas|ActionAreas]] (parent)
 +
| All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).
 +
| 681
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| AudioBusses
 +
| t_links to [[#AudioBusses|AudioBusses]]
 +
|
 +
| 838
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| BackgroundMusic
 +
| t_path
 +
| Background music which is played in a loop.
 +
| 132
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| CDTrack
 +
| t_int
 +
|
 +
| 133
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Conditions
 +
| t_links to [[#Conditions|Conditions]] (parent)
 +
| All conditions of the scene.
 +
| 330
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| CurrentWaySystem
 +
| t_link to [[#WaySystems|WaySystems]]
 +
| Currently used way system (only relevant if "IsMenu" is false).
 +
| 641
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| Cursor
 +
| t_link to [[#Cursors|Cursors]]
 +
| Cursor which is displayed on this scene (only used if "IsMenu" is true).
 +
| 293
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Curves
 +
| t_links to [[#Curves|Curves]]
 +
|
 +
| 892
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| MusicBalance
 +
| t_int
 +
| Balance of the background music ("BackgroundMusic"). Must be between -100 (only left speaker) and 100 (only right speaker).
 +
| 316
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| MusicVolume
 +
| t_int
 +
| Volume of the background music ("BackgroundMusic"). Must be between 0 (mute) and 100 (full volume).
 +
| 315
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| Name
 +
| t_link to [[#Texts|Texts]] (parent)
 +
| The name of the scene (used for name in savegames).
 +
| 364
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Objects
 +
| t_links to [[#Objects|Objects]] (parent)
 +
| All objects of the scene.
 +
| 136
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| ParticleSystem
 +
| t_link to [[#ParticleContainers|ParticleContainers]]
 +
| Particle system of the scene which is always shown.
 +
| 441
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | 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
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| SavegameFont
 +
| t_link to [[#Font|Font]]
 +
| Font which is used for the name of the savegame (only if "IsMenu" is true).
 +
| 348
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| SavegameScreenshot
 +
| t_path
 +
| Image used as savegame screenshot for this scene when game is played on a mobile device.
 +
| 765
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | 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
 +
| 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
 +
|-
 +
| 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
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| ScrollOnEdges
 +
| t_bool
 +
| If true then the scene will be scrolled if the cursor is on the screen edge.
 +
| 232
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| ShaderSet
 +
| t_int
 +
| Sets shader configuration id for the scene, see "shaderSetOptions()" command.
 +
| 794
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| Sprite
 +
| t_sprite
 +
| Background sprite of the scene.
 +
| 236
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| TestCharacter
 +
| t_link to [[#Characters|Characters]]
 +
|
 +
| 879
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Values
 +
| t_links to [[#Values|Values]] (parent)
 +
| All values of the scene.
 +
| 332
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| WaySystems
 +
| t_links to [[#WaySystems|WaySystems]] (parent)
 +
| All way systems of the scene.
 +
| 640
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|}
 +
 
 +
 
 +
== Scripts ==
 +
Table id: 30 <small>(eScripts)</small>
 +
{| class="ts sortable"
 +
|-
 +
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| Script
 +
| t_string
 +
| Script content.
 +
| 652
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Type
 +
| t_string
 +
| Script type. Possible Values:
 +
* 0: Execution script.
 +
* 1: Definition script.
 +
| 653
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|}
 +
 
 +
 
 +
== ScriptVariables ==
 +
Table id: 34 <small>(eScriptVariables)</small>
 +
{| class="ts sortable"
 +
|-
 +
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| IsGlobalVar
 +
| t_bool
 +
|
 +
| 697
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 +
|-
 +
| Items
 +
| t_links
 +
|
 +
| 698
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 +
|-
 +
| KeyType
 +
| t_int
 +
|
 +
| 694
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 +
|-
 +
| Value
 +
| t_string
 +
|
 +
| 696
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 +
|-
 +
| ValueType
 +
| t_int
 +
|
 +
| 695
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 +
|}
 +
 
 +
 
 +
== Shaders ==
 +
Table id: 36 <small>(eShaders)</small>
 +
{| class="ts sortable"
 +
|-
 +
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| Compiled
 +
| t_string
 +
|
 +
| 823
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| FS
 +
| t_string
 +
|
 +
| 821
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| VS
 +
| t_string
 +
|
 +
| 822
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|}
 +
 
 +
 
 +
== Sprites ==
 +
Table id: 13 <small>(eSprites)</small>
 +
{| class="ts sortable"
 +
|-
 +
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| Sprite
 +
| t_sprite
 +
|
 +
| 237
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|}
 +
 
 +
 
 +
== Texts ==
 +
Table id: 14 <small>(eTexts)</small>
 +
{| class="ts sortable"
 +
|-
 +
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| TextLanguages
 +
| t_vtext
 +
| Language-dependent texts for this text entry.
 +
| 761
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|}
 +
 
 +
 
 +
== TextLanguages ==
 +
Table id: 19 <small>(eTextLanguages)</small>
 +
{| class="ts sortable"
 +
|-
 +
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| Language
 +
| t_link to [[#Languages|Languages]]
 +
|
 +
| 258
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Sound
 +
| t_path
 +
|
 +
| 257
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| Text
 +
| t_string
 +
|
 +
| 256
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|}
 +
 
 +
 
 +
== Values ==
 +
Table id: 20 <small>(eValues)</small>
 +
{| class="ts sortable"
 +
|-
 +
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 +
|-
 +
| Float
 +
| t_float
 +
| The current float value.
 +
| 805
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| Int
 +
| t_int
 +
| The current integer value.
 +
| 328
 +
| class="cent"  | <div class="tick"></div>
 +
| class="cent"  | 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
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| RandomMax
 +
| t_int
 +
| Upper bound for random value (see "Random").
 +
| 347
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| RandomMin
 +
| t_int
 +
| Lower bound for random value (see "Random").
 +
| 346
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| String
 +
| t_string
 +
| The current string value.
 +
| 632
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|}
 +
 
 +
 
 +
== WaySystems ==
 +
Table id: 29 <small>(eWaySystems)</small>
 +
{| class="ts sortable"
 
|-
 
|-
! Field !! Type !! Description !! Scriptable !! Storage
+
! style="width:15%" | Field
 +
! style="width:15%" class="unsortable" | Type
 +
! class="unsortable" | Description
 +
! style="width:3%" | id
 +
! style="width:5%" class="unsortable" | Scriptable
 +
! style="width:5%" class="unsortable" | Storage
 
|-
 
|-
| WaySystemBorder
+
| Border
 
| t_vpoint
 
| t_vpoint
| Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.
+
| Polygon which defines the way borders of the scene. A character is only allowed to walk inside the way borders.
| class="cent" |
+
| 638
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|-
 
|-
| WaySystemPoints
+
| Points
| t_links to [[#Point|Point]] (parent)
+
| t_links to [[#Points|Points]] (parent)
| Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.
+
| 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.
| class="cent" |
+
| 639
 +
| class="cent" | <div class="cross"></div>
 
| class="cent" | V
 
| class="cent" | V
 
|}
 
|}
 +
{{toc}}

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:
  • 0 (eExecutionTypeRightMouseClick): Right mouse button click.
  • 1 (eExecutionTypeMouseEntersArea): Cursor enters area.
  • 2 (eExecutionTypeMouseLeavesArea): Cursor leaves area.
  • 3 (eExecutionTypeFixtureDropped): Item dropped.
  • 5 (eExecutionTypeCalledByOtherAction): Called by other action.
  • 6 (eExecutionTypeActionCommand): Command executed.
  • 7 (eExecutionTypeLeftMouseClickIm): Left mouse click.
  • 8: Character reached object.
  • 12 (eExecutionTypeLeftMouseDblClick): Left mouse button double click.
  • 13 (eExecutionTypeLeftMouseDblClickIm): Left mouse button double click (immediate execution).
  • 14 (eExecutionTypeLeftMouseHold): Left mouse button hold.
  • 15 (eExecutionTypeLeftMouseHoldIm): Left mouse button hold (immediate execution).
  • 16 (eExecutionTypeRightMouseClickIm): Right mouse button click (immediate execution).
  • 17 (eExecutionTypeActionCommandIm): Command executed (immediate execution).
  • 18 (eExecutionTypeCommandMouseClickIm): Command mouse click (immediate execution).
  • 19 (eExecutionTypeCombinedCommandMouseClickIm): Combined command mouse click (immediate execution).
  • 20 (eExecutionTypeFixtureDroppedIm): Item dropped (immediate execution).
  • 21 (eExecutionTypeActionCommandBoth): Command executed - both.
  • 22 (eExecutionTypeActionCommandImBoth): Command executed - both (immediate execution).
  • 23 (eExecutionTypeActionCommandOther): Command executed - other.
  • 24 (eExecutionTypeActionCommandImOther): Command executed - other (immediate execution).
  • 25 (eExecutionTypeFixtureDroppedBoth): Item dropped - both.
  • 26 (eExecutionTypeFixtureDroppedImBoth): Item dropped - both (immediate execution).
  • 27 (eExecutionTypeFixtureDroppedOther): Item dropped - other.
  • 28 (eExecutionTypeFixtureDroppedImOther): Item dropped - other (immediate execution).
  • 29: Character enters area.
  • 30: Character leaves area.
  • 31 (eAtBeginningOfScene): At beginning of scene.
  • 32 (eAtEndOfScene): At end of scene.
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:
  • 0 (eAlignLeft): Align left.
  • 1 (eAlignRight): Align right.
  • 2 (eAlignCentered): Centered.
  • 3 (eAlignLeftWithCenterPos): Align left (use center position).
  • 4 (eAlignRightWithCenterPos): Align right (use center position).
  • 5 (eAlignCenteredWithLeftPos): Centered (use left position).
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:
  • 0 (eReplayNormal): animation loops are shown in normal order.
  • 1 (eReplayReverse): each loop of the animation is shown in reverse order.
  • 2 (eReplayRandom): all frames of an animation loop are shown in random order.
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:
  • 0 (eButtonNormal): normal command (e. g. "Look at", "Push").
  • 1 (eButtonCombined): combined command (e. g. "Use", "Give").
  • 2 (eButtonGive): give command (e. g. "Give").
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:
  • 0 (eButtonPlaceholder): Placeholder for an item.
  • 1 (eButtonScrollUp): Scroll arrow to scroll items up (number of items to scroll is defined by "Interface > ScollStepSize").
  • 2 (eButtonScrollDown): Scroll arrow to scroll items down (number of items to scroll is defined by "Interface > ScollStepSize").
  • 3 (eButtonCommand): Command.
  • 4 (eButtonActionArea): Action area (only used to define individual actions for an area).
  • 5 (eButtonCommandGroup): Command group (buttons in the group defined by "Group").
  • 6 (eButtonCommandInGroup): Command in a command group (group defined by "Group"). This is basically the same as a command (3) with the only difference that this command cannot be selected for actions (because it is only selected through its group).
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:
  • 0 (eUseOnAll): on objects (scene objects and items) and characters.
  • 1 (eUseOnCharacters): only on characters.
  • 2 (eUseOnObjects): only on objects (scene objects and items).
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:
  • 0: equals (=)
  • 1: doesn't equal (!=)
  • 2: equal or greater than (>=)
  • 3: greater than (>)
  • 4: equal or less than (<=)
  • 5: less than (<)
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:
  • 0 (eNoAnim): No animation.
  • 1 (eWalkAnim): Walk animation.
  • 2 (eTalkAnim): Talk animation.
  • 3 (eStandingAnim): Standing animation.
  • 4 (eCharacterAnim): Character animations.
  • 5 (eRandomAnim): Random animations.
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:
  • 2: standing.
  • 3: walking.
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:
  • 0: logical AND.
  • 1: logical OR.
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:
  • 0 (eDialogReturnToSame): the same dialog will be shown again.
  • 1 (eDialogReturnToUpper): the "upper" dialog (which linked to the current dialog) will be shown.
  • 2 (eDialogReturnToEnd): no dialog will be shown.
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:
  • 0: equals (=)
  • 1: doesn't equal (!=)
  • 2: equal or greater than (>=)
  • 3: greater than (>)
  • 4: equal or less than (<=)
  • 5: less than (<)
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:
  • 0 (eMainContainer): All characters are stored in the main container.
  • 1 (eSingleContainer): All characters are stored in one file specified by "CharacterComposedFile".
  • 2 (eMultipleContainers): Each character is stored in an own container specified by "CharacterComposedFile" (filename extended by the character number).
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:
  • 0 (eStdCommandAlways): set standard command after executing an action.
  • 1 (eSetStdCommandNever): never set standard command.
  • 2 (eSetStdCommandOnSuccess): set standard command after successful execution of an action.
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:
  • 0: no event.
  • 1: left mousebutton click.
  • 2: right mousebutton click.
  • 3: left mousebutton double click.
  • 4: left mousebutton hold.
  • 5: mouse enters area.
  • 6: mouse leaves area.
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:
  • 0 (eDrawNoActionText): do not draw action text.
  • 1 (eDrawActionTextAtCurrentPos): draw action text at current cursor position.
  • 2 (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.
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:
  • 0 (eFadeNo): no effect, display new scene immediately.
  • 1 (eFadeIn): fade in new scene (no fade out of current scene).
  • 2 (eFadeOut): fade out current scene (no fade in of new scene).
  • 3 (eFadeInAndOut): fade out current scene and fade in new scene.
  • 4 (eFadeToNew): use alpha-blending to directly fade from current to new scene.
  • 5 (eShiftLeft): shift current scene to the left and show new scene.
  • 6 (eShiftRight): shift current scene to the right and show new scene.
  • 7 (eTunnelEffect): use a tunnel effect for fade in/out.
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:
  • 0 (eMainContainer): The game object is stored in the main container.
  • 1 (eSingleContainer): The game object is stored in one file specified by "GameComposedFile".
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:
  • 0 (eMainContainer): All interfaces are stored in the main container.
  • 1 (eSingleContainer): All interfaces are stored in one file specified by "InterfaceComposedFile".
  • 2 (eMultipleContainers): Each interface is stored in an own container specified by "InterfaceComposedFile" (filename extended by the interface number).
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:
  • 0 (eMouseActionBehaviourDoNotSendCharacter): The character will not be sent to the current position.
  • 1 (eMouseActionBehaviourSendCharacterToCursor): Character will be sent to current position.
  • 2 (eMouseActionBehaviourSendCharacterToObjects): Character will be sent to current position if it is a scene object.
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:
  • 0 (eMouseActionBehaviourDoNotSendCharacter): The character will not be sent to the current position.
  • 1 (eMouseActionBehaviourSendCharacterToCursor): Character will be sent to current position.
  • 2 (eMouseActionBehaviourSendCharacterToObjects): Character will be sent to current position if it is a scene object.
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:
  • 0 (eMouseActionBehaviourDoNotSendCharacter): The character will not be sent to the current position.
  • 1 (eMouseActionBehaviourSendCharacterToCursor): Character will be sent to current position.
  • 2 (eMouseActionBehaviourSendCharacterToObjects): Character will be sent to current position if it is a scene object.
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:
  • 0 (eMainContainer): All movies are stored in the main container.
  • 1 (eSingleContainer): All movies are stored in one file specified by "MovieComposedFile".
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:
  • 0 (eMouseActionBehaviourDoNotSendCharacter): The character will not be sent to the current position.
  • 1 (eMouseActionBehaviourSendCharacterToCursor): Character will be sent to current position.
  • 2 (eMouseActionBehaviourSendCharacterToObjects): Character will be sent to current position if it is a scene object.
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:
  • 0 (eMainContainer): All scenes are stored in the main container.
  • 1 (eSingleContainer): All scenes are stored in one file specified by "SceneComposedFile".
  • 2 (eMultipleContainers): Each scene is stored in an own container specified by "SceneComposedFile" (filename extended by the scene number).
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:
  • 0 (eShaderExcludeNothing): standard, exclude nothing.
  • 1 (eShaderExcludeInterfaces): exclude interfaces, text on top, cursor.
  • 2 (eShaderExcludeTextsAndCursor): exclude text on top, cursor.
  • 3 (eShaderExcludeCursor): exclude cursor
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:
  • 0 (eAlignLeft): Align left.
  • 1 (eAlignRight): Align right.
  • 2 (eAlignCentered): Centered.
  • 3 (eAlignLeftWithCenterPos): Align left (use center position).
  • 4 (eAlignRightWithCenterPos): Align right (use center position).
  • 5 (eAlignCenteredWithLeftPos): Centered (use left position).
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:
  • 0 (eAlignLeft): Align left.
  • 1 (eAlignRight): Align right.
  • 2 (eAlignCentered): Centered.
  • 3 (eAlignLeftWithCenterPos): Align left (use center position).
  • 4 (eAlignRightWithCenterPos): Align right (use center position).
  • 5 (eAlignCenteredWithLeftPos): Centered (use left position).
593
V/S
TextOutput t_int Defines if spoken texts should be printed and/or spoken. Possible values:
  • 0 (eTextAndSpeechOutput): Display text and play speech file.
  • 1 (eOnlySpeechOutput): Only play speech file.
  • 2 (eOnlyTextOutput): Only display text.
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:
  • 0: top.
  • 1: bottom.
  • 2: left.
  • 3: right.
  • 4: absolute, position on screen defined by "Offset".
  • 5: relative, position defined by current cursor position and offset to the cursor position ("Offset").
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:
  • 0: equals (=)
  • 1: doesn't equal (!=)
  • 2: equal or greater than (>=)
  • 3: greater than (>)
  • 4: equal or less than (<=)
  • 5: less than (<)
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)
  • For playable characters (characters with an interface): Animations are shown if the user did not interact for a longer random time span (between "RandomMinTime" and "RandomMaxTime" milliseconds).
  • For non-playable characters (characters without an interface): Animations are shown after a random time span (between "RandomMinTime" and "RandomMaxTime" milliseconds).
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:
  • 0: Left.
  • 1: Right.
  • 2: Center.
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:
  • 0: Execution script.
  • 1: Definition script.
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