Difference between revisions of "Data Structure"

From The Official Visionaire Studio: Adventure Game Engine Wiki
(Created page with "== Visionaire Data Structure == This is the official documentation of the Visionaire Data Structure.<br><br> The complete data structure is now well documented. It consists ...")
 
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== Visionaire Data Structure ==
 
== Visionaire Data Structure ==
  
This is the official documentation of the Visionaire Data Structure.<br><br>
+
This is the official documentation of the Visionaire Data Structure. ''For a more informative guide to scripting in Visionaire Studio, complete with an overview of the available functions - with examples, please see [[Scripting|here]].''
  
The complete data structure is now well documented. It consists of different tables (storing different types of objects) and is stored in a XML file on disk (ved-file). Not all fields in this documentation are stored in the ved-files (project files), some of them are only created during the game and stored in the savegames. The column 'Storage' describes where each field is saved. A field with Storage 'V' is saved in the ved-file. If there is a 'S' in this column then this field is stored in savegames. If you want you can write your own tools which manipulate the ved-files to edit some settings differently than the Visionaire Editor (for fields with Storage type 'V').
 
  
Each field is accesible through scripting now. Theoretically every field can be read or written. However, in practice it does not make sense for all fields to change them because the Visionaire Player does not react to all changes and certain fields are not stored in savegames. For this purpose there is a column 'Scriptable' next to each field indicating if the field can be written. Fields which can be changed with the Scripting Language are displayed in a different color. If you want to access a field through scripting you have to use the field constants. A field constant starts with a 'V' followed by the field name. E.g. to access the field GameCurrentScene you would have to use the constant VGameCurrentScene (the scripting command could look like this: "game:getLink(VGameCurrentScene)").
+
The 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''').
  
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.
+
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 <div class="tick2"></div> 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)''').
<br>
+
 
 +
 
 +
{| class="ts"
 +
|-
 +
| ''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.''
 +
<syntaxhighlight>
 +
game.CurrentCharacter
 +
</syntaxhighlight>
 +
''Versus the longhand getObject method...''
 +
<syntaxhighlight>
 +
getObject("Game.GameCurrentCharacter")
 +
</syntaxhighlight>
 +
|}
 +
 
 +
 
 +
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 <span class="tip-t" title="hello I'm a naughty little tooltip">[?]</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 ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="4" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage !! | Version
Action
 
| valign="top" |
 
ActionActionParts
 
| valign="top" |
 
t_links to [[#ActionPart|ActionPart]] (parent)
 
| valign="top" |
 
Actionparts of this action. The actionparts will be executed if this action is started.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ActionActionParts
ActionCommand
+
| t_links to [[#ActionPart|ActionPart]] (parent)
| valign="top" |
+
| Actionparts of this action. The actionparts will be executed if this action is started.
t_link to [[#Button|Button]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Command which must be active to execute this action.
+
| class="cent" |
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ActionCommand
ActionExecutionType
+
| t_link to [[#Button|Button]]
| valign="top" |
+
| Command which must be active to execute this action.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Defines when the action is started.<br>
+
| class="cent" |
 +
|-
 +
| ActionExecutionType
 +
| t_int
 +
| Defines when the action is started.<br>
 
'0': right mouse button click.<br>
 
'0': right mouse button click.<br>
 
'1': cursor enters area.<br>
 
'1': cursor enters area.<br>
Line 80: Line 73:
 
'29': character enters area.<br>
 
'29': character enters area.<br>
 
'30': character leaves area.<br>
 
'30': character leaves area.<br>
| valign="top" align="center" |
+
| class="cent" | <div class="cross"></div>
-
+
| class="cent" | V
| valign="top" align="center" |
+
| class="cent" |
V
 
 
|-
 
|-
| valign="top" |
+
| ActionFixture
ActionFixture
+
| t_link to [[#Object|Object]]
| valign="top" |
+
| Item which is necessary to execute this action.
t_link to [[#Object|Object]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Item which is necessary to execute this action.
+
| class="cent" |
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|}
 
|}
  
 
== ActionArea ==
 
== ActionArea ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="2" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
ActionArea
 
| valign="top" |
 
ActionAreaActions
 
| valign="top" |
 
t_links to [[#AreaAction|AreaAction]] (parent)
 
| valign="top" |
 
The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ActionAreaActions
ActionAreaPolygon
+
| t_links to [[#AreaAction|AreaAction]] (parent)
| valign="top" |
+
| The actions which will be executed if a character enters or leaves the action area (see ActionAreaPolygon).
t_vpoint
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Polygon which defines the border of this action area. If a character enters or leaves this polygon then the actions from ActionAreaActions are executed.
+
|-
| valign="top" align="center" |
+
| ActionAreaPolygon
-
+
| t_vpoint
| valign="top" align="center" |
+
| 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
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|}
 
|}
  
 
== ActionPart ==
 
== ActionPart ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="7" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
ActionPart
 
| valign="top" |
 
ActionPartAltInt
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Parameter #2. Defined by ActionPartCommand.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ActionPartAltInt
ActionPartAltInt2
+
| t_int
| valign="top" |
+
| Parameter #2. Defined by ActionPartCommand.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Parameter #3. Defined by ActionPartCommand.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ActionPartAltInt2
ActionPartAltLink
+
|t_int
| valign="top" |
+
| Parameter #3. Defined by ActionPartCommand.
t_link
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ActionPartAltLink
ActionPartCommand
+
| t_link
| valign="top" |
+
| Link to desired object #2. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Actionpart type. See [[Actionparts Documentation]] for all action part types.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ActionPartCommand
ActionPartInt
+
| t_int
| valign="top" |
+
| Actionpart type. See [[Actionparts Documentation]] for all action part types.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Parameter #1. Defined by ActionPartCommand.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ActionPartInt
ActionPartLink
+
| t_int
| valign="top" |
+
| Parameter #1. Defined by ActionPartCommand.
t_link (parent if link to [[#Text|Text]])
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ActionPartLink
ActionPartPath
+
| t_link (parent if link to [[#Text|Text]])
| valign="top" |
+
| Link to desired object. The type of the link object (e.g. Scene, Interface, Character) is defined by ActionPartCommand.
t_path
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Path to a file (e.g. sound file, movie file, image file).
+
|-
| valign="top" align="center" |
+
| ActionPartPath
-
+
| t_path
| valign="top" align="center" |
+
| Path to a file (e.g. sound file, movie file, image file).
V
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|}
 
|}
  
 
== ActiveAction ==
 
== ActiveAction ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="5" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
ActiveAction
 
| valign="top" class="scriptable" |
 
ActionActionPartIndex
 
| valign="top" class="scriptable" |
 
t_int
 
| valign="top" class="scriptable" |
 
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.
 
| valign="top" align="center" class="scriptable" |
 
Yes
 
| valign="top" align="center" class="scriptable" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
ActionContinueWaitForEndIfElse
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Total number of open if statements in this action at current position. Use with care.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| ActionActionPartIndex
ActionActionPartStarted
+
| t_int
| valign="top" |
+
| 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.
t_bool
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | S
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.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| ActionContinueWaitForEndIfElse
ActionPauseTime
+
| t_int
| valign="top" |
+
| Total number of open if statements in this action at current position. Use with care.
t_int
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | S
Time past since last timer was started. Only valid if ActionTimerStarted is true.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| ActionActionPartStarted
ActionTimerStarted
+
| t_bool
| valign="top" |
+
|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.
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | S
True if there is currently a timer running (e.g. waiting for pause).
+
|-
| valign="top" align="center" |
+
| ActionPauseTime
-
+
| t_int
| valign="top" align="center" |
+
| Time past since last timer was started. Only valid if ActionTimerStarted is true.
S
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 +
|-
 +
| ActionTimerStarted
 +
| t_bool
 +
| True if there is currently a timer running (e.g. waiting for pause).
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 
|}
 
|}
  
 
== ActiveAnimation ==
 
== ActiveAnimation ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="15" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
ActiveAnimation
 
| valign="top" class="scriptable" |
 
AnimationActive
 
| valign="top" class="scriptable" |
 
t_bool
 
| valign="top" class="scriptable" |
 
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.
 
| valign="top" align="center" class="scriptable" |
 
Yes
 
| valign="top" align="center" class="scriptable" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
AnimationCalledTime
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Time (in msec) past since frame was first shown or animation loop finished.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
AnimationCurrentPosition
 
| valign="top" |
 
t_point
 
| valign="top" |
 
Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
AnimationCurrentSpriteIndex
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Index of currently active frame.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
AnimationCurrentSpritePos
 
| valign="top" |
 
t_point
 
| valign="top" |
 
Position on scene of currently active frame.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
AnimationFirstFrame
 
| valign="top" |
 
t_int
 
| valign="top" |
 
First frame of the animation to show. Default value is 1, so the animation is shown with the first available frame.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| AnimationActive
AnimationFrameCount
+
| t_bool
| valign="top" |
+
| 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.
t_int
+
| class="cent" | <div class="tick"></div>  
| valign="top" |
+
| class="cent" | S
Total number of frames already shown in the current animation loop.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
AnimationLastFrame
 
| valign="top" |
 
t_int
 
| valign="top" |
 
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.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
AnimationLoops
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
AnimationPlayOppositeDirection
 
| valign="top" |
 
t_bool
 
| valign="top" |
 
True if the animation is played backwards.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
AnimationPreloaded
 
| valign="top" |
 
t_bool
 
| valign="top" |
 
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.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
AnimationSize
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Scaling of animation in percent (100 means animation is played in original size, < 100: animation is shrinked, > 100: animation is enlarged).
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| AnimationCalledTime
AnimationStartedByUser
+
| t_int
| valign="top" |
+
| Time (in msec) past since frame was first shown or animation loop finished.
t_bool
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | S
True if the animation was started by the user through an action part. Used internally to know which animations must be stored in savegames.
+
|-
| valign="top" align="center" |
+
| AnimationCurrentPosition
-
+
| t_point
| valign="top" align="center" |
+
| Position on scene of animation (each frame can have an offset to the animation which is defined in each sprite).
S
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-  
 +
| AnimationCurrentSpriteIndex
 +
| t_int
 +
| Index of currently active frame.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| AnimationCurrentSpritePos
 +
| t_point
 +
| Position on scene of currently active frame.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| valign="top" |
+
| AnimationFrameCount
AnimationWaiting
+
| t_int
| valign="top" |
+
| Total number of frames already shown in the current animation loop.
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | S
True if animation is currently waiting for next animation loop (e.g. if there is a random pause between animation loops).
+
|-
| valign="top" align="center" |
+
| AnimationLastFrame
-
+
| t_int
| valign="top" align="center" |
+
| 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
+
| class="cent" | <div class="tick"></div>
|- class="scriptable"
+
| class="cent" | S
| valign="top" |
+
|-
AnimationWaitingTime
+
| AnimationLoops
| valign="top" |
+
| t_int
t_int
+
| Number of animation loops remaining (the current animation loop is also counted). 0 means infinite animation loops.
| valign="top" |
+
| class="cent" | <div class="tick"></div>
Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.
+
| class="cent" | S
| valign="top" align="center" |
+
|-
Yes
+
| AnimationPlayOppositeDirection
| valign="top" align="center" |
+
| t_bool
S
+
| True if the animation is played backwards.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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).
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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.
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | 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).
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 +
|-
 +
| AnimationWaitingTime
 +
| t_int
 +
| Total time (in msec) currently waiting between two animation loops. Only valid if AnimationWaiting is true.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|}
 
|}
  
 
== ActiveText ==
 
== ActiveText ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="10" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
ActiveText
 
| valign="top" class="scriptable" |
 
TextActive
 
| valign="top" class="scriptable" |
 
t_bool
 
| valign="top" class="scriptable" |
 
True if the text is currently active.
 
| valign="top" align="center" class="scriptable" |
 
Yes
 
| valign="top" align="center" class="scriptable" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| TextActive
TextBackground
+
| t_bool
| valign="top" |
+
| True if the text is currently active.
t_bool
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | S
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).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
TextCurrentText
 
| valign="top" |
 
t_string
 
| valign="top" |
 
Currently shown text. This is a part of the whole text between pause-tags or the whole text if there are no pause-tags.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
TextFont
 
| valign="top" |
 
t_link to [[#Font|Font]]
 
| valign="top" |
 
Font used for displaying this text.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| TextBackground
TextOwner
+
| t_bool
| valign="top" |
+
| 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).
t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | S
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.
+
|-  
| valign="top" align="center" |
+
| TextCurrentText
-
+
| t_string
| valign="top" align="center" |
+
| 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
+
| class="cent" | <div class="tick"></div>
|- class="scriptable"
+
| class="cent" | S
| valign="top" |
+
|-  
TextPosition
+
| TextFont
| valign="top" |
+
| t_link to [[#Font|Font]]
t_point
+
| Font used for displaying this text.
| valign="top" |
+
| class="cent" | <div class="tick"></div>
Position on scene where the text is shown.
+
| class="cent" | S
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
TextRemainingText
 
| valign="top" |
 
t_string
 
| valign="top" |
 
Remaining text after TextCurrentText.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| TextOwner
TextTimeElapsed
+
| t_link to [[#Character|Character]] or [[#Object|Object]] or [[#Button|Button]]
| valign="top" |
+
| 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.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | S
time (in msec) elapsed since showing current part (TextCurrentText) of text.
+
|-  
| valign="top" align="center" |
+
| TextPosition
-
+
| t_point
| valign="top" align="center" |
+
| Position on scene where the text is shown.
S
+
| class="cent" | <div class="tick"></div>
|- class="scriptable"
+
| class="cent" | S
| valign="top" |
+
|-
TextTimeToWait
+
| TextRemainingText
| valign="top" |
+
| t_string
t_int
+
| Remaining text after TextCurrentText.
| valign="top" |
+
| class="cent" | <div class="tick"></div>
Total time (in msec) for showing current part (TextCurrentText) of text.
+
| class="cent" | S
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| TextTimeElapsed
TextWaitForAudio
+
| t_int
| valign="top" |
+
| time (in msec) elapsed since showing current part (TextCurrentText) of text.
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | S
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.
+
|-
| valign="top" align="center" |
+
| TextTimeToWait
-
+
| t_int
| valign="top" align="center" |
+
| Total time (in msec) for showing current part (TextCurrentText) of text.
S
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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.
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | S
 
|}
 
|}
  
 
== Animation ==
 
== Animation ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="15" valign="top" |
+
| AnimationAction
Animation
+
| t_link to [[#Action|Action]]
| valign="top" |
+
| Action which is started when the animation is finished.
AnimationAction
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
t_link to [[#Action|Action]]
 
| valign="top" |
 
Action which is started when the animation is finished.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationCenter
AnimationCenter
+
| t_point
| valign="top" |
+
| 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).
t_point
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationDirection
AnimationDirection
+
| t_int
| valign="top" |
+
| Defines the direction in degress ('0' - '359') this animation should be used for (only for character animations).
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Defines the direction in degress ('0' - '359') this animation should be used for (only for character animations).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationLoopRandom
AnimationLoopRandom
+
| t_bool
| valign="top" |
+
| If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
If true then there is a random pause between 2 loops of the animation. If false the next loop is shown immediately.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationMirror
AnimationMirror
+
| t_link to [[#Animation|Animation]]
| valign="top" |
+
| 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).
t_link to [[#Animation|Animation]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationModelAnimIndex (v4.0)
AnimationModelAnimIndex (3.6)
+
| t_int
| valign="top" |
+
| 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.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
TODO
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationModelAnimSpeed (v4.0)
AnimationModelAnimSpeed (3.6)
+
| t_int
| valign="top" |
+
| 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.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
TODO
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationMove
AnimationMove
+
| t_bool
| valign="top" |
+
| 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)
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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)
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationNumberOfLoops
AnimationNumberOfLoops
+
| t_int
| valign="top" |
+
| Number of loops. '0' if it is an endless animation.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" |V
Number of loops. '0' if it is an endless animation.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationPause
AnimationPause
+
| t_int
| valign="top" |
+
| 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).
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationPosition
AnimationPosition
+
| t_point
| valign="top" |
+
| Upper left corner of animation on scene (or interface).
t_point
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Upper left corner of animation on scene (or interface).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationPropertyFrames
AnimationPropertyFrames
+
| t_links to [[#AnimationFrame|AnimationFrame]] (parent)
| valign="top" |
+
| Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.
t_links to [[#AnimationFrame|AnimationFrame]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Frames with special properties which will be used when the frame of the animation (identified by AnimationFrameIndex) is shown.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationReplay
AnimationReplay
+
| t_int
| valign="top" |
+
| eReplayNormal ('0'): animation loops are shown in normal order.<br/>
t_int
 
| valign="top" |
 
eReplayNormal ('0'): animation loops are shown in normal order.<br/>
 
 
eReplayReverse ('1'): each loop of the animation is shown in reverse order.<br/>
 
eReplayReverse ('1'): each loop of the animation is shown in reverse order.<br/>
 
eReplayRandom ('2'): all frames of an animation loop are shown in random order.
 
eReplayRandom ('2'): all frames of an animation loop are shown in random order.
| valign="top" align="center" |
+
| class="cent" | <div class="cross"></div>
-
+
| class="cent" | V
| valign="top" align="center" |
+
|-
V
+
| AnimationSprites
 +
| t_vsprites
 +
| All sprites of the animation.
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|-
 
|-
| valign="top" |
+
| AnimationUseIndividualPause
AnimationSprites
+
| t_bool
| valign="top" |
+
| 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.
t_vsprites
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All sprites of the animation.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationWalkSteps
AnimationUseIndividualPause
+
| t_vfloat
| valign="top" |
+
| 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.
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|}
 
|}
  
 
== AnimationFrame ==
 
== AnimationFrame ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="5" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
AnimationFrame
 
| valign="top" |
 
AnimationFrameAction
 
| valign="top" |
 
t_link to [[#Action|Action]]
 
| valign="top" |
 
An action which will be started when this frame is shown.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationFrameAction
AnimationFrameIndex
+
| t_link to [[#Action|Action]]
| valign="top" |
+
| An action which will be started when this frame is shown.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationFrameIndex
AnimationFrameSound
+
| t_int
| valign="top" |
+
| 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.
t_path
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
A sound which will be played when this frame is shown.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationFrameSound
AnimationFrameSoundBalance
+
| t_path
| valign="top" |
+
| A sound which will be played when this frame is shown.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Balance of the sound (AnimationFrameSound). Must be between '-100' (only left speaker) and '100' (only right speaker).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AnimationFrameSoundBalance
AnimationFrameSoundVolume
+
| t_int
| valign="top" |
+
| Balance of the sound (AnimationFrameSound). Must be between '-100' (only left speaker) and '100' (only right speaker).
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Volume of the sound (AnimationFrameSound). Must be between '0' (mute) and '100' (full volume).
+
|-
| valign="top" align="center" |
+
| AnimationFrameSoundVolume
-
+
| t_int
| valign="top" align="center" |
+
| Volume of the sound (AnimationFrameSound). Must be between '0' (mute) and '100' (full volume).
V
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|}
 
|}
  
 
== AreaAction ==
 
== AreaAction ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="3" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
AreaAction
 
| valign="top" |
 
AreaActionAction
 
| valign="top" |
 
t_link to [[#Action|Action]] (parent)
 
| valign="top" |
 
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)).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AreaActionAction
AreaActionCharacter
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| 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)).
t_link to [[#Character|Character]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| AreaActionCharacter
AreaActionExecuteAlways
+
| t_link to [[#Character|Character]]
| valign="top" |
+
| 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.
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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.
+
|-
| valign="top" align="center" |
+
| AreaActionExecuteAlways
-
+
| t_bool
| valign="top" align="center" |
+
| 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
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|}
 
|}
  
 
== Button ==
 
== Button ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="18" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
Button
 
| valign="top" |
 
ButtonActions
 
| valign="top" |
 
t_links to [[#Action|Action]] (parent)
 
| valign="top" |
 
All actions of this button.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonActions
ButtonActiveSprite
+
| t_links to [[#Action|Action]] (parent)
| valign="top" |
+
| All actions of this button.
t_link to [[#Sprite|Sprite]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonActiveSprite
ButtonAnimation
+
| t_link to [[#Sprite|Sprite]] (parent)
| valign="top" |
+
| 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.
t_link to [[#Animation|Animation]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Animation which will be played automatically if the button is shown (see ButtonCondition).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonAnimation
ButtonAnimations
+
| t_link to [[#Animation|Animation]]
| valign="top" |
+
| Animation which will be played automatically if the button is shown (see ButtonCondition).
t_links to [[#Animation|Animation]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All animations of the button.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonAnimations
ButtonCommandType
+
| t_links to [[#Animation|Animation]] (parent)
| valign="top" |
+
| All animations of the button.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Only used if the button is a command (ButtonType = '3' or '6'). Defines the type of this command:<br>
+
|-
 +
| ButtonCommandType
 +
| t_int
 +
| Only used if the button is a command (ButtonType = '3' or '6'). Defines the type of this command:<br>
 
'0' (eButtonNormal): normal command (e.g. 'Look at', 'Push'). <br>
 
'0' (eButtonNormal): normal command (e.g. 'Look at', 'Push'). <br>
 
'1' (eButtonCombined): combined command (e.g. 'Use', 'Give').<br>
 
'1' (eButtonCombined): combined command (e.g. 'Use', 'Give').<br>
 
'2' (eButtonGive): give command (e.g. 'Give').<br>
 
'2' (eButtonGive): give command (e.g. 'Give').<br>
| valign="top" align="center" |
+
| class="cent" | <div class="cross"></div>
-
+
| class="cent" | V
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonCondition
ButtonCondition
+
| t_link to [[#Condition|Condition]]
| valign="top" |
+
| 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).
t_link to [[#Condition|Condition]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonConditionNegate
ButtonConditionNegate
+
| t_bool
| valign="top" |
+
| If true then the condition ButtonCondition is negated. (see ButtonCondition)
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
If true then the condition ButtonCondition is negated. (see ButtonCondition)
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonConjunction
ButtonConjunction
+
| t_link to [[#Text|Text]]
| valign="top" |
+
| 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').
t_link to [[#Text|Text]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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').
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonCursor
ButtonCursor
+
| t_link to [[#Cursor|Cursor]]
| valign="top" |
+
| Only used if button is a command (ButtonType = '3' or '6'). The cursor which is shown if the command is active.
t_link to [[#Cursor|Cursor]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Only used if button is a command (ButtonType = '3' or '6'). The cursor which is shown if the command is active.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonDraggable
ButtonDraggable
+
| t_bool
| valign="top" |
+
| 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').
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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').
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonGroup
ButtonGroup
+
| t_links to [[#Button|Button]]
| valign="top" |
+
| 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).
t_links to [[#Button|Button]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonInactiveSprite
ButtonInactiveSprite
+
| t_link to [[#Sprite|Sprite]] (parent)
| valign="top" |
+
| Sprite which is shown if the button is inactive. (see ButtonActiveSprite)
t_link to [[#Sprite|Sprite]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Sprite which is shown if the button is inactive. (see ButtonActiveSprite)
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonName
ButtonName
+
| t_link to [[#Text|Text]]
| valign="top" |
+
| Only used if button is a command (ButtonType = '3' or '6'). The name of the command which is shown in the action text.
t_link to [[#Text|Text]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Only used if button is a command (ButtonType = '3' or '6'). The name of the command which is shown in the action text.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonPolygon
ButtonPolygon
+
| t_vpoint
| valign="top" |
+
| Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.
t_vpoint
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Polygon which defines the border of the button. The button is detected if the cursor is inside the polygon.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonType
ButtonType
+
| t_int
| valign="top" |
+
| Defines the type of this button:<br>
t_int
 
| valign="top" |
 
Defines the type of this button:<br>
 
 
'0' (eButtonPlaceholder): Placeholder for an item.<br>
 
'0' (eButtonPlaceholder): Placeholder for an item.<br>
 
'1' (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)<br>
 
'1' (eButtonScrollUp): Scroll arrow to scroll items up. (number of items to scroll is defined by InterfaceScollStepSize)<br>
Line 1,112: Line 615:
 
'5' (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)<br>
 
'5' (eButtonCommandGroup): Command group. (buttons in the group defined by ButtonGroup)<br>
 
'6' (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command ('3') with the only difference that this command cannot be selected for actions (because it is only selected through its group).<br>
 
'6' (eButtonCommandInGroup): Command in a command group (group defined by ButtonGroup). This is basically the same as a command ('3') with the only difference that this command cannot be selected for actions (because it is only selected through its group).<br>
| valign="top" align="center" |
+
| class="cent" | <div class="cross"></div>
-
+
| class="cent" | V
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonUse
ButtonUse
+
| t_int
| valign="top" |
+
| Only used if button is a command (ButtonType = '3' or '6'). Defines on what the command can be used on:<br>
t_int
 
| valign="top" |
 
Only used if button is a command (ButtonType = '3' or '6'). Defines on what the command can be used on:<br>
 
 
'0' (eUseOnAll): on objects (scene objects and items) and characters.<br>
 
'0' (eUseOnAll): on objects (scene objects and items) and characters.<br>
 
'1' (eUseOnCharacters): only on characters.<br>
 
'1' (eUseOnCharacters): only on characters.<br>
 
'2' (eUseOnObjects): only on objects (scene objects and items).<br>
 
'2' (eUseOnObjects): only on objects (scene objects and items).<br>
| valign="top" align="center" |
+
| class="cent" | <div class="cross"></div>
-
+
| class="cent" | V
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ButtonUseOnCurrentCharacter
ButtonUseOnCurrentCharacter
+
| t_bool
| valign="top" |
+
| 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.
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|}
 
|}
  
 
== Character ==
 
== Character ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! style="width:22%;" | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
| valign="top" |  
+
|-
'''Field'''
+
| CharacterActions <span class="tip-r" title='getObject("Characters[Tom]"):getLinks(VCharacterActions)'>[?]</span>
| valign="top" |
+
| <span class="tip-t" title="to action (parent)">[[#Action|t_links]]</span>
'''Field Type'''
+
| All actions of the character.
| valign="top" |
+
| class="cent" | <div class="cross"></div>
'''Description'''
+
| class="cent" | V
| valign="top" align="center" |
+
|-
'''Scriptable'''
+
| CharacterActionDestPosition <span class="tip-r" title='getObject("Characters[Tom]"):getPoint(VCharacterActionDestPosition)'>[?]</span>
| valign="top" align="center" |
+
| t_point
'''Storage'''
+
| 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.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| CharacterActive <span class="tip-r" title='getObject("Characters[Tom]"):getBool(VCharacterActive)'>[?]</span>
 +
| t_bool
 +
| If true the character is shown and detected by the cursor. (default)
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| CharacterActiveCommand <span class="tip-r" title='getObject("Characters[Tom]"):getLink(VCharacterActiveCommand)'>[?]</span>
 +
| <span class="tip-t" title="to button">[[#Button|t_link]]</span>
 +
| Currently active command for this character. The button must have ButtonType = '3'.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| rowspan="45" valign="top" |
+
| CharacterActiveDialogFont
Character
+
| <span class="tip-t" title="to font">[[#Font|t_link]]</span>
| valign="top" |
+
| Font which is used for a currently selected dialog part.
CharacterActions
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
t_links to [[#Action|Action]] (parent)
+
|-  
| valign="top" |
+
| CharacterAnimIndex <span class="tip-r" title='getObject("Characters[Tom]"):getInt(VCharacterAnimIndex)'>[?]</span>
All actions of the character.
+
| t_int
| valign="top" align="center" |
+
| 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).
-
+
| class="cent" | <div class="tick"></div>
| valign="top" align="center" |
+
| class="cent" | S
V
 
|- class="scriptable"
 
| valign="top" |
 
CharacterActive
 
| valign="top" |
 
t_bool
 
| valign="top" |
 
If true the character is shown and detected by the cursor. (default)
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
CharacterActiveCommand
 
| valign="top" |
 
t_link to [[#Button|Button]]
 
| valign="top" |
 
Currently active command for this character. The button must have ButtonType = '3'.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| CharacterAnimState <span class="tip-r" title='getObject("Characters[Tom]"):getInt(VCharacterAnimState)'>[?]</span>
CharacterActiveDialogFont
+
| t_int
| valign="top" |
+
| Type of currently playing character animation:<br>
t_link to [[#Font|Font]]
+
'0 (eNoAnim)': No animation.<br>
| valign="top" |
+
'1 (eWalkAnim)': Walk animation.<br>
Font which is used for a currently selected dialog part.
+
'2 (eTalkAnim)': Talk animation.<br>
| valign="top" align="center" |
+
'3 (eStandingAnim)': Standing animation.<br>
-
+
'4 (eCharacterAnim)': Character animations.<br>
| valign="top" align="center" |
+
'5 (eRandomAnim)': Random animations.<br>
V
+
| class="cent" | <div class="cross"></div>
|- class="scriptable"
+
| class="cent" | S
| valign="top" |
 
CharacterAnimIndex
 
| valign="top" |
 
t_int
 
| valign="top" |
 
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).
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| CharacterCommentSets
CharacterAnimState
+
| <span class="tip-t" title="to comment sets (parent)">[[#CommentSet|t_links]]</span>
| valign="top" |
+
| All comment sets of the character.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Type of currently playing character animation:<br>
 
'0': No animation.<br>
 
'1': Individual character animation.<br>
 
'2': Random animation.<br>
 
'3': Talk animation.<br>
 
'4': Standing animation.<br>
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| CharacterConditions <span class="tip-r" title='getObject("Characters[Tom]"):getLinks(VCharacterConditions)'>[?]</span>
CharacterCommentSets
+
| <span class="tip-t" title="to condition (parent)">[[#Condition|t_links]]</span>
| valign="top" |
+
| All conditions of the character.
t_links to [[#CommentSet|CommentSet]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All comment sets of the character.
+
|-
| valign="top" align="center" |
+
| CharacterCurrentCommentSet <span class="tip-r" title='getObject("Characters[Tom]"):getLink(VCharacterCurrentCommentSet)'>[?]</span>
-
+
| <span class="tip-t" title="to comment set">[[#CommentSet|t_link]]</span>
| valign="top" align="center" |
+
| Currently used comment set.
V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| CharacterCurrentOutfit <span class="tip-r" title='getObject("Characters[Tom]"):getLink(VCharacterCurrentOutfit)'>[?]</span>
 +
| <span class="tip-t" title="to outfit">[[#Outfit|t_link]]</span>
 +
| Currently used outfit.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| CharacterDestination <span class="tip-r" title='getObject("Characters[Tom]"):getPoint(VCharacterDestination)'>[?]</span>
 +
| t_point
 +
| Destination where the character is currently walking to.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| CharacterDestinationObject <span class="tip-r" title='getObject("Characters[Tom]"):getPoint(VCharacterDestinationObject)'>[?]</span>
 +
| 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).
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-  
 +
| CharacterDestVisibility <span class="tip-r" title='getObject("Characters[Tom]"):getInt(VCharacterDestVisibility)'>[?]</span>
 +
| 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.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| valign="top" |
+
| CharacterDialogActiveScrollDown
CharacterConditions
+
| t_sprite
| valign="top" |
+
| 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)
t_links to [[#Condition|Condition]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All conditions of the character.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
|- class="scriptable"
 
| valign="top" |
 
CharacterCurrentCommentSet
 
| valign="top" |
 
t_link to [[#CommentSet|CommentSet]]
 
| valign="top" |
 
Currently used comment set.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V/S
 
|- class="scriptable"
 
| valign="top" |
 
CharacterCurrentOutfit
 
| valign="top" |
 
t_link to [[#Outfit|Outfit]]
 
| valign="top" |
 
Currently used outfit.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V/S
 
|- class="scriptable"
 
| valign="top" |
 
CharacterDestination
 
| valign="top" |
 
t_point
 
| valign="top" |
 
Destination where the character is currently walking to.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
CharacterDestinationObject
 
| valign="top" |
 
t_point
 
| valign="top" |
 
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).
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
CharacterDestVisibility
 
| valign="top" |
 
t_int
 
| valign="top" |
 
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.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| CharacterDialogActiveScrollUp
CharacterDialogActiveScrollDown
+
| t_sprite
| valign="top" |
+
| Active scroll arrow (for scrolling up). Is displayed if a dialog is currently active and there are too many dialog parts to be displayed in the dialog area (CharacterDialogArea).
t_sprite
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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)
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| CharacterDialogArea
CharacterDialogActiveScrollUp
+
| t_rect
| valign="top" |
+
| Defines the absolute position on the screen where the dialog is displayed.
t_sprite
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| CharacterDialogCursor
CharacterDialogArea
+
| <span class="tip-t" title="to cursor">[[#Cursor|t_link]]</span>
| valign="top" |
+
| Cursor which will be displayed if a dialog is currently active.
t_rect
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Defines the absolute position on the screen where the dialog is displayed.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| CharacterDialogInactiveScrollDown
CharacterDialogCursor
+
| t_sprite
| valign="top" |
+
| 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).
t_link to [[#Cursor|Cursor]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Cursor which will be displayed if a dialog is currently active.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| CharacterDialogInactiveScrollUp
CharacterDialogInactiveScrollUp
+
| t_sprite
| valign="top" |
+
| 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).
t_sprite
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| CharacterDialogs
CharacterDialogInactiveScrollDown
+
| <span class="tip-t" title="to dialog (parent)">[[#Dialog|t_links]]</span>
| valign="top" |
+
| All dialogs which can be spoken with this character.
t_sprite
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| CharacterDialogSprite
CharacterDialogs
+
| t_sprite
| valign="top" |
+
| Sprite which is used as a background for dialogs.
t_links to [[#Dialog|Dialog]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All dialogs which can be spoken with this character.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| CharacterDialogVerticalSpace
CharacterDialogSprite
+
| t_int
| valign="top" |
+
| Distance between two dialog part selections (in pixel).
t_sprite
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Sprite which is used as a background for dialogs.
+
|-
| valign="top" align="center" |
+
| CharacterDirection <span class="tip-r" title='getObject("Characters[Tom]"):getInt(VCharacterDirection)'>[?]</span>
-
+
| t_int
| valign="top" align="center" |
+
| 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).
V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| CharacterFollowAction <span class="tip-r" title='getObject("Characters[Tom]"):getLink(VCharacterFollowAction)'>[?]</span>
 +
| <span class="tip-t" title="to action">[[#Action|t_link]]</span>
 +
| Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| CharacterFollowCharacter <span class="tip-r" title='getObject("Characters[Tom]"):getLink(VCharacterFollowCharacter)'>[?]</span>
 +
| <span class="tip-t" title="to character">[[#Character|t_link]]</span>
 +
| Character which this character is currently following.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-  
 +
| CharacterFollowReachDistance <span class="tip-r" title='getObject("Characters[Tom]"):getInt(VCharacterFollowReachDistance)'>[?]</span>
 +
| t_int
 +
| If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| valign="top" |
+
| CharacterFont
CharacterDialogVerticalSpace
+
| <span class="tip-t" title="to font">[[#Font|t_link]]</span>
| valign="top" |
+
| Font which is used for all texts which are spoken by this character.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Distance between two dialog part selections (in pixel).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
|- class="scriptable"
 
| valign="top" |
 
CharacterDirection
 
| valign="top" |
 
t_int
 
| valign="top" |
 
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).
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
CharacterFollowAction
 
| valign="top" |
 
t_link to [[#Action|Action]]
 
| valign="top" |
 
Action which is executed if this character is following another character (CharacterFollowCharacter) and the other character is within reach (less pixel than CharacterFollowReachDistance).
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
CharacterFollowCharacter
 
| valign="top" |
 
t_link to [[#Character|Character]]
 
| valign="top" |
 
Character which this character is currently following.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
CharacterFollowReachDistance
 
| valign="top" |
 
t_link to [[#Action|Action]]
 
| valign="top" |
 
If this character is following another character (CharacterFollowCharacter) this value defines (in pixel) when the other character is within reach (see CharacterFollowAction).
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| CharacterInactiveDialogFont
CharacterFont
+
| <span class="tip-t" title="to font">[[#Font|t_link]]</span>
| valign="top" |
+
| Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).
t_link to [[#Font|Font]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Font which is used for all texts which are spoken by this character.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| CharacterInterfaces <span class="tip-r" title='getObject("Characters[Tom]"):getLinks(VCharacterInterfaces)'>
CharacterInactiveDialogFont
+
| <span class="tip-t" title="to interface">[[#Interface|t_links]]</span>
| valign="top" |
+
| All interfaces currently used for this character.
t_link to [[#Font|Font]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V/S
Font which is used for all dialog parts except the selected one (see CharacterActiveDialogFont).
+
|-
| valign="top" align="center" |
+
| CharacterItems <span class="tip-r" title='getObject("Characters[Tom]"):getLinks(VCharacterItems)'>
-
+
| <span class="tip-t" title="to object">[[#Object|t_links]]</span>
| valign="top" align="center" |
+
| All items which are picked up by this character.
V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| valign="top" |
+
| CharacterItemsScrollPosition
CharacterInterfaces
+
| t_int
| valign="top" |
+
| Current scroll position of the items in the interface/inventory.
t_links to [[#Interface|Interface]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | S
All interfaces currently used for this character.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V/S
 
|- class="scriptable"
 
| valign="top" |
 
CharacterItems
 
| valign="top" |
 
t_links to [[#Object|Object]]
 
| valign="top" |
 
All items which are picked up by this character.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| CharacterName
CharacterItemsScrollPosition
+
| <span class="tip-t" title="to text">[[#Text|t_link]]</span>
| valign="top" |
+
| The name of the character (as shown in the action text).
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Current scroll position of the items in the interface/inventory.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| CharacterOutfits <span class="tip-r" title='getObject("Characters[Tom]"):getLinks(VCharacterOutfits)'>
CharacterName
+
| <span class="tip-t" title="to outfit (parent)">[[#Outfit|t_links]]</span>
| valign="top" |
+
| All outfits of the character.
t_link to [[#Text|Text]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
The name of the character (as shown in the action text).
+
|-
| valign="top" align="center" |
+
| CharacterPosition <span class="tip-r" title='getObject("Characters[Tom]"):getPoint(VCharacterPosition)'>
-
+
| t_point
| valign="top" align="center" |
+
| Current position of character. (if field is set and character is walking, then it will stop walking)
V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 +
|-
 +
| CharacterScale <span class="tip-r" title='getObject("Characters[Tom]"):getBool(VCharacterScale)'>
 +
| t_bool
 +
| If false the character is not scaled and will always be drawn in the original size.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V
 +
|-
 +
| CharacterScaleFactor <span class="tip-r" title='getObject("Characters[Tom]"):getInt(VCharacterScale)'>
 +
| t_int
 +
| Factor in % the character is scaled with. Must be > '0' (default '100').
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| CharacterScene <span class="tip-r" title='getObject("Characters[Tom]"):getLink(VCharacterScene)'>
 +
| <span class="tip-t" title="to scene">[[#Scene|t_link]]</span>
 +
| Scene where the character is currently on.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| valign="top" |
+
| CharacterSize <span class="tip-r" title='getObject("Characters[Tom]"):getFloat(VCharacterSize)'>
CharacterOutfits
+
| t_float
| valign="top" |
+
| Current size of character in % ('100' = original size) taking CharacterScale, CharacterScaleFactor and the current character position on the scene into account.
t_links to [[#Outfit|Outfit]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | S
All outfits of the character.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
|- class="scriptable"
 
| valign="top" |
 
CharacterPosition
 
| valign="top" |
 
t_point
 
| valign="top" |
 
Current position of character.
 
| valign="top" align="center" |
 
Yes (if field is set and character is walking it will stop walking)
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
CharacterScale
 
| valign="top" |
 
t_bool
 
| valign="top" |
 
If false the character is not scaled and will always be drawn in the original size.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V
 
|- class="scriptable"
 
| valign="top" |
 
CharacterScaleFactor
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Factor in % the character is scaled with. Must be > '0' (default '100').
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V/S
 
|- class="scriptable"
 
| valign="top" |
 
CharacterScene
 
| valign="top" |
 
t_link to [[#Scene|Scene]]
 
| valign="top" |
 
Scene where the character is currently on.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| CharacterStartObject
CharacterStartObject
+
| <span class="tip-t" title="to object">[[#Object|t_link]]</span>
| valign="top" |
+
| Scene object where the character is standing (ObjectPosition) at the beginning of the game.
t_link to [[#Object|Object]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Scene object where the character is standing (ObjectPosition) at the beginning of the game.
+
|-  
| valign="top" align="center" |
+
| CharacterState  <span class="tip-r" title='getObject("Characters[Tom]"):getInt(VCharacterState)'>
-
+
| t_int
| valign="top" align="center" |
+
| Current state of character: (only set to '2' to stop walking, do not set '3')<br>
V
 
|- class="scriptable"
 
| valign="top" |
 
CharacterState
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Current state of character:<br>
 
 
'2': standing.<br>
 
'2': standing.<br>
 
'3': walking.<br>
 
'3': walking.<br>
| valign="top" align="center" |
+
| class="cent" | <div class="tick"></div>
Yes (only set to '2' to stop walking, do not set '3')
+
| class="cent" | S
| valign="top" align="center" |
+
|-  
S
+
| CharacterTimeToDestVisibility <span class="tip-r" title='getObject("Characters[Tom]"):getInt(VCharacterTimeToDestVisibility)'>
|- class="scriptable"
+
| t_int
| valign="top" |
+
| Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.
CharacterTimeToDestVisibility
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | S
t_int
+
|-  
| valign="top" |
+
| CharacterTint <span class="tip-r" title='getObject("Characters[Tom]"):getInt(VCharacterTint)'>
Defines the time in milli seconds until the visibility CharacterDestVisibility is reached. This value is used the next time when CharacterDestVisibility is set.
+
| t_int
| valign="top" align="center" |
+
| 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.
Yes
+
| class="cent" | <div class="tick"></div>
| valign="top" align="center" |
+
| class="cent" | S
S
 
|- class="scriptable"
 
| valign="top" |
 
CharacterTint
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Color the character will be drawn with. If the most significant byte is not 0 then this color will be ignored (default) and the lightmap (if present) and scene brightness will be used for the tint of the character. Otherwise the three lower bytes are used for the tint the character will be drawn with. The least significant byte specifies red, then green and the third byte specifies blue. E.g. with 0xFF0000 the character would be drawn with a blue light.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| CharacterValues <span class="tip-r" title='getObject("Characters[Tom]"):getLinks(VCharacterValues)'>
CharacterValues
+
| <span class="tip-t" title="to value (parent)">[[#Value|t_links]]</span>
| valign="top" |
+
| All values of the character.
t_links to [[#Value|Value]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All values of the character.
+
|-  
| valign="top" align="center" |
+
| CharacterVisibility <span class="tip-r" title='getObject("Characters[Tom]"):getInt(VCharacterVisibility)'>
-
+
| t_int
| valign="top" align="center" |
+
| 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).
V
+
| class="cent" | <div class="tick"></div>
|- class="scriptable"
+
| class="cent" | S
| valign="top" |
+
|-  
CharacterVisibility
+
| CharacterWalkingSound <span class="tip-r" title='getObject("Characters[Tom]"):getPath(VCharacterWalkingSound)'>
| valign="top" |
+
| t_path
t_int
+
| Sound which is played if the character is walking.
| valign="top" |
+
| class="cent" | <div class="tick"></div>
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).
+
| class="cent" | V/S
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
CharacterWalkingSound
 
| valign="top" |
 
t_path
 
| valign="top" |
 
Sound which is played if the character is walking.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V/S
 
 
|}
 
|}
  
 
== CommentSet ==
 
== CommentSet ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
+
|-
'''Table'''
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
| valign="top" |  
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="1" valign="top" |
+
| CommentSetEntries
CommentSet
+
| t_links to [[#CommentSetEntry|CommentSetEntry]]
| valign="top" |
+
| All comment set entries of this comment set.
CommentSetEntries
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
t_links to [[#CommentSetEntry|CommentSetEntry]]
 
| valign="top" |
 
All comment set entries of this comment set.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|}
 
|}
  
 
== CommentSetEntry ==
 
== CommentSetEntry ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="2" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
CommentSetEntry
 
| valign="top" |
 
CommentSetEntryText
 
| valign="top" |
 
t_link to [[#Text|Text]]
 
| valign="top" |
 
Text for this comment.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| CommentSetEntryText
CommentSetEntryCommand
+
| t_link to [[#Text|Text]]
| valign="top" |
+
| Text for this comment.
t_link to [[#Button|Button]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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.
+
|-
| valign="top" align="center" |
+
| CommentSetEntryCommand
-
+
| t_link to [[#Button|Button]]
| valign="top" align="center" |
+
| 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
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|}
 
|}
  
 
== Condition ==
 
== Condition ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="8" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
TCondition
 
| valign="top" |
 
ConditionCondition1
 
| valign="top" |
 
t_link to [[#Condition|Condition]]
 
| valign="top" |
 
First condition for a combined condition (only used if ConditionIsVariable is false).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ConditionCondition1
ConditionCondition1Negate
+
| t_link to [[#Condition|Condition]]
| valign="top" |
+
| First condition for a combined condition (only used if ConditionIsVariable is false).
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ConditionCondition1Negate
ConditionCondition2
+
| t_bool
| valign="top" |
+
| If true then ConditionCondition1 will be negated (only used if ConditionIsVariable is false).
t_link to [[#Condition|Condition]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Second condition for a combined condition (only used if ConditionIsVariable is false).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ConditionCondition2
ConditionCondition2Negate
+
| t_link to [[#Condition|Condition]]
| valign="top" |
+
| Second condition for a combined condition (only used if ConditionIsVariable is false).
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ConditionCondition2Negate
ConditionIsVariable
+
| t_bool
| valign="top" |
+
| If true then ConditionCondition2 will be negated (only used if ConditionIsVariable is false).
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ConditionIsVariable
ConditionOperator
+
| t_bool
| valign="top" |
+
| If true this condition only contains true or false. If false this condition is a combined condition (see ConditionCondition1, ConditionCondition2).
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):<br>
+
|-
 +
| ConditionOperator
 +
| t_int
 +
| Defines how ConditionCondition1 and ConditionCondition2 are combined (only used if ConditionIsVariable is false):<br>
 
'0': logical AND.<br>
 
'0': logical AND.<br>
 
'1': logical OR.<br>
 
'1': logical OR.<br>
| valign="top" align="center" |
+
| class="cent" | <div class="cross"></div>
-
+
| class="cent" | V
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| ConditionReturnNegate
ConditionReturnNegate
+
| t_bool
| valign="top" |
+
| If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
If true then the combined result of ConditionCondition1 and ConditionCondition2 will be negated (only used if ConditionIsVariable is false).
+
|-  
| valign="top" align="center" |
+
| ConditionValue
-
+
| t_bool
| valign="top" align="center" |
+
| Current value of condition. True or false. This is only used if ConditionIsVariable is true.
V
+
| class="cent" | <div class="tick"></div>
|- class="scriptable"
+
| class="cent" | V/S
| valign="top" |
 
ConditionValue
 
| valign="top" |
 
t_bool
 
| valign="top" |
 
Current value of condition. True or false. This is only used if ConditionIsVariable is true.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V/S
 
 
|}
 
|}
  
 
== Cursor ==
 
== Cursor ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="3" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
Cursor
 
| valign="top" |
 
CursorActiveAnimation
 
| valign="top" |
 
t_link to [[#Animation|Animation]]
 
| valign="top" |
 
Animation of the active cursor.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| CursorActiveAnimation
CursorHotspot
+
| t_link to [[#Animation|Animation]]
| valign="top" |
+
| Animation of the active cursor.
t_point
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Point on the cursor which defines the 'center' of the cursor.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| CursorHotspot
CursorInactiveAnimation
+
| t_point
| valign="top" |
+
| Point on the cursor which defines the 'center' of the cursor.
t_link to [[#Animation|Animation]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Animation of the inactive cursor.
+
|-
| valign="top" align="center" |
+
| CursorInactiveAnimation
-
+
| t_link to [[#Animation|Animation]]
| valign="top" align="center" |
+
| Animation of the inactive cursor.
V
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|}
 
|}
  
 
== Dialog ==
 
== Dialog ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="8" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
Dialog
+
|-
| valign="top" |
+
| DialogDialogParts
DialogDialogParts
+
| t_links to [[#DialogPart|DialogPart]] (parent)
| valign="top" |
+
| All dialog part selections of this dialog.
t_links to [[#DialogPart|DialogPart]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All dialog part selections of this dialog.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|}
 
|}
  
 
== DialogPart ==
 
== DialogPart ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="12" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
DialogPart
 
| valign="top" |
 
DialogPartAction
 
| valign="top" |
 
t_link to [[#Action|Action]] (parent)
 
| valign="top" |
 
Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| DialogPartAction
DialogPartAltText
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| Action which is executed if this dialog part is selected. It is not allowed to start a dialog in this action.
t_link to [[#Text|Text]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| DialogPartAltText
DialogPartAnswerText
+
| t_link to [[#Text|Text]] (parent)
| valign="top" |
+
| Text which is spoken by the current character (only used if DialogPartUseAltText is true, otherwise DialogPartText is spoken).
t_link to [[#Text|Text]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
|- class="scriptable"
 
| valign="top" |
 
DialogPartAvailable
 
| valign="top" |
 
t_bool
 
| valign="top" |
 
If true then this dialog part is still available (see DialogPartRemove).
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| DialogPartAnswerText
DialogPartCondition
+
| t_link to [[#Text|Text]] (parent)
| valign="top" |
+
| Text which is spoken by the other character (character where the dialog belongs to) after the text is spoken by the current character.
t_link to [[#Condition|Condition]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).
+
|-  
| valign="top" align="center" |
+
| DialogPartAvailable
-
+
| t_bool
| valign="top" align="center" |
+
| If true then this dialog part is still available (see DialogPartRemove).
V
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | S
 
|-
 
|-
| valign="top" |
+
| DialogPartCondition
DialogPartConditionNegate
+
| t_link to [[#Condition|Condition]]
| valign="top" |
+
| The dialog part selection is only shown if the condition is true (or the condition is false and DialogPartConditionNegate is true).
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
If true then the condition DialogPartCondition is negated. (see DialogPartCondition)
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| DialogPartConditionNegate
DialogPartLinkedAction
+
| t_bool
| valign="top" |
+
| If true then the condition DialogPartCondition is negated. (see DialogPartCondition)
t_link to [[#Action|Action]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| DialogPartLinkedAction
DialogPartNextDialog
+
| t_link to [[#Action|Action]]
| valign="top" |
+
| 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.
t_link to [[#Dialog|Dialog]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Dialog which is shown when this dialog part is selected.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| DialogPartNextDialog
DialogPartRemove
+
| t_link to [[#Dialog|Dialog]] (parent)
| valign="top" |
+
| Dialog which is shown when this dialog part is selected.
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| DialogPartRemove
DialogPartReturn
+
| t_bool
| valign="top" |
+
| If true then this dialog part can only be selected once (DialogPartAvailable will be set to false after selection).
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Defines which dialog is shown if this dialog part is selected (and the dialog part does not have a dialog with active dialog parts below):<br />
+
|-
 +
| 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):<br />
 
'0' (eDialogReturnToSame): the same dialog will be shown again.<br />
 
'0' (eDialogReturnToSame): the same dialog will be shown again.<br />
 
'1' (eDialogReturnToUpper): the 'upper' dialog (which linked to the current dialog) will be shown.<br />
 
'1' (eDialogReturnToUpper): the 'upper' dialog (which linked to the current dialog) will be shown.<br />
 
'2' (eDialogReturnToEnd): no dialog will be shown.<br />
 
'2' (eDialogReturnToEnd): no dialog will be shown.<br />
| valign="top" align="center" |
+
| class="cent" | <div class="cross"></div>
-
+
| class="cent" | V
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| DialogPartText
DialogPartText
+
| t_link to [[#Text|Text]] (parent)
| valign="top" |
+
| Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.
t_link to [[#Text|Text]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Text which is shown as a selection in the dialog. Further it is spoken by the current character if DialogPartUseAltText is false.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| DialogPartUseAltText
DialogPartUseAltText
+
| t_bool
| valign="top" |
+
| If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
If true then DialogPartAltText will be spoken by the current character, otherwise DialogPartText.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|}
 
|}
  
 
== Font ==
 
== Font ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="8" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
Font
 
| valign="top" |
 
FontAlphabet
 
| valign="top" |
 
t_string
 
| valign="top" |
 
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).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| FontAlphabet
FontAutoLineBreak
+
| t_string
| valign="top" |
+
| 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).
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| FontAutoLineBreak
FontLetters
+
| t_bool
| valign="top" |
+
| 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.
t_vrect
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| FontBorder
FontLetterSpacing
+
| t_bool
| valign="top" |
+
| If true a font border will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Horizontal distance between two characters (in pixel).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| FontBorderColor
FontLineWidth
+
| t_int
| valign="top" |
+
| 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.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| FontBorderSize
FontSpaceWidth
+
| t_float
| valign="top" |
+
| Size of font border in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont) and if FontBorder is set to true.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Width of space (in pixel).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| FontColor
FontSprite
+
| t_int
| valign="top" |
+
| 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).
t_sprite
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Sprite with all characters of the font.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| FontFont
FontVerticalLetterSpacing
+
| t_link
| valign="top" |
+
| 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.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Vertical distance between two characters (in pixel).
+
|-
| valign="top" align="center" |
+
| FontLetters
-
+
| t_vrect
| valign="top" align="center" |
+
| List of rectangles where each rectangle contains the position of a single character on the sprite (FontSprite).
V
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| FontLetterSpacing
 +
| t_int
 +
| Horizontal distance between two characters (in pixel).
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| FontLineWidth
 +
| t_int
 +
| Maximum line width (in pixel) for automatic line break. This value is only used if FontAutoLineBreak is true.
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| FontShadow
 +
| t_bool
 +
| If true a font shadow will be drawn. This value is only used for TrueType fonts (see FontTrueTypeFont).
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| FontShadowOffset
 +
| t_point
 +
| Offset in pixels for font shadow (see FontShadow).
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| FontSize
 +
| t_float
 +
| Font size in pixels. This value is only used for TrueType fonts (see FontTrueTypeFont).
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| FontSpaceWidth
 +
| t_int
 +
| Width of space (in pixels).
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| FontSprite
 +
| t_sprite
 +
| Sprite with all characters of the font.
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| FontTrueTypeFont
 +
| t_bool
 +
| If set to true this is a TrueType font. Either FontTrueTypeFontPath or FontFont must be set for a valid font.
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| FontTrueTypeFontPath
 +
| t_path
 +
| Path to TrueType font file. This value is only used for TrueType fonts (see FontTrueTypeFont).
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| FontVerticalLetterSpacing
 +
| t_int
 +
| Vertical distance between two characters (in pixel).
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 
|}
 
|}
  
 
== Game ==
 
== Game ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="101" valign="top" |
+
! style="width:10%; | Field !! style="width:10%;" | Type !! Description !! style="width:5%;" | Scriptable !! style="width:5%;" | Storage
Game
 
| valign="top" |
 
GameAbout
 
| valign="top" |
 
t_string
 
| valign="top" |
 
Long description of game, authors can make additional comments here.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameAbout
GameActions
+
| t_string
| valign="top" |
+
| Long description of game, authors can make additional comments here.
t_links to [[#Action|Action]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All actions which can be started with a key. The key value is stored in ActionExecutionType.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameActions
GameActionTextFont
+
| t_links to [[#Action|Action]] (parent)
| valign="top" |
+
| All actions which can be started with a key. The key value is stored in ActionExecutionType.
t_link to [[#Font|Font]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Font which will be used for the action text - only used if GameDrawActionText is '1' or '2'.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameActionTextFont
GameActionTextRect
+
| t_link to [[#Font|Font]]
| valign="top" |
+
| Font which will be used for the action text - only used if GameDrawActionText is '1' or '2'.
t_rect
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is '2'.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
|- class="scriptable"
 
| valign="top" |
 
GameActiveCommand
 
| valign="top" |
 
t_link to [[#Button|Button]]
 
| valign="top" |
 
The currently active command.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V/S
 
 
|-
 
|-
| valign="top" |
+
| GameActionTextRect
GameAlignCharacterOnImExecution
+
| t_rect
| valign="top" |
+
| Rectangle in which the action text will be drawn horizontally and vertically centered - only used if GameDrawActionText is '2'.
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
If true the active character will be automatically aligned to the clicked object when an action with execution type 'immediate' is executed.
+
|-  
| valign="top" align="center" |
+
| GameActiveCommand
-
+
| t_link to [[#Button|Button]]
| valign="top" align="center" |
+
| The currently active command.
V
+
| class="cent" | <div class="tick"></div>
|- class="scriptable"
+
| class="cent" | V/S
| valign="top" |
 
GameAlwaysAllowSkipText
 
| valign="top" |
 
t_bool
 
| valign="top" |
 
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).
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V/S
 
|- class="scriptable"
 
| valign="top" |
 
GameAutoHideInterfacesInMenu
 
| valign="top" |
 
t_bool
 
| valign="top" |
 
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.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V/S
 
 
|-
 
|-
| valign="top" |
+
| GameAlignCharacterOnImExecution
GameCharacterComposedFile
+
| t_bool
| valign="top" |
+
| If true the active character will be automatically aligned to the clicked object when an action with execution type 'immediate' is executed.
t_path
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Defines the filename for composing the character when compiling the game.
+
|-
| valign="top" align="center" |
+
| GameAlwaysAllowSkipText
-
+
| t_bool
| valign="top" align="center" |
+
| 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
+
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-  
 +
| GameAutoHideInterfacesInMenu
 +
| t_bool
 +
| If true all interfaces are hidden if the current scene is a menu. If it is necessary to display an interface on a menu  then this option must be set to false and the interfaces must be hidden manually when necessary.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 
|-
 
|-
| valign="top" |
+
| GameCharacterComposedFile
GameCharacterComposedFiles
+
| t_path
| valign="top" |
+
| Defines the filename for composing the character when compiling the game.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
The number of composed character files:<br>
+
|-
 +
| GameCharacterComposedFiles
 +
| t_int
 +
| The number of composed character files:<br>
 
'0' (eMainContainer): All characters are stored in the main container.<br>
 
'0' (eMainContainer): All characters are stored in the main container.<br>
 
'1' (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.<br>
 
'1' (eSingleContainer): All characters are stored in one file specified by GameCharacterComposedFile.<br>
 
'2' (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).<br>
 
'2' (eMultipleContainers): Each character is stored in an own container specified by GameCharacterComposedFile (filename extended by the character number).<br>
| valign="top" align="center" |
+
| class="cent" | <div class="cross"></div>
-
+
| class="cent" | V
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameCharacterLinks
GameCharacterLinks
+
| t_links to [[#Character|Character]] (parent)
| valign="top" |
+
| All characters of the game.
t_links to [[#Character|Character]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All characters of the game.
+
|-  
| valign="top" align="center" |
+
| GameCommandBehaviour
-
+
| t_int
| valign="top" align="center" |
+
| Behavior for selecting the standard command.<br>
V
 
|- class="scriptable"
 
| valign="top" |
 
GameCommandBehaviour
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Behavior for selecting the standard command.<br>
 
 
'0'(eStdCommandAlways): set standard command after executing an action.<br>
 
'0'(eStdCommandAlways): set standard command after executing an action.<br>
 
'1' (eSetStdCommandNever): never set standard command.<br>
 
'1' (eSetStdCommandNever): never set standard command.<br>
 
'2' (eSetStdCommandOnSuccess): set standard command after successful execution of an action.<br>
 
'2' (eSetStdCommandOnSuccess): set standard command after successful execution of an action.<br>
| valign="top" align="center" |
+
| class="cent" | <div class="tick"></div>
Yes
+
| class="cent" | V/S
| valign="top" align="center" |
 
V/S
 
 
|-
 
|-
| valign="top" |
+
| GameCompanyName
GameCompanyName
+
| t_string
| valign="top" |
+
| The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&lt;UserName&gt;\AppData\Local\&lt;CompanyName&gt;\&lt;GameName&gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.
t_string
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
The company name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&lt;UserName&gt;\AppData\Local\&lt;CompanyName&gt;\&lt;GameName&gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameComposedFile
GameComposedFile
+
| t_path
| valign="top" |
+
| Defines the filename for composing the main output file (.vis file) when compiling the game.
t_path
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Defines the filename for composing the main output file (.vis file) when compiling the game.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameCurrentCharacter
GameCurrentCharacter
+
| t_link to [[#Character|Character]]
| valign="top" |
+
| Character which is currently controlled by the player (active character).
t_link to [[#Character|Character]]
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | S
Character which is currently controlled by the player (active character).
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameCurrentObject
GameCurrentObject
+
| t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]
| valign="top" |
+
| The object currently below the cursor.
t_link to [[#Object|Object]] or [[#Character|Character]] or [[#Button|Button]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | S
The object currently below the cursor.
+
|-  
| valign="top" align="center" |
+
| GameCurrentScene
-
+
| t_link to [[#Scene|Scene]]
| valign="top" align="center" |
+
| Scene which is currently shown.
S
+
| class="cent" | <div class="tick"></div>
|- class="scriptable"
+
| class="cent" | S
| valign="top" |
+
|-  
GameCurrentScene
+
| GameCursorHorizontalScrollDistance
| valign="top" |
+
| t_int
t_link to [[#Scene|Scene]]
+
| Distance of cursor to the left or right screen border where horizontal scrolling will be started.
| valign="top" |
+
| class="cent" | <div class="tick"></div>
Scene which is currently shown.
+
| class="cent" | S
| valign="top" align="center" |
+
|-  
Yes
+
| GameCursorVerticalScrollDistance
| valign="top" align="center" |
+
| t_int
S
+
| Distance of cursor to the top or bottom screen border where vertical scrolling will be started.
|- class="scriptable"
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | S
GameCursorHorizontalScrollDistance
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Distance of cursor to the left or right screen border where horizontal scrolling will be started.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
GameCursorVerticalScrollDistance
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Distance of cursor to the top or bottom screen border where vertical scrolling will be started.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameCursors
GameCursors
+
| t_links to [[#Cursor|Cursor]] (parent)
| valign="top" |
+
| All cursors of the game.
t_links to [[#Cursor|Cursor]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All cursors of the game.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameCutsceneAction
GameCutsceneAction
+
| t_link to [[#Action|Action]]
| valign="top" |
+
| If a cutscene is active this links to the action which started (and should stop) the cutscene.
t_link to [[#Action|Action]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | S
If a cutscene is active this links to the action which started (and should stop) the cutscene.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameDescription
GameDescription
+
| t_string
| valign="top" |
+
| Short description of the game.
t_string
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Short description of the game.
+
|-  
| valign="top" align="center" |
+
| GameDestinationCommand
-
+
| t_link to [[#Button|Button]]
| valign="top" align="center" |
+
| When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.
V
+
| class="cent" | <div class="tick"></div>
|- class="scriptable"
+
| class="cent" | S
| valign="top" |
+
|-  
GameDestinationCommand
+
| GameDestinationEvent
| valign="top" |
+
| t_int
t_link to [[#Button|Button]]
+
| When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:<br/>
| valign="top" |
+
'0': no event.<br/>
When the user clicked on an object and the character walks to this object, this command will be executed when the object is reached.
+
'1': left mousebutton click.<br/>
| valign="top" align="center" |
+
'2': right mousebutton click.<br/>
Yes
+
'3': left mousebutton double click.<br/>
| valign="top" align="center" |
+
'4': left mousebutton hold.<br/>
S
+
'5': mouse enters area.<br/>
|- class="scriptable"
+
'6': mouse leaves area.
| valign="top" |
+
| class="cent" | <div class="tick"></div>
GameDestinationEvent
+
| class="cent" | S
| valign="top" |
+
|-  
t_int
+
| GameDestinationItem
| valign="top" |
+
| t_link to [[#Object|Object]]
When the user clicked on an object and the character walks to this object, this event will be executed when the object is reached:<br>
+
| 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.
'0': no event.<br>
+
| class="cent" | <div class="tick"></div>
'1': left mousebutton click.<br>
+
| class="cent" | S
'2': right mousebutton click.<br>
+
|-  
'3': left mousebutton double click.<br>
+
| GameDestinationItemPicked
'4': left mousebutton hold.<br>
+
| t_bool
'5': mouse enters area.<br>
+
| 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.
'6': mouse leaves area.<br>
+
| class="cent" | <div class="tick"></div>
| valign="top" align="center" |
+
| class="cent" | S
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
GameDestinationItem
 
| valign="top" |
 
t_link to [[#Object|Object]]
 
| valign="top" |
 
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.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
GameDestinationItemPicked
 
| valign="top" |
 
t_bool
 
| valign="top" |
 
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.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameDialog
GameDialog
+
| t_link to [[#Dialog|Dialog]]
| valign="top" |
+
| Currently displayed dialog.
t_link to [[#Dialog|Dialog]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | S
Currently displayed dialog.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameDialogAction
GameDialogAction
+
| t_link to [[#Action|Action]]
| valign="top" |
+
| Running action which contains the text for the current dialog.
t_link to [[#Action|Action]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | S
Running action which contains the text for the current dialog.
+
|-  
| valign="top" align="center" |
+
| GameDraggableItems
-
+
| t_bool
| valign="top" align="center" |
+
| True if objects can be dragged from the interface.
S
+
| class="cent" | <div class="tick"></div>
|- class="scriptable"
+
| class="cent" | V/S
| valign="top" |
+
|-  
GameDraggableItems
+
| GameDrawActionText
| valign="top" |
+
| t_int
t_bool
+
| Defines if and where the action text is drawn:<br/>
| valign="top" |
+
'0' (eDrawNoActionText): do not draw action text.<br/>
True if objects can be dragged from the interface.
+
'1' (eDrawActionTextAtCurrentPos): draw action text at current cursor position.<br/>
| valign="top" align="center" |
+
'2' (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.
Yes
+
| class="cent" | <div class="tick"></div>
| valign="top" align="center" |
+
| class="cent" | V/S
V/S
+
|-  
|- class="scriptable"
+
| GameExecuteActionsDuringDialog
| valign="top" |
+
| t_bool
GameDrawActionText
+
| If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.
| valign="top" |
+
| class="cent" | <div class="tick"></div>
t_int
+
| class="cent" | V/S
| valign="top" |
 
Defines if and where the action text is drawn:<br>
 
'0' (eDrawNoActionText): do not draw action text.<br>
 
'1' (eDrawActionTextAtCurrentPos): draw action text at current cursor position.<br>
 
'2' (eDrawActionTextAtRect): draw action text centered in the rectangle defined by GameActionTextRect.<br>
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V/S
 
|- class="scriptable"
 
| valign="top" |
 
GameExecuteActionsDuringDialog
 
| valign="top" |
 
t_bool
 
| valign="top" |
 
If true the game actions GameActions (activated by a key) will also be executed if a dialog is currently displayed.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V/S
 
 
|-
 
|-
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameFadeDelay
GameFadeDelay
+
| t_int
| valign="top" |
+
| Delay in milli seconds for fade in/out of a scene.
t_int
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | V/S
Delay in milli seconds for fade in/out of a scene.
+
|-  
| valign="top" align="center" |
+
| GameFadeEffect
Yes
+
| t_int
| valign="top" align="center" |
+
| Effect for fade in/out of a scene.<br/>
V/S
+
'0' (eFadeNo): no effect. display new scene immediately.<br/>
|- class="scriptable"
+
'1' (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.<br/>
| valign="top" |
+
'2' (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.<br/>
GameFadeEffect
+
'3' (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.<br/>
| valign="top" |
+
'4' (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.<br/>
t_int
+
'5' (eShiftLeft): shift left. Shift current scene to the left and show new scene.<br/>
| valign="top" |
+
'6' (eShiftRight): shift right. Shift current scene to the right and show new scene.<br/>
Effect for fade in/out of a scene.<br>
+
'7' (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.
'0' (eFadeNo): no effect. display new scene immediately.<br>
+
| class="cent" | <div class="tick"></div>
'1' (eFadeIn): fade in. Only fade in new scene. No fade out of current scene.<br>
+
| class="cent" | V/S
'2' (eFadeOut): fade out. Only fade out current scene. No fade in of new scene.<br>
 
'3' (eFadeInAndOut): fade in/out. Fade out current scene and fade in new scene.<br>
 
'4' (eFadeToNew): fade to new. Use alpha-blending to directly fade from current to new scene.<br>
 
'5' (eShiftLeft): shift left. Shift current scene to the left and show new scene.<br>
 
'6' (eShiftRight): shift right. Shift current scene to the right and show new scene.<br>
 
'7' (eTunnelEffect): tunnel effect. Use a tunnel effect for fade in/out.<br>
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V/S
 
 
|-
 
|-
| valign="top" |
+
| GameFirstCharacter
GameFirstCharacter
+
| t_link to [[#Character|Character]]
| valign="top" |
+
| Character which is used for starting the game. This is the character which is controlled by the player.
t_link to [[#Character|Character]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Character which is used for starting the game. This is the character which is controlled by the player.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameFirstScene
GameFirstScene
+
| t_link to [[#Scene|Scene]]
| valign="top" |
+
| The first scene of the game (which is shown after the loading screen)
t_link to [[#Scene|Scene]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
The first scene of the game (which is shown after the loading screen)
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameFontLinks
GameFontLinks
+
| t_links to [[#Font|Font]] (parent)
| valign="top" |
+
| All fonts of the game.
t_links to [[#Font|Font]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All fonts of the game.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameFullScreenIntro
GameFullScreenIntro
+
| t_bool
| valign="top" |
+
| True if the intro movie is scaled to fullscreen.
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
True if the intro movie is scaled to fullscreen.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameGameComposedFile
GameGameComposedFile
+
| t_path
| valign="top" |
+
| 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.
t_path
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameGameComposedFiles
GameGameComposedFiles
+
| t_int
| valign="top" |
+
| The number of composed game files:<br>
t_int
 
| valign="top" |
 
The number of composed game files:<br>
 
 
'0' (eMainContainer): The game object is stored in the main container.<br>
 
'0' (eMainContainer): The game object is stored in the main container.<br>
 
'1' (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.<br>
 
'1' (eSingleContainer): The game object is stored in one file specified by GameGameComposedFile.<br>
| valign="top" align="center" |
+
| class="cent" | <div class="cross"></div>
-
+
| class="cent" | V
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameGameName
GameGameName
+
| t_string
| valign="top" |
+
| The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&lt;UserName&gt;\AppData\Local\&lt;CompanyName&gt;\&lt;GameName&gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.
t_string
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
The game name is used for the path where the savegames are stored. E.g. on an English Windows Vista the path could look like this: C:\Users\&lt;UserName&gt;\AppData\Local\&lt;CompanyName&gt;\&lt;GameName&gt;\Savegames. If no company name or game name is specified the savegames are stored in the directory below the ved-file directory.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameHiddenDialog
GameHiddenDialog
+
| t_link to [[#Dialog|Dialog]]
| valign="top" |
+
| 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.
t_link to [[#Dialog|Dialog]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V/S
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.
+
|-  
| valign="top" align="center" |
+
| GameHideCursor
-
+
| t_bool
| valign="top" align="center" |
+
| If true the cursor is hidden and no cursor interaction is possible.
V/S
+
| class="cent" | <div class="tick"></div>
|- class="scriptable"
+
| class="cent" | S
| valign="top" |
+
|-
GameHoldTime
+
| GameHideInterfaces
| valign="top" |
+
| t_bool
t_int
+
| If true all interfaces are hidden, independent of individual interface visibility.
| valign="top" |
+
| class="cent" | <div class="tick"></div>
Time in milli seconds until the event 'Mouse holding' (for GameLeftHoldAction and GameLeftHoldingAction) is fired.
+
| class="cent" | S
| valign="top" align="center" |
+
|-
Yes
+
| GameHoldTime
| valign="top" align="center" |
+
| t_int
V/S
+
| Time in milli seconds until the event 'Mouse holding' (for GameLeftHoldAction and GameLeftHoldingAction) is fired.
|- class="scriptable"
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | V/S
GameHorizontalScrollDistance
+
|-  
| valign="top" |
+
| GameHorizontalScrollDistance
t_int
+
| t_int
| valign="top" |
+
| 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.
If the distance of the current character to the horizontal scene border is equal or smaller than this value then the scene will be scrolled horizontal to center the character (if the scene is larger than the viewable area). If this value is very small the character has to go very close to the border until the scene is scrolled, if the value is half the viewable size or larger then the character will always be centered.
+
| class="cent" | <div class="tick"></div>
| valign="top" align="center" |
+
| class="cent" | S
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameId
GameId
+
| t_string
| valign="top" |
+
| Unique Identification number. Used for savegames in order to only load savegames for correct game.
t_string
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Unique Identification number. Used for savegames in order to only load savegames for correct game.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameInterfaces
GameInterfaces
+
| t_links to [[#Interface|Interface]] (parent)
| valign="top" |
+
| All interfaces of the game.
t_links to [[#Interface|Interface]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All interfaces of the game.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameInterfaceClasses
GameInterfaceClasses
+
| t_links to [[#InterfaceClass|InterfaceClass]] (parent)
| valign="top" |
+
| All interface classes of the game.
t_links to [[#InterfaceClass|InterfaceClass]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All interface classes of the game.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameInterfaceComposedFile
GameInterfaceComposedFile
+
| t_path
| valign="top" |
+
| Defines the filename for composing the interface when compiling the game.
t_path
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Defines the filename for composing the interface when compiling the game.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameInterfaceComposedFiles
GameInterfaceComposedFiles
+
| t_int
| valign="top" |
+
| The number of composed interface files:<br>
t_int
 
| valign="top" |
 
The number of composed interface files:<br>
 
 
'0' (eMainContainer): All interfaces are stored in the main container.<br>
 
'0' (eMainContainer): All interfaces are stored in the main container.<br>
 
'1' (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.<br>
 
'1' (eSingleContainer): All interfaces are stored in one file specified by GameInterfaceComposedFile.<br>
 
'2' (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).<br>
 
'2' (eMultipleContainers): Each interface is stored in an own container specified by GameInterfaceComposedFile (filename extended by the interface number).<br>
| valign="top" align="center" |
+
| class="cent" | <div class="cross"></div>
 +
| class="cent" | <div class="cross"></div>
 
|-
 
|-
| valign="top" |
+
| GameIntro
GameIntro
+
| t_path
| valign="top" |
+
| Intro movie which will be played at the beginning of the game.
t_path
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Intro movie which will be played at the beginning of the game.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameItems
GameItems
+
| t_links to [[#Object|Object]] (parent)
| valign="top" |
+
| All items of the game.
t_links to [[#Object|Object]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All items of the game.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameLanguages
GameLanguages
+
| t_links to [[#Language|Language]] (parent)
| valign="top" |
+
| All languages of the game.
t_links to [[#Language|Language]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All languages of the game.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameLeftClickAction
GameLeftClickAction
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| An action which will be started if the left mouse button is clicked.
t_link to [[#Action|Action]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
An action which will be started if the left mouse button is clicked.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameLeftDblClickAction
GameLeftDblClickAction
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| An action which will be started if the left mouse button is double clicked.
t_link to [[#Action|Action]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
An action which will be started if the left mouse button is double clicked.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameLeftHoldAction
GameLeftHoldAction
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| 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.
t_link to [[#Action|Action]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHold is set to '3' or '4'. The action is started when the mouse button is released.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameLeftHoldingAction
GameLeftHoldingAction
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| 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.
t_link to [[#Action|Action]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Action which is started if the left mouse button is pressed for a certain time (GameLeftHoltTime) and GameLeftMouseHolding is set to '3'. The action is started when the mouse button is pressed.
+
|-
| valign="top" align="center" |
+
| GameLeftHoldBehaviour
-
+
| t_int
| valign="top" align="center" |
+
| Defines if the character will be sent to the current position when the left button is released.<br/>
V
+
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.<br/>
|- class="scriptable"
+
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.<br/>
| valign="top" |
+
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.
GameLeftMouseClick
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | V/S
t_int
+
|-  
| valign="top" |
+
| GameLeftMouseHold
Defines what a left mouse click is used for:<br>
+
| t_int
'0' (eIndividualAction): used for individual actions.<br>
+
| Defines what the event 'left mouse button hold' is used for when the button is released.<br/>
'4' (eStandardActionWithIndividual): used for standard action (GameLeftClickAction) and individual actions.<br>
+
'0' (eIndividualAction): used for individual actions.<br/>
| valign="top" align="center" |
+
'3' (eStandardAction): used for standard action (GameLeftHoldAction).<br/>
Yes
+
'4' (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.
| valign="top" align="center" |
+
| class="cent" | <div class="tick"></div>
V/S
+
| class="cent" | V/S
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameLeftMouseHolding
GameLeftMouseDblClick
+
| t_int
| valign="top" |
+
| Defines what the event 'left mouse button hold' is used for when the button is pressed.<br>
t_int
 
| valign="top" |
 
Defines what a left double click is used for:<br>
 
'0' (eIndividualAction): used for individual actions.<br>
 
'3' (eStandardAction): used for standard action (GameLeftDblClickAction).<br>
 
'4' (eStandardActionWithIndividual): used for standard action (GameLeftDlbClickAction) and individual actions.<br>
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V/S
 
|- class="scriptable"
 
| valign="top" |
 
GameLeftMouseHold
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Defines what the event 'left mouse button hold' is used for when the button is released.<br>
 
'0' (eIndividualAction): used for individual actions.<br>
 
'3' (eStandardAction): used for standard action (GameLeftHoldAction).<br>
 
'4' (eSandardActionWithIndividual): used for standard action (GameLeftHoldAction) and individual actions.<br>
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V/S
 
|- class="scriptable"
 
| valign="top" |
 
GameLeftMouseHolding
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Defines what the event 'left mouse button hold' is used for when the button is pressed.<br>
 
 
'0' (eIndividualAction): used for individual actions.<br>
 
'0' (eIndividualAction): used for individual actions.<br>
 
'3' (eStandardAction): used for standard action (GameLeftHoldingAction).<br>
 
'3' (eStandardAction): used for standard action (GameLeftHoldingAction).<br>
| valign="top" align="center" |
+
| class="cent" | <div class="tick"></div>
Yes
+
| class="cent" | V/S
| valign="top" align="center" |
 
V/S
 
 
|-
 
|-
| valign="top" |
+
| GameLoading
GameLoading
+
| t_link to [[#Loading|Loading]] (parent)
| valign="top" |
+
| The loading screen. (is shown on startup when the game is loaded)
t_link to [[#Loading|Loading]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
The loading screen. (is shown on startup when the game is loaded)
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameMinificationFilter
GameMinificationFilter
+
| t_int
| valign="top" |
+
| Filter for minification of textures (scaling of character images).<br>
t_int
 
| valign="top" |
 
Filter for minification of textures (scaling of character images).<br>
 
 
'0': Linear interpolation.<br>
 
'0': Linear interpolation.<br>
 
'1': Nearest neighbor.<br>
 
'1': Nearest neighbor.<br>
| valign="top" align="center" |
+
| class="cent" | <div class="cross"></div>
-
+
| class="cent" | V
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameMagnificationFilter
GameMagnificationFilter
+
| t_int
| valign="top" |
+
| Filter for magnification of textures (scaling of character images).<br>
t_int
 
| valign="top" |
 
Filter for magnification of textures (scaling of character images).<br>
 
 
'0' (eLinearInterpolation): Linear interpolation.<br>
 
'0' (eLinearInterpolation): Linear interpolation.<br>
 
'1' (eNearestNeighborInterpolation): Nearest neighbor.<br>
 
'1' (eNearestNeighborInterpolation): Nearest neighbor.<br>
| valign="top" align="center" |
+
| class="cent" | <div class="cross"></div>
-
+
| class="cent" | V
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameMiddleClickAction
GameMovieComposedFile
+
| t_link
| valign="top" |
+
| An action which will be started if the middle mouse button is clicked.
t_path
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Defines the filename for composing the movies when compiling the game.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameMiddleClickBehaviour
GameMovieComposedFiles
+
| t_int
| valign="top" |
+
| Defines if the character will be sent to the current position when the middle mouse button is clicked.<br/>
t_int
+
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.<br/>
| valign="top" |
+
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.<br/>
The number of composed movie files:<br>
+
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| GameMouseWheelDownAction
 +
| t_link
 +
| An action which will be started if the mouse wheel is moved down.
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| GameMouseWheelUpAction
 +
| t_link
 +
| An action which will be started if the mouse wheel is moved up.
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| GameMovieComposedFile
 +
| t_path
 +
| Defines the filename for composing the movies when compiling the game.
 +
| class="cent" | <div class="cross"></div>
 +
| class="cent" | V
 +
|-
 +
| GameMovieComposedFiles
 +
| t_int
 +
| The number of composed movie files:<br>
 
'0' (eMainContainer): All movies are stored in the main container.<br>
 
'0' (eMainContainer): All movies are stored in the main container.<br>
 
'1' (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.<br>
 
'1' (eSingleContainer): All movies are stored in one file specified by GameMovieComposedFile.<br>
| valign="top" align="center" |
+
| class="cent" | <div class="cross"></div>
-
+
| class="cent" | V
| valign="top" align="center" |
+
|-  
V
+
| GameObjectFont
|- class="scriptable"
+
| t_link to [[#Font|Font]]
| valign="top" |
+
| 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.
GameObjectFont
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | V
t_link to [[#Font|Font]]
 
| valign="top" |
 
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.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameParticleContainerLinks
GameParticleContainerLinks
+
| t_links to [[#ParticleContainer|ParticleContainer]] (parent)
| valign="top" |
+
| All particle systems of the game.
t_links to [[#ParticleContainer|ParticleContainer]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All particle systems of the game.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GamePicBufferSize
GamePicBufferSize
+
| t_int
| valign="top" |
+
| 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).
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GamePictureCacheSize
GamePictureCacheSize
+
| t_int
| valign="top" |
+
| Size in MB for cache which stores the recently loaded images.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Size in MB for cache which stores the recently loaded images.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GamePreloadPicThreads
GamePreloadPicThreads
+
| t_int
| valign="top" |
+
| Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Number of threads used for preloading animations. GamePreloadPicThreads number of buffers with size of GamePreloadedPicBufferSize will be preallocated.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GamePreloadedPicBufferSize
GamePreloadedPicBufferSize
+
| t_int
| valign="top" |
+
| 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).
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
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).
+
|-  
| valign="top" align="center" |
+
| GameQuake
-
+
| t_bool
| valign="top" align="center" |
+
| If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.
V
+
| class="cent" | <div class="tick"></div>
|- class="scriptable"
+
| class="cent" | S
| valign="top" |
+
|-  
GameQuake
+
| GameQuakeForce
| valign="top" |
+
| t_int
t_bool
+
| Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.
| valign="top" |
+
| class="cent" | <div class="tick"></div>
If true a quake constantly moves the screen. The values GameQuakeForce and GameQuakeSpeed are used as parameters for the quake.
+
| class="cent" | S
| valign="top" align="center" |
+
|-  
Yes
+
| GameQuakeSpeed
| valign="top" align="center" |
+
| t_int
S
+
| Defines how long (in milli seconds) a moved screen is shown at the same position. A higher value results in a slower quake because the same screen is shown longer. Value is only used if GameQuake is true.
|- class="scriptable"
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | S
GameQuakeForce
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Number of maximum pixels the screen is moved by a quake. Value is only used if GameQuake is true.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
GameQuakeSpeed
 
| valign="top" |
 
t_int
 
| valign="top" |
 
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.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameRegisteredEventHandlers
GameReserved
+
| t_string
| valign="top" |
+
| All registered event handlers.
t_string
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | S
Licence number.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameReserved
GameRightClickAction
+
| t_string
| valign="top" |
+
| Licence number.
t_link to [[#Action|Action]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Action which is started if the right mouse button is pressed and GameRightMouseClick is set to '3' or '4'.
+
|-
| valign="top" align="center" |
+
| GameRightClickAction
-
+
| t_link to [[#Action|Action]] (parent)
| valign="top" align="center" |
+
| Action which is started if the right mouse button is pressed and GameRightMouseClick is set to '3' or '4'.
V
+
| class="cent" | <div class="cross"></div>
|- class="scriptable"
+
| class="cent" | V
| valign="top" |
+
|-  
GameRightMouseClick
+
| GameRightClickBehaviour
| valign="top" |
+
| t_int
t_int
+
| Defines if the character will be sent to the current position when the right mouse button is clicked.<br/>
| valign="top" |
+
'0' (eMouseActionBehaviourDoNotSendCharacter): The character will not be send to the current position.<br/>
Defines what the right mouse button is used for.<br>
+
'1' (eMouseActionBehaviourSendCharacterToCursor): Character will be send to current position.<br/>
 +
'2' (eMouseActionBehaviourSendCharacterToObjects): Character will be send to current position if it is a scene object.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| GameRightMouseClick
 +
| t_int
 +
| Defines what the right mouse button is used for.<br>
 
'0' (eIndividualAction): used for individual actions.<br>
 
'0' (eIndividualAction): used for individual actions.<br>
 
'1' (eActivateStandardCommand): activates standard command.<br>
 
'1' (eActivateStandardCommand): activates standard command.<br>
Line 3,065: Line 1,797:
 
'3' (eStandardAction): used for standard action (GameRightClickAction).<br>
 
'3' (eStandardAction): used for standard action (GameRightClickAction).<br>
 
'4' (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.<br>
 
'4' (eSandardActionWithIndividual): used for standard action (GameRightClickAction) and individual actions.<br>
| valign="top" align="center" |
+
| class="cent" | <div class="tick"></div>
Yes
+
| class="cent" | V/S
| valign="top" align="center" |
+
|-  
V/S
+
| GameSavedObject
|- class="scriptable"
+
| t_link to [[#Object|Object]]
| valign="top" |
+
| Saved object. An action can be executed on this saved object. (see actionpart 'Execute command on saved object')
GameSavedObject
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | S
t_link to [[#Object|Object]]
 
| valign="top" |
 
Saved object. An action can be executed on this saved object. (see actionpart 'Execute command on saved object')
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameSaveGameName
GameSaveGameName
+
| t_string
| valign="top" |
+
| Used to store name of current savegame.
t_string
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Used to store name of current savegame.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameSavegameScreenshot
GameSceneComposedFile
+
| t_path
| valign="top" |
+
| Image used as savegame screenshot for all scenes when game is played on a mobile device.
t_path
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Defines the filename for composing the scenes when compiling the game.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameSceneComposedFile
GameSceneComposedFiles
+
| t_path
| valign="top" |
+
| Defines the filename for composing the scenes when compiling the game.
t_int
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
The number of composed scene files:<br>
+
|-
 +
| GameSceneComposedFiles
 +
| t_int
 +
| The number of composed scene files:<br>
 
'0' (eMainContainer): All scenes are stored in the main container.<br>
 
'0' (eMainContainer): All scenes are stored in the main container.<br>
 
'1' (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.<br>
 
'1' (eSingleContainer): All scenes are stored in one file specified by GameSceneComposedFile.<br>
 
'2' (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).<br>
 
'2' (eMultipleContainers): Each scene is stored in an own container specified by GameSceneComposedFile (filename extended by the scene number).<br>
| valign="top" align="center" |
+
| class="cent" | <div class="cross"></div>
-
+
| class="cent" | V
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameSceneLinks
GameSceneLinks
+
| t_links to [[#Scene|Scene]] (parent)
| valign="top" |
+
| All scenes of the game.
t_links to [[#Scene|Scene]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All scenes of the game.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameScriptLinks
GameScriptLinks
+
| t_links to [[#Script|Script]] (parent)
| valign="top" |
+
| All scripts of the game.
t_links to [[#Script|Script]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
All scripts of the game.
+
|-  
| valign="top" align="center" |
+
| GameScrollCenterCharacter
-
+
| t_bool
| valign="top" align="center" |
+
| 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.
V
+
| class="cent" | <div class="tick"></div>
|- class="scriptable"
+
| class="cent" | S
| valign="top" |
+
|-  
GameScrollCenterCharacter
+
| GameScrollCharacter
| valign="top" |
+
| t_link to [[#Character|Character]]
t_bool
+
| Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).
| valign="top" |
+
| class="cent" | <div class="tick"></div>
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.
+
| class="cent" | S
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
|- class="scriptable"
 
| valign="top" |
 
GameScrollCharacter
 
| valign="top" |
 
t_link to [[#Character|Character]]
 
| valign="top" |
 
Character which will be centered on the current scene (if GameScrollCenterCharacter is true and GameScrollTo is false).
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameScrollDirectionHorizontal
GameScrollDirectionHorizontal
+
| t_int
| valign="top" |
+
| Horizontal direction the scene is currently scrolling.<br/>
t_int
+
'0': currently no horizontal scrolling.<br/>
| valign="top" |
+
'1': currently scrolling to the left.<br/>
Horizontal direction the scene is currently scrolling.<br>
+
'2': currently scrolling to the right.
'0': currently no horizontal scrolling.<br>
+
| class="cent" | <div class="cross"></div>
'1': currently scrolling to the left.<br>
+
| class="cent" | S
'2': currently scrolling to the right.<br>
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameScrollDirectionVertical
GameScrollDirectionVertical
+
| t_int
| valign="top" |
+
| Vertical direction the scene is currently scrolling.<br/>
t_int
+
'0': currently no vertical scrolling.<br/>
| valign="top" |
+
'3': currently scrolling to the top.<br/>
Vertical direction the scene is currently scrolling.<br>
+
'4': currently scrolling to the bottom.
'0': currently no vertical scrolling.<br>
+
| class="cent" | <div class="cross"></div>
'3': currently scrolling to the top.<br>
+
| class="cent" | S
'4': currently scrolling to the bottom.<br>
+
|-  
| valign="top" align="center" |
+
| GameScrollPosition
-
+
| t_point
| valign="top" align="center" |
+
| Upper left corner of current scroll position (on current scene).
S
+
| class="cent" | <div class="tick"></div>
|- class="scriptable"
+
| class="cent" | S
| valign="top" |
+
|-  
GameScrollPosition
+
| GameScrollSpeed
| valign="top" |
+
| t_int
t_point
+
| Number of pixels which will be scrolled in one second.
| valign="top" |
+
| class="cent" | <div class="tick"></div>
Upper left corner of current scroll position (on current scene).
+
| class="cent" | V/S
| valign="top" align="center" |
+
|-  
Yes
+
| GameScrollToPoint
| valign="top" align="center" |
+
| t_point
S
+
| Upper left corner the current scene is scrolling to.
|- class="scriptable"
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | S
GameScrollSpeed
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Number of pixels which will be scrolled in one second.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
V/S
 
|- class="scriptable"
 
| valign="top" |
 
GameScrollToPoint
 
| valign="top" |
 
t_point
 
| valign="top" |
 
Upper left corner the current scene is scrolling to.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameScrollTo
GameScrollTo
+
| t_bool
| valign="top" |
+
| If true the scene is currently scrolling to GameScrollToPoint.
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | S
If true the scene is currently scrolling to GameScrollToPoint.
+
|-
| valign="top" align="center" |
+
| GameShaderExclude
-
+
| t_int
| valign="top" align="center" |
+
| Defines which components (scene, interfaces, texts, cursor) will be excluded from shader programs.<br/>
S
+
'0' (eShaderExcludeNothing): standard, exclude nothing.<br/>
|- class="scriptable"
+
'1' (eShaderExcludeInterfaces): exclude interfaces, text on top, cursor.<br/>
| valign="top" |
+
'2' (eShaderExcludeTextsAndCursor): exclude text on top, cursor.<br/>
GameSpeakerTextAlignment
+
'3' (eShaderExcludeCursor): exclude cursor
| valign="top" |
+
| class="cent" | <div class="tick"></div>
t_int
+
| class="cent" | S
| valign="top" |
+
|-
Defines alignment of speaker text:<br>
+
| 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.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | 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.
 +
| class="cent" | <div class="tick"></div>
 +
| class="cent" | V/S
 +
|-
 +
| GameSpeakerTextAlignment
 +
| t_int
 +
| Defines alignment of speaker text:<br>
 
'0' (eAlignLeft): Align left.<br>
 
'0' (eAlignLeft): Align left.<br>
 
'1' (eAlignRight): Align right.<br>
 
'1' (eAlignRight): Align right.<br>
Line 3,245: Line 1,930:
 
'4' (eAlignRightWithCenterPos): Align right (use center position).<br>
 
'4' (eAlignRightWithCenterPos): Align right (use center position).<br>
 
'5' (eAlignCenteredWithLeftPos): Centered (use left position).<br>
 
'5' (eAlignCenteredWithLeftPos): Centered (use left position).<br>
| valign="top" align="center" |
+
| class="cent" | <div class="tick"></div>
Yes
+
| class="cent" | V/S
| valign="top" align="center" |
+
|-  
V/S
+
| GameSpeechLanguage
|- class="scriptable"
+
| t_link to [[#Language|Language]]
| valign="top" |
+
| Defines the language which is used for speech output. If empty the language from GameStandardLanguage will be used.
GameStandardLanguage
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | S
t_link to [[#Language|Language]]
+
|-
| valign="top" |
+
| GameStandardLanguage
Defines the currently used language.
+
| t_link to [[#Language|Language]]
| valign="top" align="center" |
+
| Defines the currently used language.
Yes
+
| class="cent" | <div class="tick"></div>
| valign="top" align="center" |
+
| class="cent" | V/S
V/S
 
 
|-
 
|-
| valign="top" |
+
| GameStartAction
GameStartAction
+
| t_link to [[#Action|Action]] (parent)
| valign="top" |
+
| This action will be executed once at the beginning of the game (after the game was loaded).
t_link to [[#Action|Action]] (parent)
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
This action will be executed once at the beginning of the game (after the game was loaded).
+
|-  
| valign="top" align="center" |
+
| GameTextAlignment
-
+
| t_int
| valign="top" align="center" |
+
| Defines alignment of spoken text:<br>
V
 
|- class="scriptable"
 
| valign="top" |
 
GameTextAlignment
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Defines alignment of spoken text:<br>
 
 
'0' (eAlignLeft): Align left.<br>
 
'0' (eAlignLeft): Align left.<br>
 
'1' (eAlignRight): Align right.<br>
 
'1' (eAlignRight): Align right.<br>
Line 3,284: Line 1,960:
 
'4' (eAlignRightWithCenterPos): Align right (use center position).<br>
 
'4' (eAlignRightWithCenterPos): Align right (use center position).<br>
 
'5' (eAlignCenteredWithLeftPos): Centered (use left position).<br>
 
'5' (eAlignCenteredWithLeftPos): Centered (use left position).<br>
| valign="top" align="center" |
+
| class="cent" | <div class="tick"></div>
Yes
+
| class="cent" | V/S
| valign="top" align="center" |
+
|-  
V/S
+
| GameTextOutput
|- class="scriptable"
+
| t_int
| valign="top" |
+
| Defines if spoken texts should be printed and/or spoken:<br>
GameTextOutput
 
| valign="top" |
 
t_int
 
| valign="top" |
 
Defines if spoken texts should be printed and/or spoken:<br>
 
 
'0' (eTextAndSpeechOutput): Display text and play speech file.<br>
 
'0' (eTextAndSpeechOutput): Display text and play speech file.<br>
 
'1' (eOnlySpeechOutput): Only play speech file.<br>
 
'1' (eOnlySpeechOutput): Only play speech file.<br>
 
'2' (eOnlyTextOutput): Only display text.<br>
 
'2' (eOnlyTextOutput): Only display text.<br>
| valign="top" align="center" |
+
| class="cent" | <div class="tick"></div>
Yes
+
| class="cent" | S
| valign="top" align="center" |
 
S
 
 
|-
 
|-
|- class="scriptable"
+
|-  
| valign="top" |
+
| GameTextSpeed
GameTextSpeed
+
| t_int
| valign="top" |
+
| Speed for displaying texts (in %). Default is 100.
t_int
+
| class="cent" | <div class="tick"></div>
| valign="top" |
+
| class="cent" | S
Speed for displaying texts (in %). Default is 100.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameUsedItem
GameUsedItem
+
| t_link to [[#Object|Object]]
| valign="top" |
+
| The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.
t_link to [[#Object|Object]]
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | S
The currently picked up item. A picked up item is either dragged (shown instead of cursor) or displayed in the action text.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameVersion
GameVersion
+
| t_string
| valign="top" |
+
| Version number of the game.
t_string
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Version number of the game.
+
|-  
| valign="top" align="center" |
+
| GameVerticalScrollDistance
-
+
| t_int
| valign="top" align="center" |
+
| 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.
V
+
| class="cent" | <div class="tick"></div>
|- class="scriptable"
+
| class="cent" | S
| valign="top" |
 
GameVerticalScrollDistance
 
| valign="top" |
 
t_int
 
| valign="top" |
 
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.
 
| valign="top" align="center" |
 
Yes
 
| valign="top" align="center" |
 
S
 
 
|-
 
|-
| valign="top" |
+
| GameVideosEncrypted
GameVideosEncrypted
+
| t_bool
| valign="top" |
+
| If true the videos are stored in an encrypted container. This field is only relevant for compiled games.
t_bool
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
If true the videos are stored in an encrypted container. This field is only relevant for compiled games.
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|-
 
|-
| valign="top" |
+
| GameWindowResolution
GameWindowResolution
+
| t_point
| valign="top" |
+
| Screen resolution (e.g. 640x480).
t_point
+
| class="cent" | <div class="cross"></div>
| valign="top" |
+
| class="cent" | V
Screen resolution (e.g. 640x480).
 
| valign="top" align="center" |
 
-
 
| valign="top" align="center" |
 
V
 
 
|}
 
|}
  
 
== Interface ==
 
== Interface ==
{| class="gruen" border="1"
+
{| class="ts"
| valign="top" |
 
'''Table'''
 
| valign="top" |
 
'''Field'''
 
| valign="top" |
 
'''Field Type'''
 
| valign="top" |
 
'''Description'''
 
| valign="top" align="center" |
 
'''Scriptable'''
 
| valign="top" align="center" |
 
'''Storage'''
 
 
|-
 
|-
| rowspan="20" valign="top" |
+
! style="width:10%; | Field !! style="