Difference between revisions of "Data Structure"

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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.
 
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.
  
You may have noticed some of these <div class="tip-r">[?]<span class="tooltiptext">hello I'm a naughty little tooltip</span></div> symbols floating around here & there on this page. They represent information. To access said information, you just need to hover your mouse cursor over the symbol. - <small>''very informative, no?''</small>
+
You may have noticed some of these <span class="tip-r">[?]<span class="tooltiptext">hello I'm a naughty little tooltip</span></span> symbols floating around here & there on this page. They represent information. To access said information, you just need to hover your mouse cursor over the symbol. - <small>''very informative, no?''</small>
  
 
== Action ==
 
== Action ==

Revision as of 14:14, 6 October 2022

Visionaire Data Structure

This is the official documentation of the Visionaire Data Structure. For a more informative guide to scripting in Visionaire Studio, complete with an overview of the available functions - with examples, please see here.


The complete data structure is now well (mostly) documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (.ved file). Not all fields in this documentation are stored in the .ved files (project files), some of them are only created during the game and stored in the save games. The column Storage describes where each field is saved. A field with Storage V is saved in the .ved file. If there is a S in this column then this field is stored in save games. If you want you can write your own tools which manipulate the .ved files to edit some settings differently than the Visionaire Editor (for fields with Storage type V).

Almost every field is accessible through scripting now. Theoretically every field can be read from or written to. However, in practice it does not make sense to edit the majority of them, because the Visionaire Player does not react to all changes (without first reloading the scene) and certain fields are not stored into the save game files; for this purpose there is a column Scriptable next to each field, which indicates whether or not the field can be manipulated. Fields which can be manipulated by the Scripting Language contain a green
symbol inside of the Scripting column. If you want to access a field through scripting you have to use the field constants. A field constant starts with a V followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: game:getLink(VGameCurrentScene)).


A new shorthand method for accessing & writing to the data structure fields / tables, was introduced in Visionaire Studio 4.1; however not all fields are currently supported by the new shorthand code. The way table names for accessing the fields are written can also be different.
game.CurrentCharacter

Versus the longhand getObject method...

getObject("Game.GameCurrentCharacter")


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.

You may have noticed some of these [?]hello I'm a naughty little tooltip symbols floating around here & there on this page. They represent information. To access said information, you just need to hover your mouse cursor over the symbol. - very informative, no?

Action

Field Type Description Scriptable Storage Version
ActionActionParts t_links to ActionPart (parent) Actionparts of this action. The actionparts will be executed if this action is started.
V
ActionCommand t_link to Button Command which must be active to execute this action.
V
ActionExecutionType t_int Defines when the action is started.

'0': right mouse button click.
'1': cursor enters area.
'2': cursor leaves area.
'3': item dropped.
'5': called by an other action.
'6': command executed.
'7': left mouse click.
'8': character reached object.
'12': left mouse button double click.
'13': left mouse button double click (immediate execution).
'14': left mouse button hold.
'15': left mouse button hold (immediate execution).
'16': right mouse button click (immediate execution).
'17': command executed (immediate execution).
'20': item dropped (immediate execution).
'21': command executed - both.
'22': command executed - both (immediate execution).
'23': command executed - other.
'24': command executed - other (immediate execution).
'25': item dropped - both.
'26': item dropped - both (immediate execution).
'27': item dropped - other.
'28': item dropped - other (immediate execution).
'29': character enters area.
'30': character leaves area.

V
ActionFixture t_link to Object Item which is necessary to execute this action.
V

ActionArea

Field Type Description Scriptable Storage
ActionAreaActions t_links to AreaAction (parent) The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).
V
ActionAreaPolygon 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.
V

ActionPart

Field Type Description Scriptable Storage
ActionPartAltInt t_int Parameter #2. Defined by ActionPartCommand.
V
ActionPartAltInt2 t_int Parameter #3. Defined by ActionPartCommand.
V
ActionPartAltLink t_link Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.
V
ActionPartCommand t_int Actionpart type. See Actionparts Documentation for all action part types.
V
ActionPartInt t_int Parameter #1. Defined by ActionPartCommand.
V
ActionPartLink t_link (parent if link to Text) Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.
V
ActionPartPath t_path Path to a file (e.g. sound file, movie file, image file).
V

ActiveAction

Field Type Description Scriptable Storage
ActionActionPartIndex 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.
S
ActionContinueWaitForEndIfElse t_int Total number of open if statements in this action at current position. Use with care.
S
ActionActionPartStarted 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.
S
ActionPauseTime t_int Time past since last timer was started. Only valid if ActionTimerStarted is true.
S
ActionTimerStarted t_bool True if there is currently a timer running (e.g. waiting for pause).
S

ActiveAnimation

Field Type Description Scriptable Storage
AnimationActive 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.
S
AnimationCalledTime t_int Time (in msec) past since frame was first shown or animation loop finished.
S
AnimationCurrentPosition t_point Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).
S
AnimationCurrentSpriteIndex t_int Index of currently active frame.
S
AnimationCurrentSpritePos t_point Position on scene of currently active frame.
S
AnimationFirstFrame t_int First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.
S
AnimationFrameCount t_int Total number of frames already shown in the current animation loop.
S
AnimationLastFrame 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.
S
AnimationLoops t_int Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.
S
AnimationPlayOppositeDirection t_bool True if the animation is played backwards.
S
AnimationPreloaded 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.
S
AnimationSize t_int Scaling of animation in percent (100 means animation is played in original size, < 100: animation is shrinked, > 100: animation is enlarged).
S
AnimationStartedByUser 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.
S
AnimationWaiting t_bool True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).
S
AnimationWaitingTime t_int Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.
S

ActiveText

Field Type Description Scriptable Storage
TextActive t_bool True if the text is currently active.
S
TextBackground 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).
S
TextCurrentText 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.
S
TextFont t_link to Font Font used for displaying this text.
S
TextOwner t_link to Character or Object or Button 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.
S
TextPosition t_point Position on scene where the text is shown.
S
TextRemainingText t_string Remaining text after TextCurrentText.
S
TextTimeElapsed t_int time (in msec) elapsed since showing current part (TextCurrentText) of text.
S
TextTimeToWait t_int Total time (in msec) for showing current part (TextCurrentText) of text.
S
TextWaitForAudio 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.
S

Animation

Field Type Description Scriptable Storage
AnimationAction t_link to Action Action which is started when the animation is finished.
V
AnimationCenter 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).
V
AnimationDirection t_int Defines the direction in degress ('0' - '359') this animation should be used for (only for character animations).
V
AnimationLoopRandom t_bool If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.
V
AnimationMirror t_link to 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).
V
AnimationModelAnimIndex (v4.0) 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.
V
AnimationModelAnimSpeed (v4.0) 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.
V
AnimationMove 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)
V
AnimationNumberOfLoops t_int Number of loops. '0' if it is an endless animation.
V
AnimationPause 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).
V
AnimationPosition t_point Upper left corner of animation on scene (or interface).
V
AnimationPropertyFrames t_links to AnimationFrame (parent) Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.
V
AnimationReplay t_int eReplayNormal ('0'): animation loops are shown in normal order.

eReplayReverse ('1'): each loop of the animation is shown in reverse order.
eReplayRandom ('2'): all frames of an animation loop are shown in random order.

V
AnimationSprites t_vsprites All sprites of the animation.
V
AnimationUseIndividualPause 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.
V
AnimationWalkSteps t_vfloat Only used for character walk animations. Defines the distance (pixels in one second at 100% size) between animation frames. If OutfitSlideWalkAnimation is true the character also moves while a frame is shown (the current position will be interpolated), if false the character only moves when a new frame is shown.
V

AnimationFrame

Field Type Description Scriptable Storage
AnimationFrameAction t_link to Action An action which will be started when this frame is shown.
V
AnimationFrameIndex 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.
V
AnimationFrameSound t_path A sound which will be played when this frame is shown.
V
AnimationFrameSoundBalance t_int Balance of the sound (AnimationFrameSound). Must be between '-100' (only left speaker) and '100' (only right speaker).
V
AnimationFrameSoundVolume t_int Volume of the sound (AnimationFrameSound). Must be between '0' (mute) and '100' (full volume).
V

AreaAction

Field Type Description Scriptable Storage
AreaActionAction t_link to Action (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)).
V
AreaActionCharacter t_link to Character 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.
V
AreaActionExecuteAlways 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.
V

Button

Field Type Description Scriptable Storage
ButtonActions t_links to Action (parent) All actions of this button.
V
ButtonActiveSprite t_link to Sprite (parent) 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.
V
ButtonAnimation t_link to Animation Animation which will be played automatically if the button is shown (see ButtonCondition).
V
ButtonAnimations t_links to Animation (parent) All animations of the button.
V
ButtonCommandType t_int Only used if the button is a command (ButtonType = '3' or '6'). Defines the type of this command:

'0' (eButtonNormal): normal command (e.g. 'Look at', 'Push').
'1' (eButtonCombined): combined command (e.g. 'Use', 'Give').
'2' (eButtonGive): give command (e.g. 'Give').

V
ButtonCondition t_link to Condition 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).
V
ButtonConditionNegate t_bool If true then the condition ButtonCondition is negated. (see ButtonCondition)
V
ButtonConjunction t_link to Text 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').
V
ButtonCursor t_link to Cursor Only used if button is a command (ButtonType = '3' or '6'). The cursor which is shown if the command is active.
V
ButtonDraggable 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').
V
ButtonGroup t_links to Button 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).
V
ButtonInactiveSprite t_link to Sprite (parent) Sprite which is shown if the button is inactive. (see ButtonActiveSprite)
V
ButtonName t_link to Text Only used if button is a command (ButtonType = '3' or '6'). The name of the command which is shown in the action text.
V
ButtonPolygon t_vpoint Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.
V
ButtonType t_int Defines the type of this button:

'0' (eButtonPlaceholder): Placeholder for an item.
'1' (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)
'2' (eButtonScrollDown): Scroll arrow to scroll items down. (number of items to scroll is defined by InterfaceScollStepSize)
'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 ButtonGroup)
'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).

V
ButtonUse t_int Only used if button is a command (ButtonType = '3' or '6'). Defines on what the command can be used on:

'0' (eUseOnAll): on objects (scene objects and items) and characters.
'1' (eUseOnCharacters): only on characters.
'2' (eUseOnObjects): only on objects (scene objects and items).

V
ButtonUseOnCurrentCharacter t_bool 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.
V

Character

Field Type Description Scriptable Storage
CharacterActions
[?]getObject("Characters[Tom]"):getLinks(VCharacterActions)
t_links All actions of the character.
V
CharacterActionDestPosition [?] 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.
V/S
CharacterActive [?] t_bool If true the character is shown and detected by the cursor. (default)
S
CharacterActiveCommand [?] t_link Currently active command for this character. The button must have ButtonType = '3'.
S
CharacterActiveDialogFont t_link Font which is used for a currently selected dialog part.
V
CharacterAnimIndex [?] 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).
S
CharacterAnimState [?] t_int Type of currently playing character animation:

'0 (eNoAnim)': No animation.
'1 (eWalkAnim)': Walk animation.
'2 (eTalkAnim)': Talk animation.
'3 (eStandingAnim)': Standing animation.
'4 (eCharacterAnim)': Character animations.
'5 (eRandomAnim)': Random animations.

S
CharacterCommentSets t_links All comment sets of the character.
V
CharacterConditions [?] t_links All conditions of the character.
V
CharacterCurrentCommentSet [?] t_link Currently used comment set.
V/S
CharacterCurrentOutfit [?] t_link Currently used outfit.
V/S
CharacterDestination [?] t_point Destination where the character is currently walking to.
S
CharacterDestinationObject [?] 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).
S
CharacterDestVisibility [?] t_int 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.
S
CharacterDialogActiveScrollDown 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 (CharacterDialogArea). (makes only sense for characters which can be controlled by the user)
V
CharacterDialogActiveScrollUp 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 (CharacterDialogArea).
V
CharacterDialogArea t_rect Defines the absolute position on the screen where the dialog is displayed.
V
CharacterDialogCursor t_link Cursor which will be displayed if a dialog is currently active.
V
CharacterDialogInactiveScrollDown 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 (CharacterDialogArea).
V
CharacterDialogInactiveScrollUp 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 (CharacterDialogArea).
V
CharacterDialogs t_links All dialogs which can be spoken with this character.
V
CharacterDialogSprite t_sprite Sprite which is used as a background for dialogs.
V
CharacterDialogVerticalSpace t_int Distance between two dialog part selections (in pixel).
V
CharacterDirection [?] 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).
S
CharacterFollowAction [?] t_link Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).
S
CharacterFollowCharacter [?] t_link Character which this character is currently following.
S
CharacterFollowReachDistance [?] t_int If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).
S
CharacterFont t_link Font which is used for all texts which are spoken by this character.
V
CharacterInactiveDialogFont t_link Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).
V
CharacterInterfaces t_links All interfaces currently used for this character.
V/S
CharacterItems t_links All items which are picked up by this character.
S
CharacterItemsScrollPosition t_int Current scroll position of the items in the interface/inventory.
S
CharacterName t_link The name of the character (as shown in the action text).
V
CharacterOutfits t_links All outfits of the character.
V
CharacterPosition t_point Current position of character. (if field is set and character is walking, then it will stop walking)
S
CharacterScale t_bool If false the character is not scaled and will always be drawn in the original size.
V
CharacterScaleFactor t_int Factor in % the character is scaled with. Must be > '0' (default '100').
V/S
CharacterScene t_link Scene where the character is currently on.
S
CharacterSize t_float Current size of character in % ('100' = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.
S
CharacterStartObject t_link Scene object where the character is standing (ObjectPosition) at the beginning of the game.
V
CharacterState t_int Current state of character: (only set to '2' to stop walking, do not set '3')

'2': standing.
'3': walking.

S
CharacterTimeToDestVisibility 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.
S
CharacterTint t_int Color (bgr) the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.
S
CharacterValues t_links All values of the character.
V
CharacterVisibility t_int 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).
S
CharacterWalkingSound t_path Sound which is played if the character is walking.
V/S

CommentSet

Field Type Description Scriptable Storage
CommentSetEntries t_links to CommentSetEntry All comment set entries of this comment set.
V

CommentSetEntry

Field Type Description Scriptable Storage
CommentSetEntryText t_link to Text Text for this comment.
V
CommentSetEntryCommand t_link to Button 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.
V

Condition

Field Type Description Scriptable Storage
ConditionCondition1 t_link to Condition First condition for a combined condition (only used if ConditionIsVariable is false).
V
ConditionCondition1Negate t_bool If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).
V
ConditionCondition2 t_link to Condition Second condition for a combined condition (only used if ConditionIsVariable is false).
V
ConditionCondition2Negate t_bool If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).
V
ConditionIsVariable t_bool If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).
V
ConditionOperator t_int Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):

'0': logical AND.
'1': logical OR.

V
ConditionReturnNegate t_bool If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).
V
ConditionValue t_bool Current value of condition. True or false. This is only used if ConditionIsVariable is true.
V/S

Cursor

Field Type Description Scriptable Storage
CursorActiveAnimation t_link to Animation Animation of the active cursor.
V
CursorHotspot t_point Point on the cursor which defines the 'center' of the cursor.
V
CursorInactiveAnimation t_link to Animation Animation of the inactive cursor.
V

Dialog

Field Type Description Scriptable Storage
DialogDialogParts t_links to DialogPart (parent) All dialog part selections of this dialog.
V

DialogPart

Field Type Description Scriptable Storage
DialogPartAction t_link to Action (parent) Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.
V
DialogPartAltText t_link to Text (parent) Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).
V
DialogPartAnswerText t_link to Text (parent) Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.
V
DialogPartAvailable t_bool If true then this dialog part is still available (see DialogPartRemove).
S
DialogPartCondition t_link to Condition The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).
V
DialogPartConditionNegate t_bool If true then the condition DialogPartCondition is negated. (see DialogPartCondition)
V
DialogPartLinkedAction t_link to 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.
V
DialogPartNextDialog t_link to Dialog (parent) Dialog which is shown when this dialog part is selected.
V
DialogPartRemove t_bool If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).
V
DialogPartReturn 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):

'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.

V
DialogPartText t_link to Text (parent) Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.
V
DialogPartUseAltText t_bool If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.
V

Font

Field Type Description Scriptable Storage
FontAlphabet 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 FontSprite (from left to right and top to bottom).
V
FontAutoLineBreak 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 FontLineWidth.
V
FontBorder t_bool If true a font border will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).
V
FontBorderColor t_int Color for font border. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.
V
FontBorderSize t_float Size of font border in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.
V
FontColor t_int Font color. The least significant byte specifies red, then green and the third byte specifies blue. This value is only used for TrueType fonts (see FontTrueTypeFont).
V
FontFont 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 (see FontTrueTypeFont). This can save a lot of resources compared to creating a new TrueType font.
V
FontLetters t_vrect List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).
V
FontLetterSpacing t_int Horizontal distance between two characters (in pixel).
V
FontLineWidth t_int Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.
V
FontShadow t_bool If true a font shadow will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).
V
FontShadowOffset t_point Offset in pixels for font shadow (see FontShadow).
V
FontSize t_float Font size in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont).
V
FontSpaceWidth t_int Width of space (in pixels).
V
FontSprite t_sprite Sprite with all characters of the font.
V
FontTrueTypeFont t_bool If set to true this is a TrueType font. Either FontTrueTypeFontPath or FontFont must be set for a valid font.
V
FontTrueTypeFontPath t_path Path to TrueType font file. This value is only used for TrueType fonts (see FontTrueTypeFont).
V
FontVerticalLetterSpacing t_int Vertical distance between two characters (in pixel).
V

Game

Field Type Description Scriptable Storage
GameAbout t_string Long description of game, authors can make additional comments here.
V
GameActions t_links to Action (parent) All actions which can be started with a key. The key value is stored in ActionExecutionType.
V
GameActionTextFont t_link to Font Font which will be used for the action text - only used if GameDrawActionText is '1' or '2'.
V
GameActionTextRect t_rect Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is '2'.
V
GameActiveCommand t_link to Button The currently active command.
V/S
GameAlignCharacterOnImExecution t_bool If true the active character will be automatically aligned to the clicked object when an action with execution type 'immediate' is executed.
V
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).
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.
V/S
GameCharacterComposedFile t_path Defines the filename for composing the character when compiling the game.
V
GameCharacterComposedFiles t_int The number of composed character files:

'0' (eMainContainer): All characters are stored in the main container.
'1' (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.
'2' (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).

V
GameCharacterLinks t_links to Character (parent) All characters of the game.
V
GameCommandBehaviour t_int Behavior for selecting the standard command.

'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.

V/S
GameCompanyName t_string 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\<UserName>\AppData\Local\<CompanyName>\<GameName>\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.
V
GameComposedFile t_path Defines the filename for composing the main output file (.vis file) when compiling the game.
V
GameCurrentCharacter t_link to Character Character which is currently controlled by the player (active character).
S
GameCurrentObject t_link to Object or Character or Button The object currently below the cursor.
S
GameCurrentScene t_link to Scene Scene which is currently shown.
S
GameCursorHorizontalScrollDistance t_int Distance of cursor to the left or right screen border where horizontal scrolling will be started.
S
GameCursorVerticalScrollDistance t_int Distance of cursor to the top or bottom screen border where vertical scrolling will be started.
S
GameCursors t_links to Cursor (parent) All cursors of the game.
V
GameCutsceneAction t_link to Action If a cutscene is active this links to the action which started (and should stop) the cutscene.
S
GameDescription t_string Short description of the game.
V
GameDestinationCommand t_link to Button When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.
S
GameDestinationEvent 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:

'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.

S
GameDestinationItem t_link to Object 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.
S
GameDestinationItemPicked 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.
S
GameDialog t_link to Dialog Currently displayed dialog.
S
GameDialogAction t_link to Action Running action which contains the text for the current dialog.
S
GameDraggableItems t_bool True if objects can be dragged from the interface.
V/S
GameDrawActionText t_int Defines if and where the action text is drawn:

'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.

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.
V/S
GameFadeDelay t_int Delay in milli seconds for fade in/out of a scene.
V/S
GameFadeEffect t_int Effect for fade in/out of a scene.

'0' (eFadeNo): no effect. display new scene immediately.
'1' (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.
'2' (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.
'3' (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.
'4' (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.
'5' (eShiftLeft): shift left. Shift current scene to the left and show new scene.
'6' (eShiftRight): shift right. Shift current scene to the right and show new scene.
'7' (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.

V/S
GameFirstCharacter t_link to Character Character which is used for starting the game. This is the character which is controlled by the player.
V
GameFirstScene t_link to Scene The first scene of the game (which is shown after the loading screen)
V
GameFontLinks t_links to Font (parent) All fonts of the game.
V
GameFullScreenIntro t_bool True if the intro movie is scaled to fullscreen.
V
GameGameComposedFile 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.
V
GameGameComposedFiles t_int The number of composed game files:

'0' (eMainContainer): The game object is stored in the main container.
'1' (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.

V
GameGameName 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\<UserName>\AppData\Local\<CompanyName>\<GameName>\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.
V
GameHiddenDialog t_link to Dialog 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.
V/S
GameHideCursor t_bool If true the cursor is hidden and no cursor interaction is possible.
S
GameHideInterfaces t_bool If true all interfaces are hidden, independent of individual interface visibility.
S
GameHoldTime t_int Time in milli seconds until the event 'Mouse holding' (for GameLeftHoldAction and GameLeftHoldingAction) is fired.
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.
S
GameId t_string Unique Identification number. Used for savegames in order to only load savegames for correct game.
V
GameInterfaces t_links to Interface (parent) All interfaces of the game.
V
GameInterfaceClasses t_links to InterfaceClass (parent) All interface classes of the game.
V
GameInterfaceComposedFile t_path Defines the filename for composing the interface when compiling the game.
V
GameInterfaceComposedFiles t_int The number of composed interface files:

'0' (eMainContainer): All interfaces are stored in the main container.
'1' (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.
'2' (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).

GameIntro t_path Intro movie which will be played at the beginning of the game.
V
GameItems t_links to Object (parent) All items of the game.
V
GameLanguages t_links to Language (parent) All languages of the game.
V
GameLeftClickAction t_link to Action (parent) An action which will be started if the left mouse button is clicked.
V
GameLeftDblClickAction t_link to Action (parent) An action which will be started if the left mouse button is double clicked.
V
GameLeftHoldAction t_link to Action (parent) Action which is started if the left mouse button is pressed for a certain time (GameHoldTime) and GameLeftMouseHold is set to '3' or '4'. The action is started when the mouse button is released.
V
GameLeftHoldingAction t_link to Action (parent) Action which is started if the left mouse button is pressed for a certain time (GameHoldTime) and GameLeftMouseHolding is set to '3'. The action is started when the mouse button is pressed.
V
GameLeftHoldBehaviour t_int Defines if the character will be sent to the current position when the left button is released.

'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.

V/S
GameLeftMouseHold t_int Defines what the event 'left mouse button hold' is used for when the button is released.

'0' (eIndividualAction): used for individual actions.
'3' (eStandardAction): used for standard action (GameLeftHoldAction).
'4' (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.

V/S
GameLeftMouseHolding t_int Defines what the event 'left mouse button hold' is used for when the button is pressed.

'0' (eIndividualAction): used for individual actions.
'3' (eStandardAction): used for standard action (GameLeftHoldingAction).

V/S
GameLoading t_link to Loading (parent) The loading screen. (is shown on startup when the game is loaded)
V
GameMinificationFilter t_int Filter for minification of textures (scaling of character images).

'0': Linear interpolation.
'1': Nearest neighbor.

V
GameMagnificationFilter t_int Filter for magnification of textures (scaling of character images).

'0' (eLinearInterpolation): Linear interpolation.
'1' (eNearestNeighborInterpolation): Nearest neighbor.

V
GameMiddleClickAction t_link An action which will be started if the middle mouse button is clicked.
V
GameMiddleClickBehaviour t_int Defines if the character will be sent to the current position when the middle mouse button is clicked.

'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.

V/S
GameMouseWheelDownAction t_link An action which will be started if the mouse wheel is moved down.
V
GameMouseWheelUpAction t_link An action which will be started if the mouse wheel is moved up.
V
GameMovieComposedFile t_path Defines the filename for composing the movies when compiling the game.
V
GameMovieComposedFiles t_int The number of composed movie files:

'0' (eMainContainer): All movies are stored in the main container.
'1' (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.

V
GameObjectFont t_link to 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.
V
GameParticleContainerLinks t_links to ParticleContainer (parent) All particle systems of the game.
V
GamePicBufferSize 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 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).
V
GamePictureCacheSize t_int Size in MB for cache which stores the recently loaded images.
V
GamePreloadPicThreads t_int Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.
V
GamePreloadedPicBufferSize 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 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).
V
GameQuake t_bool If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.
S
GameQuakeForce t_int Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.
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.
S
GameRegisteredEventHandlers t_string All registered event handlers.
S
GameReserved t_string Licence number.
V
GameRightClickAction t_link to Action (parent) Action which is started if the right mouse button is pressed and GameRightMouseClick is set to '3' or '4'.
V
GameRightClickBehaviour t_int Defines if the character will be sent to the current position when the right mouse button is clicked.

'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.

V/S
GameRightMouseClick t_int Defines what the right mouse button is used for.

'0' (eIndividualAction): used for individual actions.
'1' (eActivateStandardCommand): activates standard command.
'2' (eActivateNextCommand): activates next command.
'3' (eStandardAction): used for standard action (GameRightClickAction).
'4' (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.

V/S
GameSavedObject t_link to Object Saved object. An action can be executed on this saved object. (see actionpart 'Execute command on saved object')
S
GameSaveGameName t_string Used to store name of current savegame.
V
GameSavegameScreenshot t_path Image used as savegame screenshot for all scenes when game is played on a mobile device.
V
GameSceneComposedFile t_path Defines the filename for composing the scenes when compiling the game.
V
GameSceneComposedFiles t_int The number of composed scene files:

'0' (eMainContainer): All scenes are stored in the main container.
'1' (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.
'2' (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).

V
GameSceneLinks t_links to Scene (parent) All scenes of the game.
V
GameScriptLinks t_links to Script (parent) All scripts of the game.
V
GameScrollCenterCharacter t_bool 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.
S
GameScrollCharacter t_link to Character Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).
S
GameScrollDirectionHorizontal t_int Horizontal direction the scene is currently scrolling.

'0': currently no horizontal scrolling.
'1': currently scrolling to the left.
'2': currently scrolling to the right.

S
GameScrollDirectionVertical t_int Vertical direction the scene is currently scrolling.

'0': currently no vertical scrolling.
'3': currently scrolling to the top.
'4': currently scrolling to the bottom.

S
GameScrollPosition t_point Upper left corner of current scroll position (on current scene).
S
GameScrollSpeed t_int Number of pixels which will be scrolled in one second.
V/S
GameScrollToPoint t_point Upper left corner the current scene is scrolling to.
S
GameScrollTo t_bool If true the scene is currently scrolling to GameScrollToPoint.
S
GameShaderExclude t_int Defines which components (scene, interfaces, texts, cursor) will be excluded from shader programs.

'0' (eShaderExcludeNothing): standard, exclude nothing.
'1' (eShaderExcludeInterfaces): exclude interfaces, text on top, cursor.
'2' (eShaderExcludeTextsAndCursor): exclude text on top, cursor.
'3' (eShaderExcludeCursor): exclude cursor

S
GameShowBlackScreenAfterVideo 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.
V/S
GameSpeakerSoundPanFactor t_int Speech output balance in %. Defines if the speech output is played on left/right speaker depending on the character position. If set to 0% the speech output will be played equally on left and right speaker. If set to 100% the output volume on left/right speaker completely depends on the position of the character on the current scene.
V/S
GameSpeakerTextAlignment t_int Defines alignment of speaker text:

'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).

V/S
GameSpeechLanguage t_link to Language Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.
S
GameStandardLanguage t_link to Language Defines the currently used language.
V/S
GameStartAction t_link to Action (parent) This action will be executed once at the beginning of the game (after the game was loaded).
V
GameTextAlignment t_int Defines alignment of spoken text:

'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).

V/S
GameTextOutput t_int Defines if spoken texts should be printed and/or spoken:

'0' (eTextAndSpeechOutput): Display text and play speech file.
'1' (eOnlySpeechOutput): Only play speech file.
'2' (eOnlyTextOutput): Only display text.

S
GameTextSpeed t_int Speed for displaying texts (in %). Default is 100.
S
GameUsedItem t_link to Object The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.
S
GameVersion t_string Version number of the game.
V
GameVerticalScrollDistance 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.
S
GameVideosEncrypted t_bool If true the videos are stored in an encrypted container. This field is only relevant for compiled games.
V
GameWindowResolution t_point Screen resolution (e.g. 640x480).
V

Interface

Field Type Description Scriptable Storage
InterfaceActionTextFont t_link to Font Font which will be used for the action text - only used if InterfaceDrawActionText is true.
V
InterfaceActionTextRect t_rect Rectangle in which the action text will be drawn horizontally and vertically centered - only used if InterfaceDrawActionText is true.
V
InterfaceBorder t_vpoint Polygon which defines the border of the interface. The interface is detected if the cursor is inside the polygon.
V
InterfaceButtons t_links to Button (parent) All buttons of the interface: commands, arrows to scroll items, action areas, placeholder for items
V
InterfaceClass t_link to InterfaceClass The class this interface belongs to.
V
InterfaceConditions t_links to Condition (parent) The conditions of the interface.
V
InterfaceDestVisibility 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'. '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.
S
InterfaceDisplacement t_int Defines where the interface is shown:

'0': top.
'1': bottom.
'2': left.
'3': right.
'4': absolute, position on screen defined by InterfaceOffset.
'5': relative, position defined by current cursor position and offset to the cursor position (InterfaceOffset).

V/S
InterfaceDrawActionText t_bool Defines if the action text is drawn on this interface (if true than InterfaceActionTextFont and InterfaceActionTextRect must be set).
V
InterfaceLeaveAction t_link to Action (parent) Action which will be executed if the cursor leaves the interface (outside of polygon InterfaceBorder).
V
InterfaceOffset t_point Offset (or absolute position) for displaying the interface. (only used if InterfaceDisplacement is '4' or '5')
V/S
InterfacePosition t_point Absolute position of upper left corner of interface.
V/S
InterfaceScrollStepSize t_int Defines how many item positions will be scrolled if a scroll arrow is pushed.
V
InterfaceSize t_int 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'.
V/S
InterfaceSprite t_sprite Background sprite of the interface.
V
InterfaceStandardCommand t_link to Button Button which is the standard command (usually 'Walk to') for this interface.
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.
S
InterfaceValues t_links to Values (parent) The values of the interface.
V
InterfaceVisibility 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.
S
InterfaceVisible 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.
V/S

InterfaceClass

Field Type Description Scriptable Storage
InterfaceClassName t_string Interface class name. The name of the object itself will be set to the translated class name.
V

Language

Field Type Description Scriptable Storage
- - Language name is defined by name of each language object.

Loading

Field Type Description Scriptable Storage
LoadingMusic t_path Music which is played while the loading screen is shown.
V
LoadingSprite t_sprite Background sprite of the loading screen.
V
LoadingStatusCover 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).
V
LoadingStatusSprite t_sprite Sprite for progress bar.
V

Object

Field Type Description Scriptable Storage
ObjectActions t_links to Action (parent) All actions of the object. ActionExecutionType defines when the action is started.
V
ObjectAnimation t_link to Animation Animation which is automatically started if this object is active (see ObjectCondition).
V
ObjectAnimations t_links to Animation (parent) All animations of the object.
V
ObjectCenter t_int Defines the line number (y coordinate) which decides if a character is in front or behind this object.
V
ObjectCondition t_link to Condition 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).
V
ObjectConditionNegate t_bool 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
V
ObjectConditions t_links to Condition (parent) If true then the condition ButtonCondition is negated. (see ButtonCondition)
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.
S
ObjectDirection t_int Direction in degrees which a character is aligned if it reaches this object (ObjectPosition).
V
ObjectIsItem t_bool If true then this object is an item, otherwise it is a scene object.
V
ObjectIsWalkable t_bool If true then then no action can be executed on this object with the standard command (see InterfaceStandardCommand).
V
ObjectName t_link to Text (parent) The name of the object (as shown in the action text).
V
ObjectOffset 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 (ObjectPolygon) by the cursor also considers the offset.
S
ObjectParticleSystem t_link to ParticleSystem Particle system which is shown if the object is active (see ObjectCondition).
V
ObjectPolygon t_vpoint Polygon which defines the border of the object. The object is detected if the cursor is inside the polygon.
V
ObjectPosition t_point 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.
V
ObjectRotation 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.
S
ObjectRotationCenter t_point Coordinates (on screen) which define the center for object rotation (see ObjectRotation). If set to -1,-1 (default) the image center is used as rotation center.
S
ObjectScale t_float Defines scaling factor for this object. 1.0 means 100% (original size), 2.0 would be double size and 0.5 half size. The object image and all object animations will take the scaling into account.
S
ObjectScrollFactorX 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).
V
ObjectScrollFactorY 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).
V
ObjectShaderSet t_int sets shader configuration id for an object and all of its animations, see shaderSetOptions command.
S
ObjectSnoopAnimation t_link to Animation 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.
V
ObjectSnoopAnimationPos t_point Absolute position of the snoop animation (seeObjectSnoopAnimation) on the scene.
V
ObjectSprite t_link to Sprite (parent) Sprite which is shown if the object is active (see ObjectCondition).
V
ObjectTimeToDestVisibility 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.
S
ObjectValues t_links to Value (parent) All values of the object.
V
ObjectVisibility 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).
S

Outfit

Field Type Description Scriptable Storage
OutfitAmbientLightColor (v4.0) 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.
V/S
OutfitCameraAngle (v4.0) 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°).
V/S
OutfitCameraHeight (v4.0) 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.
V/S
OutfitCharacterAnimations t_links to Animation (parent) Person animations, must be started manually.
V
OutfitCharacterSpeed t_int Speed of character with this outfit (in pixel per second).
V/S
OutfitLightColor t_int The color (RGB, 1 byte per channel) of the direct light source used to shade a 3D model.
V/S
OutfitLightPosX (v4.0) 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.
V/S
OutfitLightPosY (v4.0) 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.
V/S
OutfitLightPosZ (v4.0) 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.
V/S
OutfitModel (v4.0) t_path Path to the 3D model file used for the outfit.
V
OutfitModelAmbientOcclusion (v4.0) 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.
V
OutfitModelOutlineColor (v4.0) t_int The color used for the contours of 3D models.
V/S
OutfitModelOutlineWidth (v4.0) t_int The width of contours of 3D models.
V/S
OutfitModelScaleFactor (v4.0) 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.
V/S
OutfitModelShadow (v4.0) 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.
V
OutfitModelShadowVisibility (v4.0) t_int This field controls the visibility of the shadow of a 3D model in percent. A value of 0 deactivates shadows.
V
OutfitModelShowOutline (v4.0) t_bool This flag indicates whether outlines of a 3D model are drawn.
V/S
OutfitModelTextures (v4.0) 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.
V
OutfitModelToonNuances (v4.0) 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.
V/S
OutfitModelUseToonShading (v4.0) t_bool This flag indicates whether toon shading is used for a 3D model. The alternative is realistic shading.
V/S
OutfitRandomAnimations 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 OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).
For non-playable characters (characters without an interface):
Animations are shown after a random time span (between OutfitRandomMinTime and OutfitRandomMaxTime milli seconds).

V
OutfitRandomMinTime t_int Minimum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.
V
OutfitRandomMaxTime t_int Maximum time in milli seconds until a random animation (see OutfitRandomAnimations) is started.
V
OutfitSlideWalkAnimation 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.
V/S
OutfitStandingAnimations t_links to Animation (parent) Standing animations, shown when person is standing.
V
OutfitTalkAnimations t_links to Animation (parent) Talk animations.
V
OutfitWalkAnimations t_links to Animation (parent) Walk animations.
V

ParticleContainer

Field Type Description Scriptable Storage
ParticleContainerCameraZoom t_float Zoom factor.
V
ParticleContainerCameraZPosition t_float Z-Position of 'camera' for showing particle system.
V
ParticleContainerLeadTime t_links to Particles (parent) All particle emitters of this particle system.
V
ParticleContainerParticles t_links to Particles (parent) All particle emitters of this particle system.
V

Particle

Field Type Description Scriptable Storage
ParticleActiveStages t_int -
V
ParticleBlendColor0 t_int -
V
ParticleBlendColor1 t_int -
V
ParticleBlendColor2 t_int -
V
ParticleBlendColor3 t_int -
V
ParticleBlendColorCurve0 t_vfloat -
V
ParticleBlendColorCurve1 t_vfloat -
V
ParticleBlendColorCurve2 t_vfloat -
V
ParticleBlendColorCurve3 t_vfloat -
V
ParticleBlendMaxTile t_int -
V
ParticleBlendSizeCurve t_vfloat -
V
ParticleBlendTilesControlPoints t_vint -
V
ParticleBlendTilesCurve t_vfloat -
V
ParticleCameraZPos t_float Distance of the 'camera' to the z-layer.
V
ParticleCameraZoom t_float Focal width of 'camera'.
V
ParticleColorControlPoints0 t_vint -
V
ParticleColorControlPoints1 t_vint -
V
ParticleColorControlPoints2 t_vint -
V
ParticleColorControlPoints3 t_vint -
V
ParticleEmitterSizeX t_int Width of particle emitter space.
V
ParticleEmitterSizeY t_int Height of particle emitter space.
V
ParticleEmitterSizeZ t_int Depth of particle emitter space.
V
ParticleEmitterType t_int Defines where the particles emit.

'1': particles emit from one point in space (see ParticleXPos and ParticleYPos).
'2': particles emit from somewhere within a region in space (see ParticleXPos/ParticleYPos and ParticleEmitterSizeX/ParticleEmitterSizeY/ParticleEmitterSizeZ).

V
ParticleForceBlend t_float -
V
ParticleForceRotationX t_int -
V
ParticleForceRotationZ t_int -
V
ParticleForceStrength t_float Strength of force which affects all particles.
V
ParticleForceType t_int Type of force. Possible values are:

'0': directional.
'1': directional from point.
'2': point.

V
ParticleForceXPos t_float -
V
ParticleForceYPos t_float -
V
ParticleForceZPos t_float -
V
ParticleLeadTime t_int Number of seconds the particle system is preplayed before it is displayed for the first time.
V
ParticleMaterialMode t_int -
V
ParticleMaxColor t_int The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.
V
ParticleMaxLife t_int Maximum lifetime of a particle.
V
ParticleMaxParticle t_int Maximum number of particles (there may be less particles visible depending on creation and lifetime parameters).
V
ParticleMaxSize t_float Maximum size of a particle.
V
ParticleMaxVelocity t_float Maximum velocity of a particle.
V
ParticleMinColor t_int The color of a particle will be between the colors ParticleMinColor and ParticleMaxColor.
V
ParticleMinLife t_int Minimum lifetime of a particle.
V
ParticleMinSize t_float Minimum size of a particle.
V
ParticleMinVelocity t_float Minimum velocity of a particle.
V
ParticlePerTime t_float New particles per time (with ~66 time units per second).
V
ParticlePhiX t_int Opening angle about the X-axis.
V
ParticlePhiY t_int Opening angle about the Z-axis.
V
ParticlePosX t_int X Position of particle emitter (in pixel coordinates).
V
ParticlePosY t_int Y Position of particle emitter (in pixel coordinates).
V
ParticleRotationX t_int -
V
ParticleRotationZ t_int -
V
ParticleSizeControlPoints t_vint -
V
ParticleTexture t_path Sprite used for all particles.
V
ParticleTilesX t_int -
V
ParticleTilesY t_int -
V
ParticleType t_int -
V

Point

Field Type Description Scriptable Storage
PointPosition t_point Position on the scene.
V
PointRelations t_links to Point Links to connected points for way system.
V
PointSize t_int Size for character on this point (in %).
V

Scene

Field Type Description Scriptable Storage
SceneActions t_links to Actions (parent) All actions of the scene. These actions can only be started by another action.
V
SceneActionAreas t_links to ActionArea (parent) All action areas of the scene (areas which contain actions that are executed if a character enters or leaves the area).
V
SceneBackgroundMusic t_path Background music which is played in a loop.
V/S
SceneBrightness t_int 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).
S
SceneConditions t_links to Condition (parent) All conditions of the scene.
V
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).
V
SceneCurrentWaySystem t_link to WaySystem Currently used way system (only relevant if SceneIsMenu is false).
V/S
SceneCursor t_link to Cursor Cursor which is displayed on this scene (only used if SceneIsMenu is true).
V
SceneLightMap 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.
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.).
V
SceneMusicBalance t_int Balance of the background music (SceneBackgroundMusic). Must be between '-100' (only left speaker) and '100' (only right speaker).
V/S
SceneMusicVolume t_int Volume of the background music (SceneBackgroundMusic). Must be between '0' (mute) and '100' (full volume).
V/S
SceneName t_link to Text (parent) The name of the scene (used for name in savegames).
V
SceneObjects t_links to Object (parent) All objects of the scene.
V
SceneParticleSystem t_link to ParticleContainer Particle system of the scene which is always shown.
V
SceneSavegameAreas t_vrect All areas where savegame screenshots are shown. A savegame can be selected by clicking inside an area.
V
SceneSavegameFont t_link to Font Font which is used for the name of the savegame.
V
SceneSavegameScreenshot t_path Image used as savegame screenshot for this scene when game is played on a mobile device.
V
SceneSavegameScrollStep t_int Defines how many savegame positions will be scrolled if the savegames are scrolled with an actionpart.
V
SceneScrollableArea 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.
V/S
SceneScrollOnEdges t_bool If true then the scene will be scrolled if the cursor is on the screen edge.
V/S
SceneSprite t_sprite Background sprite of the scene.
V
SceneValues t_links to Value (parent) All values of the scene.
V
SceneWaySystems t_links to WaySystem (parent) All way systems of the scene.
V

Script

Field Type Description Scriptable Storage
ScriptScript t_string Script content.
V

Sprite

Field Type Description Scriptable Storage
SpriteSprite t_sprite -
V

Text

Field Type Description Scriptable Storage
TextTextLanguages t_vtext Language dependent texts for this text entry.
V

Value

Field Type Description Scriptable Storage
ValueInt t_int The current integer value.
V/S
ValueRandom 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.
V
ValueRandomMax t_int Upper bound for random value (see ValueRandom).
V
ValueRandomMin t_int Lower bound for random value (see ValueRandom).
V
ValueString t_string The current string value.
V/S

WaySystem

Field Type Description Scriptable Storage
WaySystemBorder t_vpoint Polygon which defines the wayborders of the scene. A character is only allowed to walk inside the wayborders.
V
WaySystemPoints t_links to Point (parent) Waypoints of the scene which store the character size. The waypoints are connected to each other to define where a character can walk.
V