Data Structure

From The Official Visionaire Studio: Adventure Game Engine Wiki
Revision as of 13:10, 8 August 2023 by EK (talk | contribs)

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.

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.

You may have noticed some of these [?] 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?


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 Characters or Objects or Buttons Object which is currently saved to execute an action on (usually through the "Save object" action part). 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 Characters or Objects or Buttons Object which is currently saved to execute an action on (usually through the "Save object" action part). 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 Characters or Objects or Buttons Object which is currently saved to execute an action on (usually through the "Save object" action part). 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


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
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 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 selected dialog part. 457
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 selected one (see "ActiveDialogFont"). 581
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 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


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


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 Horizontal direction the scene is currently scrolling. Possible values:
  • 0: currently no horizontal scrolling.
  • 1: currently scrolling to the left.
  • 2: currently scrolling to the right.
473
S
ScrollDirectionVertical t_int Vertical direction the scene is currently scrolling. Possible values:
  • 0: currently no vertical scrolling.
  • 3: currently scrolling to the top.
  • 4: currently scrolling to the bottom.
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


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
InterfaceItemsScrollPosition t_int Current scroll position of the items in the interface/inventory.
S
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 condition 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